TheLopez's Mod Component Library Thread and more

TheLopez

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Joined
Jan 16, 2006
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Location
Oregon
Here is the current list of my mods and their descriptions:

Air Combat Experience
Spoiler :
This mod enables experience gain for air units through missions. In addition
routes can now be bombed by air units if there are no improvements on the same
tile. When bombing cities the experience gain will lessen as the defenses of
the city are taken down. When attacking units more experience is gained when
the unit being attacked is killed. A new tag has been added to the route info
structure that mirrors the functionality of the <iAirBombDefense> tag in the
improvement info structure.

Air Forces Mod
Spoiler :
One of the things that I felt was always missing was an expanded air plane
promotion system. It also seemed a bit silly that air units were unable to gain
experience points. The Air Forces mod changes these two aspects of the game.

On another note, for all those people who thought that I was crazy for
including the airbase building in the Military Bases mod, now you know why I
did.

Decaying Resources Mod
Spoiler :
This mod adds three new tags allowing the specification of how many units (in
turns) of a particular bonus are available, how fast bonuses are consumed and
how fast bonuses are replenished. I have added the new tags to all of the
standard bonuses included in the game. The new tags are not required for
bonuses but if you want to add the decay feature you will need to add them to
any new bonuses.

Building Heal Rate
Spoiler :
This mod adds three new tags allowing buildings to heal units from a specific
domain, unit combat or unit class. By doing this buildings that provide healing
can target their healing powers instead of just being able to heal any unit.
For instance drydocks can now heal any ship while a specialized building like
tank factory could heal just armor units.

For instance the updated part of the drydock definition using the new tags
looks like:
<DomainHealRateChanges>
<DomainHealRateChange>
<DomainType>DOMAIN_SEA</DomainType>
<iHealRateChange>10</iHealRateChange>
</DomainHealRateChange>
</DomainHealRateChanges>
<UnitClassHealRateChanges>
<UnitClassHealRateChange>
<UnitClassType>UNITCLASS_BATTLESHIP</UnitClassType>
<iHealRateChange>10</iHealRateChange>
</UnitClassHealRateChange>
</UnitClassHealRateChanges>
<UnitCombatHealRateChanges>
<UnitCombatHealRateChange>
<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
<iHealRateChange>10</iHealRateChange>
</UnitCombatHealRateChange>
</UnitCombatHealRateChanges>

Building Civic Prereqs
Spoiler :
This mod adds a new tag allowing for the specification of a civic as a
prerequisite for constructing a building. As an example all "cathedrals" now
require the "Organized Religion" civic to be built. To achieve this the
following has been added after the <PrereqReligion> tag:
<PrereqCivic>CIVIC_ORGANIZED_RELIGION</PrereqCivic>

Building Resource Converter Mod
Spoiler :
Adds the ability to specify that a building should take x number of resources
available in a city and output y number of new resources.

I have tried to test the code as best as possible to make sure buildings react
correctly when a resource is added to a city that the building can use.
Please report any inconsistent behavior as soon as you find it so I can fix the
issue and make a new release.

Civics Free Specialists Mod
Spoiler :
This mod copies the free specialist count tag from the buildings schema and
adds it to the civics schema. This allows civics to provide free specialists
in cities. For instance the Theocracy civic can now give two priests when it
is set:
<FreeSpecialistCounts>
<FreeSpecialistCount>
<SpecialistType>SPECIALIST_PRIEST</SpecialistType>
<iFreeSpecialistCount>2</iFreeSpecialistCount>
</FreeSpecialistCount>
</FreeSpecialistCounts>

Civics Resources Mod
Spoiler :
This mod adds the tags to enable a civic to give a civilization free bonuses
when the player switches to that civic. So for instance in the sample included
CIV4CivicInfos.xml file one gold is now given whenever a player switches to the
hereditary rule civic. To achieve this the following XML tag snippet was added
to the hereditary rule definition in CIV4CivicInfos.XML following the
<WeLoveTheKing> tag.
<FreeBonuses>
<FreeBonus>
<BonusType>BONUS_GOLD</BonusType>
<iBonusAmount>1</iBonusAmount>
</FreeBonus>
</FreeBonuses>

Cultural Influences
Spoiler :
The cultural influences mod provides several modifications to the workings of culture in the game. This is achieved by combining Bhruic's Culture Decay mod with RogerBacon's Border Over Ocean mod, Chalid's Slower Expanding Culture Borders mod and TheLopez's culture over trade route (idea by Aussie_Lurker).

Dawn Of Man Mod
Spoiler :

This mod changes the look and feel of the Dawn of Man screen a little bit.
Basically it makes:
- The screen a little bit wider
- Changes the two fortification icons to the Civilization flag icons
- The underlying positioning code has been updated so when the size of the
screen changes the position of everything else is automatically calculated.

Culture Over Trade Routes
Spoiler :
Trade routes between cities of two different civilizations transmit their
cultures to each other. The higher the culture a city has the more it will
transmit to its trade route partner.

