[SDK MODCOMP] Food From Animals

I guess we'll have to be patient for DPII to reupload. I am itching to use it though -- my brain is already concocting new Traits I want to make using this modcomp, as well as changes to existing Traits... :mischief:

There isn't a direct way to implement the promotion via Tech which I know of, but you could make an event which requires that Tech and has a -1 Weight which provides the promotion to all units.

Hmm, well, I'm afraid I don't really know how to do that either. :blush: I'm only really XML capable, python incompetent (or worse), and SDK incapable. Your plans still sound interesting and potentially useful though, regardless of whether I'll be able to use them in the way described.
 
Yeah I cant wait to get this in my mod.. but got a problem since im already using Tojan Sheeps Super spy mod comp.. and they both have made changes to the dll file so think I have to try my skill at sdk...
Merging, for the most part, is not too tough as long as the two mods don't change much of the same code. Compiling is the part that might create the hassle to inexperienced folks ;)
 
Merging, for the most part, is not too tough as long as the two mods don't change much of the same code. Compiling is the part that might create the hassle to inexperienced folks ;)


Well just have to try it then.. dont think the two componets use the same code.. but what do i know im just a newbie at this...
 
I'm going to try to reupload it today... the weekend has been insanely busy. Tonight, however, will be a lot quieter and I'll have time to catch up on these things.
 
Yippee! Thank you greatly Dom :) I've been holding off on some of my own modding hoping that this would get re-uploaded and was almost to the point of just attempting it myself :)

@jefmart1: You would need new fields to increase the yields via promotions, but once I have moved it from UnitInfo to PromotionInfo, you will be able to have multiple promotions with stacking effects. I am also considering new fields which will modify your yields/commerces from combat. ie - Grant +100% to yeilds from Combat; Which would double WHICHEVER yield you happen to already have available (3 :science: become 6 :science:, 5 :food: becomes 10 :food) , but not provide anything if you do not gain yields from combat (so if Combat 5 was changed to provide +300% Commerces, but you didn't have any promotion to provide you with commerces from battle... you'd not notice any difference from normal Combat 5)
 
Your "number of downloads" has doubled since I first found it wasn't available anymore :p And I think that almost half of those are from me clicking on it and hoping ;)

Also, I need to catch you on Jabber again sometime. Got some improvements for the idea we discussed last time for Conqueror's Delight.
 
I'm sorry. I haven't been good about this... I've just been really, really busy the last few days. I'm fairly certain I have the ZIP on a hard drive at home, but I haven't had time when at home to upload it. So instead I may just repackage it on my laptop.
 
Ok, playing with it now. There seems to be an issue with the Tooltips showing up for the Traits, I tried playing as Stalin, who gets both traits you provided with new fields, and I wasn't able to notice any gains other than those which are provided by default by various units.


Also I happened to have been reading the mod somewhat backwards I suppose :) I thought that the fields went on the killer, not the killed :) Makes far more sense that you would place it on the killed though to control getting food from animals. I think I'll be trying to place both types in the Promotions. Then you can have a large "if you kill me" bonus to Espionage (they are carrying military Secrets) and a hefty "If I kill you" bonus to Research (they are recording Tactical Information).


EDIT: I have it all working in FfH now. Just have to add Promotions into the mix, and make all of the fields additive.

One thing I am wondering about: Is it possible to set it up so that if you provide YIELD_COMMERCE, it will split it up among the commerces based on their Science/Culture/Gold/Espionage slider settings? Was looking at how to do that and haven't stumbled on an easy/elegant method quite yet, but I think I see how I can do it.
 
Got this working as a Promotion now :) Made quite a few modifications here and there to your code as I needed to. Can't remember if I kept any of my changes to how your Salvage Function worked though... don't think that I did.


I am trying to decide about that one though. I like that you only get 1 of the commerces available, as well as the random bonus. I am tempted to do the same with the Yields as well. But on the other hand, modders would probably want to have precisely what they mod to be what is available... Not sure which way I'll go on that one.

Also trying to decide on how to handle :commerce:, I'd like to allow that one to be used, and make it split based on the current slider settings. I think I see how to do it, but I haven't sat down to take the time for it quite yet.

Anyway, posting the results now because there were other people who stated interest in getting this in a Promotion field format in the thread. You can find my work on it here.
 
xienwolf, I was really hoping to use the yield-promotions for my own modding purposes, but since the DLL in your modcomp is for FfH I don't think it will work for me. :( At least, I'm not having any success with it so far. Is there any possibility of getting a standard game modcomp, ala DPII's original but with the promotion fields included?
 
It should still work in the normal Civ the way that I have it written. Just remember to get the relevant pieces from the New Tag Definitions area as well, that might be the issues you are encountering.

Not sure if I'll have time to port things back to normal BtS anytime soon. I'm rather behind on quite a few personal projects :(
 
Going to try to implement this into my mod, it looks very useful, thankyou. One question, what if the unit you destroy has no prerequisite techs, or only ones you already know? Would the research bonus go to whatever tech you are currently researching, or would it just be lost?
 
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