TheLopez's Mod Component Library Thread and more

LittleRedPoint said:
Hi Lopez,

You should use the sniper mod and fit it to artillery, then it is more accurate and even more interresting then civ3 artillery.

Does AI use sniper? Ant later the Artillery?

LittleRedPoint, I stopped development of my bombardment mod when Dale released his.

And yes, the AI does know how to use the sniper, so beware.
 
I want to make specific improvements like pyramid or ancient temple of Factory, it could be build on desert or jungle, but the problem is I don't want to allow build the whole desert full with this kind on improvements. I want it has range like cities. You can build it but only if thare isn't that kind of improvement near for example 2 square range.

I tried to program this by phyton but thare is no such option and this roundwork was real crap. So question, how difficult is to make improvements to require range? Default value 1, but if XML tags have larger value then this..

Can you do that?
 
LittleRedPoint said:
I want to make specific improvements like pyramid or ancient temple of Factory, it could be build on desert or jungle, but the problem is I don't want to allow build the whole desert full with this kind on improvements. I want it has range like cities. You can build it but only if thare isn't that kind of improvement near for example 2 square range.

I tried to program this by phyton but thare is no such option and this roundwork was real crap. So question, how difficult is to make improvements to require range? Default value 1, but if XML tags have larger value then this..

Can you do that?

I can do it but it will have to wait until this weekend.
 
First, let me say thet I am totally impressed with mods like this one, Fall From Heaven, Sevomod & The Ancient Med Mod. They all show tons of creativity and add so much to the game.

Just found and started using the "Great Options Mod" and can't wait for the "Gold" version.

Am having one problem though; the tech tree doesn't seem to be highlighting the techs that I have already researched. I think that the game knows what I have though because if I click on one that I have (but isn't hilighted) after I exit back to the game a popup comes up asking what I would like to reasearch next.

I love the organisation of this mod; "Great Options Mod" indeed! :)

Elrikk

P.S. The only thing I have in the custom assets dir is "Blue Marble".
 
Hello there.

I would like to request a small mod component - road and selective razing.
Right now, roads inside your own cultural boarders cannot be razed. I would like to be able to.
Moreover, roads are allways razed last - it would be nice to pick them to be razed first.
 
Zorn said:
Hello there.

I would like to request a small mod component - road and selective razing.
Right now, roads inside your own cultural boarders cannot be razed. I would like to be able to.
Moreover, roads are allways razed last - it would be nice to pick them to be razed first.

I think I see what you are getting at. Basically you want to be able to disconnect resources from a city that you are attacking without removing the improvement correct?
 
Exactly. :)
Also, it would be nice to remove needless roads in conquered lands. Just for aesthetic reasons.
 
The AI realy needs to have its Road building fetish toned down, it will build roads that dont serve any usefull purpose while worked plots go unimproved. :crazyeye:
 
Zorn said:
Hello there.

I would like to request a small mod component - road and selective razing.
Right now, roads inside your own cultural boarders cannot be razed. I would like to be able to.
Moreover, roads are allways razed last - it would be nice to pick them to be razed first.

Alright Zorn, here you go: http://forums.civfanatics.com/showthread.php?t=181587
 
Hey TheLopez, great work.

Would it be possible to note on the first post(s) which mods have Warlords versions? Maybe with a (w)?

cheers
EW
 
Sure, but it is also really easy to see which of my mods are Warlords compatible by doing a search in the File Database by searching for "[Warlords]".
 
I see! Excellent, much thanks :)

On a similar note, will your composite mod gold edition be released for warlords?

EW
 
Enkidu_Warrior said:
I see! Excellent, much thanks :)

On a similar note, will your composite mod gold edition be released for warlords?

EW

Yes, but only after it is released for regular Civ4...
 
Hello, great TheLopez!

As always, great work on the mods--I'm especially intrigued by the immigration mod right now, which I plan to download and try out. I've also been a fan of your specialist stacker mod and great specialists mod...

I am request true slavery that will include the slaver unit, the slave unit along with the slave worker and slave soldier, and the abolitionist unit. In addition, this mod calls for a slave specialist and the use of the immigrant unit.

The slaver unit should only be available under the slavery civic. It should be invisible to other civs and can travel to enemy or barbarian cities to capture new slaves. When adjacent to a city, the slaver can initiate a "slave capture" to steal one point of population and automatically spawn a unit like a settler/immigrant that you can manually add to any other city (including a friendly civ's city if he so desires for a fee), adding one population point. (Note that in CTP, one point of population was added to the mother city, though I believe that the great TheLopez can do better than that!) The chance of enslaving should be relatively small, as the slaver will continue to live until destroyed or disbanded. There should be a limit to the number of slavers as well.

A slaver unit should also be able to capture enemy settlers, workers, and even immigrants since the slaver can see immigrants regardless of civ. Any one of these captured units automatically turns it into a slave unit.

The immediate addition of the slave population is clear. First off, the slave population is of the source civ--that is, if you sent a slaver to capture slaves from Germany, the slave unit spawned is German. Thus, it will carry any religion and culture from the source city to the target city, and they will remain German until assimilated. But regardless of assimilation, until slavery is no longer a civic, that portion of the city's population will always be considered slave population, who may cause some unhappiness (especially so if another civ has the emancipation civic). Additionally, when the slave population reaches, say, one quarter of the native population, one point of unhappiness is incurred, getting worse as the proportion of slaves increases.

The slave unit essentially transforms into a slave specialist within the new city. This specialist adds extra production only (not counting the migration of culture). A successful revolt caused by slave specialists can either produce a barbarian state or a city of the source civ. The slave unit can also function as a worker or military unit through an upgrade--that is, slave workers and slave soldiers. The slave soldier should be of the lowest possible grade unit available to that civ (ala drafting under the nationalism civic)

The abolitionist unit is the only other unit, besides spies, that can see the slaver unit. The unit is available only under the emancipation civic. The abolitionist unt is capable to freeing slaves from a city, turning the slave specialist into an immigrant (who attempts to return to his native land) or into a part of the native population. The latter results in unhappiness for many more turns than the former. The abolitionist unit is also able to transform slave units, including slave workers and soldiers, into immigrants.

I think this will be a great mod and should be combined with the immigration mod, if possible.

Thanks for reading! You're the greatest.
 
TheLopez,

Great work on all of these.

I would like to incorporate Elmer Jiggles Alerts mod comp, 12monkeys PlotList Enhancements mod comp, and a half dozen of yours into my mod. What sort of Python issues should I be wary of in doing this?

Thanks.
 
wotan321 said:
TheLopez,

Great work on all of these.

I would like to incorporate Elmer Jiggles Alerts mod comp, 12monkeys PlotList Enhancements mod comp, and a half dozen of yours into my mod. What sort of Python issues should I be wary of in doing this?

Thanks.

I don't see any major python issues as long as they are all using the same event manager. All of my mod components use Dr. Elmer Jiggles custom event manager so integrating my mods together shouldn't be too hard, same goes with DEJ's Alert mod como.
 
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