Dead Civ Scoreboard Mod
Spoiler :
This mod fixes the bug where you can still see the options to talk or start a war with dead civilizations through the scoreboard. It also provides the options to grey out or hide dead civilization in the scoreboard.

Discworld Buttons
Extra Trade Commerce Modifiers
Spoiler :
This mod adds a new tag <TradeCommerceModifiers> allowing modders to specify
commerce modifiers for when a city gets trade routes with another city.

Favorite Religion
Spoiler :
This mod provides the ability to make some leaders more historically accurate
by helping the AI to pick a particular leader's state religion. This way
Saladin can be hinted to pick Islam as his state religion and Christianity as
Isabella's state religion.

Food Supplies Mod
Spoiler :
This mod adds several new tags that allow the simulation of units needing food.
The tags let you specify how much food a unit starts out with, how much they consume a turn and how much damage is done to them if they don't have access to food. In addition there are tags that can be added to units to specift that they provide food to other units but bewarned when theif food supply is exhausted the unit will go away. So it would be best to create a new unit specifically for carrying food.

GP Trickle Mod
Spoiler :
The GP trickle mod randomly determines the primary trait for leaders in the game and will use the primary trait to positively influence the type of great person that is generated in the leader's capital. So for instance creative leaders will spawn more great artists, spiritual leaders will spawn more great prophets, industrious leaders will spawn more engineers, etc.

GP Trickle Plus Mod
Spoiler :
The GP Trickle Plus Mod combines the original GP Trickle Mod plus the
following mods:
- Specialist Stacker Mod
- Great General Amped Mod
- Great Doctor Mod
- Great Statesman Mod
- Dr Elmer Jiggle's Python Utility Library
- Stone-D's SD-Toolkit

Great Doctor Mod
Spoiler :
This mod adds a new great person and specialist to the game. These work mostly like the other great people and specialists in the game. Some of these benefits include improving city health, helping with research, etc. Several buildings have been updated to incorporate the features in this mod. The Heal promotion from Zuul's Promotions & Perks Mod has been included but modified. Two new promotions have been added, Heal II and Heal III.

Great General Amped Mod
Spoiler :
This mod takes Snaitf's Great General Mod to the next level making Great Generals a more useful unit in the field of combat.

Great Generals From Barbarian Combat Mod
Spoiler :
Since the introduction of Civ4 one of the things that has always baffled me is
the intentional nerfing of Barbarians. Well this tradition was continued
through the Warlords expansion by not allowing barbarians to have great
generals and not allowing non-barbarian players to generate great generals
through combat against barbarians. This mod changes those mechanics while
providing the configurable options allowing players to switch the functionality
back to its original behavior.

Great Options Mod
Spoiler :
The great options mod is just that, a mod that provides players the flexibility
to configure and tune as many options as they want. So for instance if they
want to use the enhanced foreign advisor one game but decide that they prefer
the original foreign advisor all they need to do is open the "Great Options Mod
Config.ini" file and change the Foreign Advisor Type to its default value. Its
just that easy. All thes configuration INI files from mod components that have
been kept separate to allow players to quickly find the configurable options
they want to fine tune.

The core edition of the Great Options Mod combines most of my (TheLopez) mods
together into one mod, plus a select few other mods to demonstrait the usage of
the features this mod introduces. I hope who ever decides to use or play this
mod enjoys it.

This mod integrates the following mods:
- Cultural Influences v0.3
- Customizable Domestic Advisor v0.93
- Dead Civ Scoreboard Mod v0.2
- Enhanced Culture Conquest v1.4.1
- Enhanced Foreign Advisor Mod v2.1
- Enhanced Military Advisor v1.3
- Enhanced Tech Conquest v0.4.2
- Enhanced Tech Window v1.b
- Exotic Foreign Advisor Mod v0.95
- GP Trickle Mod v0.3.1
- Great Doctor Mod v1.0
- Great General Amped Mod v0.8.2
- Great Statesman Mod v0.9.2+SDK
- Homegrown Domestic Advisor
- Immigration Mod v0.4.4
- Localized Starting Techs Mod v0.3
- M.A.D. Nukes Mod v0.1.2
- Mercenaries Mod v0.6.1+SDK
- Military Bases Mod v0.2+SDK
- Not Just Another Game Clock Mod v0.3
- No Name Great Person Renamer Mod v0.1
- Modified Special Domestic Advisor v1.8e
- Pirates Mod v0.1
- Random Great Person Births Mod v0.2.1
- Sniper Mod v0.6.1
- Specialist Stacker Mod v0.7
- Unique Barbarian Mod v0.2
- Unit Allegiance Mod v0.4
- Water Animals Mod v0.1

Great Statesman Mod
Spoiler :
This mod adds a new great person and specialist to the game. These work mostly like the other great people and specialists in the game. Some of these benefits include turning gold into hammers, hurrying up production, etc. Several buildings have been updated to incorporate the features in this mod.

