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thecrazyscotsman's Mini Mods

Discussion in 'CivBE - Released Mods' started by thecrazyscot, Mar 5, 2015.

  1. thecrazyscot

    thecrazyscot Spiffy

    Joined:
    Dec 27, 2012
    Messages:
    1,543
    Any small mods I create I will simply list here.

    City Airlift
    Spoiler :
    Turns out the code from Civ V's Airports still works.

    This mod allows Launch Complexes to airlift units to other cities with Launch complexes. Basically, Airports from Civ V are back.

    Increased cost to compensate.

    I have not tested whether or not you airlift from cities to Phasal Transporters.

    Institute - National Wonder
    Spoiler :
    This mod turns the Institute into a national wonder. It requires a Laboratory in every city.

    The Institute now adds +1 to the primary yield of each specialist. The Institute quest is untouched.

    In addition, the Grower's base yield has been increased to 3 food.

    AI start with Ultrasonic Fence
    Spoiler :
    This mod is designed to be used with other mods that significantly increase the difficulty of the aliens. I've noticed that when I increase alien difficulty, many AI die out very quickly.

    This mod simply gives every AI that lands after you a starting Ultrasonic Fence. It does not work if you disable staggered start.
     

    Attached Files:

  2. thecrazyscot

    thecrazyscot Spiffy

    Joined:
    Dec 27, 2012
    Messages:
    1,543
  3. Gort

    Gort Chieftain

    Joined:
    Nov 7, 2010
    Messages:
    1,502
    Fix AI diplomacy in multiplayer if you can. (long shot, I know)
     
  4. thecrazyscot

    thecrazyscot Spiffy

    Joined:
    Dec 27, 2012
    Messages:
    1,543
    Added Institute - National Wonder and AI start with Ultrasonic Fence to OP.
    Unfortunately that's out of my skill set :(
     
  5. Ampharos

    Ampharos Chieftain

    Joined:
    Aug 15, 2014
    Messages:
    28
    Location:
    New Jersey
    Bump.

    Can the AI airlift, or is this something exclusive to the player?
     
  6. thecrazyscot

    thecrazyscot Spiffy

    Joined:
    Dec 27, 2012
    Messages:
    1,543
    The mod gives an existing building the ability to airlift, so building it isn't the problem. I don't know how Civ V handled getting the AI to use Airports, so...I don't know, I haven't tested to see :dunno:

    If you'd like to test, though...! :D
     
  7. Ampharos

    Ampharos Chieftain

    Joined:
    Aug 15, 2014
    Messages:
    28
    Location:
    New Jersey
    Well...

    From XML/AI/GlobalAIDefines:

    Code:
    		<Row Name="AI_HOMELAND_MOVE_PRIORITY_AIRLIFT">
    			<Value>24</Value>
    		</Row>
    From XML/AI/CivBETacticalMoves:

    Code:
    		<Row>
    			<Type>TACTICAL_DEFENSIVE_AIRLIFT</Type>
    			<OperationsCanRecruit>false</OperationsCanRecruit>
    			<DominanceZoneMove>true</DominanceZoneMove>
    			<Priority>42</Priority>
    		</Row>
    They're holdovers from Civilization V, so they should still work.

    However, this is in Civ 5's AI/CIV5AICityStrategies but not BE's:

    Code:
    		<Row>
    			<Type>AICITYSTRATEGY_GOOD_AIRLIFT_CITY</Type>
    			<CheckTriggerTurnCount>1</CheckTriggerTurnCount>
    			<MinimumNumTurnsExecuted>1</MinimumNumTurnsExecuted>
    			<NoMinorCivs>true</NoMinorCivs>
    			<TechPrereq>TECH_RADAR</TechPrereq>
    		</Row>
    Presumably, this is a turn-by-turn check to see if a city is a good airlift target, but I don't know whether or not the other two are interdependent on this one.

    I'm still learning how to mod Civ V, so maybe this information will be more useful to you than me.
     

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