Spell modding help

dan14444

Chieftain
Joined
Jan 20, 2005
Messages
54
I would like to implement few spells for my game, but never modded civ4. Could you let me know how to implement at least something of:

-Earth III: 1) mountains to hills, hills to flatlands; 2) flatlands to hills, hills to mountains; all with earthquakes, 5 turns cast, kills caster if not flying

-Earth III+Water III: 1) flatland to coast, coast to flatland; 2) ocean to coast, coast to flatland; all with tsunami, 5 turns cast, kills caster if not flying

-Water II - water walk 1 turn for stack

-Air III: flight 1 turn for stack

-Nature II + Spirit II: turn forest to anicient forest

-Water II + Nature II: make flatlands from deserts near rivers

-Dimention III, Air 1, Water 1, Fire1, Earth 1: create a raw node, 10 turns cast, spam hostile elementals, maelstorm and earthquake each turn, caster's stack is not immune

- Life III + Spirit III: remove golem/undead promotions
- Death III + Spirit III: remove golem/undead promotion, sacrifice living non-animal
- Death III: add undead promotion

- Move Spring to Water I+Life I
- Water I: quenche fires

- Entropy II: drop fallout, range III

- Body I: Sprint
- Body II: Haste

- Life III: Vitalize
- Life III+Body III+Spirit III - Resurrection (no graveyards, nodes, etc.)
- Nature III: Summon Manticore (perm, 50% to barb each turn) and Griffon
Also, is it possible to add a "Griffon Rider" flying promo to some living units by sacrificing Griffons?
Is it possible to give extra support cost for some promotions?

- Mind I: - Loyality, not Inspiration
- Law I: - Hope, not Loyality
- Spirit II: - Valor, 25% off each turn
- Law III: - Mobilization, all extra food&commerce -> military production
 
Look in the \Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2\Assets\XML\Units folder. Open the file CIV4SpellInfos.xml

Also look in the C:\spel\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2\Assets\python\entrypoints folder. Open the file CvSpellInterface.py


Those are the main files you need to alter. Just look at those files and any other in those general directories. Much of what you want is already implemented in a slightly different way. For instance:

-Water II - water walk 1 turn for stack

-Air III: flight 1 turn for stack

are just Dance of Blades with two new promotions.


Make a start on your own, then ask specific questions in the appropriate sub-forum.
 
-Earth III: 1) mountains to hills, hills to flatlands; 2) flatlands to hills, hills to mountains; all with earthquakes, 5 turns cast, kills caster if not flying
Keep in mind that changing peaks to hills usually isn't bad but changing hills to flatlands or flatlands to hills will result in a number of graphical errors that will require you to exit and reload to fix.

Changing any plot type can also create some potentially 'impossible' situations so you'll need to handle any existing resources and/or improvements as well and either skip the plot if it has a resource or destroy any resources and improvements, or at least those that would not be valid on the new plot type such as cows in the ocean or corn on a hill.
 
Thanks for info about modding.

About terraforming - I see the Kael's point; but for super-archmages AI balance issues are not important anymore - when you spare for terraforming some III+III archmages (+ forces sufficient for to keep them alive for says 10 turns of casting with contant harass by spell strikes and monters... Plus flying...) You can conquer any AI anyway :)
Not all spells should be for AI's use - actually some of existing ones IMHO should be prohibited or work differently for humans and AIs - now they just drain resources...

Anyway, for myself I'll try to implement it sometime... May be... If someone will not do it earlier :).

P.S. AI terraforming spell I see as "mountains to hills in fat cross, without nasty spell strikes and summons"... May be also "create rivers". Anything alse will be too much for AI...

P.P.S. Just got another spell in mind: Earth III+Chaos III, transmutation... 50% create metal resource, 50% nuclear blast radius 2. Fallouts must be in game! :)
 
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