[SDK MODCOMP] Civ4 Comunity Core Project for Warlords

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Now that my Modular XML loading 3.0 is done I will get the WL version up soon, its mostly ready but hasn't been tested much, I guess I might as well shove it out the door for bug testing.
 
Yet another suggestion/request here:

Multiple Unit Class attributes (or alternatively, a second tag on the unit that does the same thing). This would allow any number of mods, such as a racial attribute for fantasy mods, a formation attribute for a more standard mod (light cavalry are much more effective against an open formation than a closed formation), or any number of other options.

Basically, the XML would look more like:
Code:
<Classes>
     <Class>UNITCLASS_MELEE</Class>
     <Class>UNITFORMATION_CLOSED</Class>
     <Class>UNITRACE_ELF</Class>
     <Class>UNITFLAVOR_GRAVY</Class>
</Classes>

or


<Class>UNITCLASS_MELEE</Class>
<ExtraClasses>
     <ExtraClass>UNITFORMATION_CLOSED</ExtraClass>
     <ExtraClass>UNITRACE_ELF</ExtraClass>
     <ExtraClass>UNITFLAVOR_HAM</ExtraClass>
</ExtraClasses>

Since we already have an attribute for units that gives them +/- vs. Unit Classes, not much would have to be done other than allowing multiple classes with the first option.

As an added bonus, if you could use Promotions to add classes to units, that would be sweet.

Just have to say that I am really impressed with both the concept and the implementation of this project. Keep up the good work.

P.S. Adding variable city-radius would be nice too. But I know how to do that if you don't include it.
 
You mean UnitCombat (Melle, Ranged, GunPowder) not UnitClass, It sounds like an interesting idea, their would need to be more runtime checking to determine the UnitCombat type and then you need to decide how to use them. I'm thinking that a Multi-Combat unit uses what ever class is most advantageous of it, so when attacked it acts as the CombatType for which the attacker has the lowest advantage. On promotion validation is can access a promotion if any of its types is valid.

I've been thinking about variable city radius but its quite tricky to do, also the UI needs to be modified to do the appropriate zooming in the City view.
 
Impaler[WrG];5076810 said:
You mean UnitCombat (Melle, Ranged, GunPowder) not UnitClass,
Er, yeah. So you have Type defining what unit it is, Class defining equivalence in terms of UUs and such, and then Combat defining any other tags you want to apply to the unit.

It sounds like an interesting idea, their would need to be more runtime checking to determine the UnitCombat type and then you need to decide how to use them.
Not sure what you mean here. I thought that the idea of CCCP was to basically design a DLL that would allow for maximal modification while still allowing base gameplay. How to use them would be in the hands of those XML modders.

I'm thinking that a Multi-Combat unit uses what ever class is most advantageous of it, so when attacked it acts as the CombatType for which the attacker has the lowest advantage. On promotion validation is can access a promotion if any of its types is valid.
This is a really cool idea, although if possible, this should be adjustable. For example, it would sort of suck if you have a +50&#37; against elves and a +50% against Melee units, and -10% against things that taste like ham, but you get -10% instead of +90% against ham-flavored elven swordsmen. On the other hand, having a unit with bows and swords that would use the better of the two when fighting would be cool too. Doing two lists (and / or) might work, but would be much harder to implement and would probably still leave logical gaps for other situations.


I've been thinking about variable city radius but its quite tricky to do, also the UI needs to be modified to do the appropriate zooming in the City view.

Isn't it just one variable in the GlobalDefines that changes the zoom? That counts as XML changes (although having it be done automatically would be nice) so you shouldn't have to do anything to that for CCCP. Unfortunately, there's no global solution to the city radius situation, since it's just a list of which plots are workable, although if you are looking at a global solution, that's pretty impressive.

If not, I'd presume that you'd just give, say, three options: 1, 2, 3. Any value in whatever config file you'd use to define it that isn't one of those three would default to 2. Maybe add 4. 5 or more seems like it would be unwieldy.

Although it might be cool for a 2- or 3- city showdown without settlers -- you'd need to build culture as the game advanced to be able to pick up new resources. Custom map and custom culture levels, probably. Got to jot that one down.
 
Another Version, 2.08.02, now includes Pedia, Due to difficulties I wont be updating the first post of this thread regularly so I've just included links to the new thread their instead.
 
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