Great Specialists Mod
Spoiler :
The great specialists mod is a reference integration mod that combines
the following modcomps together into one proof of concept mod:
- Specialist Stacker Mod
- Great General Amped Mod
- Great Doctor Mod
- Great Statesman Mod
- Dr Elmer Jiggle's Python Utility Library
- Stone-D's SD-Toolkit

Immigration Mod
Spoiler :
Immigration has always been a part of the history of the world and now it can be part of the history of your game. There are several conditions that can cause a city to spawn immigrants war, sickness, unhappiness, lack of food, etc. All of these can cause a group of immigrants to leave from one of your cities to another city that may not necesarly be yours.

Improvements Outside Borders
Spoiler :
The Improvements Outside Borders mod adds a new tag in the
CIV4TerrainSchema.xml, <bBuildOutsideBorder>, that lets mod makers indicate if
a particular plot improvement can be built by a worker outside of a players
civilization's cultural borders. By using this mod, forts can now be built in
neutral and enemy territory, improvements can be built on resources prior to
culture borders expanding to include them, etc.

Inquisition Mod
Spoiler :
Yes, this is another mod that adds inquisitor units to the game but that is
where similarity ends between this mod and the others. The first and most
distinctive difference between this inquisition mod and others is that the AI
fully understands how to use the new inquisition units.

Don't think that your inquisitor unit can just stroll into any city and just
remove a religion from the city without any difficulties or ramifications.
Religions in cities that are well established will be harder to remove than
ones that have just spread to the city. If an inquisitor unit does manage to
remove a religion from a city don't be suprised if it causes a couple of your
neighbors to become upset with you.

Localized Starting Technologies Mod
Spoiler :
This mod changes the starting technologies of all civilizations depending on their starting location and the immediate surrounding location. For instance if the starting plot for a civilization is immediately next to coastal and grassland plot, plus near ocean plots and maybe some plains then their starting technologies could be fishing and hunting. Five vectors are used to calculate the starting technologies:
- Plot Types
- Terrain Types
- Feature Types
- Bonus Types
and rivers on plots (thanks Shqype for pointing that out :D)
Each vector has a configurable weight value as well.

M.A.D. Nukes Mod
Spoiler :
The M.A.D. Nukes Mod, or the Mutually Assured Destruction Nukes Mod, changes the way that ICBM (better known as nukes) work in the game depending on the configuration of the mod. By using this mod cities can be completely destroyed including all of the units in the city and the plot the city is on is devistated and reduced to a water plot.

Mercenaries Mod
Spoiler :
This mod allows players to hire and fire mercenaries as auxillaries to their regular military forces.

Please note that I have tried to maintain the flow of the regular game interface as best as I could. Please read the known issues section for the current release of this mod before contacting me about some type of issue or inconsistency that you may be seeing. Most of these are lack of hooks into the game relating to the display of some of the in-game graphics.

Military Bases Mod
Spoiler :
The Military Bases Mod contains three new buildings allowing for the training of land, sea and air units. Besides the three new buildings there is one mean new unit the drill sergeant that depending on the configuration of the mod will either be required to train units or will provide a bonus when training units.

Multi-Bonus Building Requirement Mod
Spoiler :

This mod changes the behavior of the <PrereqBonuses> tag and adds the
<PrereqOrBonuses> tag that retains the original behavior of the <PrereqBonuses>
tag. Any bonuses added in between the <PrereqBonuses> tag will now be required
to build the building. One of the bonuses added in between the
<PrereqOrBonuses> tag will now be required to build the building.

For instance the updated warrior definition using the new tag and updated tag
looks like:
<Bonus>BONUS_STONE</Bonus>
<PrereqBonuses>
<Bonus>BONUS_IRON</Bonus>
</PrereqBonuses>
<PrereqOrBonuses>
<Bonus>BONUS_GOLD</Bonus>
<Bonus>BONUS_SILVER</Bonus>
<Bonus>BONUS_GEMS</Bonus>
</PrereqOrBonuses>

Multi-Bonus Unit Requirement Mod
Spoiler :
This mod changes the behavior of the <PrereqBonuses> tag and adds the
<PrereqOrBonuses> tag that retains the original behavior of the <PrereqBonuses>
tag. Any bonuses added in between the <PrereqBonuses> tag will now be required
to build the unit. One of the bonuses added in between the <PrereqOrBonuses>
tag will now be required to build the unit. An <iBonusAmout> tag has also been
added to allow the specification of how many number of bonuses are required of
a specific type to build the unit.

Multi-Building Unit Requirement
Spoiler :
This mod adds the ability to specify multiple required and optional buildings
needed to building units. Any buildings added in between the <PrereqBuildings>
tag will now be required to build the unit. One of the buildings added in
between the <PrereqOrBuildinges> tag will now be required to build the unit.

Multiple Favorite Civics
Spoiler :
This mod expands the favorite civic feature so instead of leaders having a
single favorite civic they can have multiple favorite civics.

No Name Great Person Renamer Mod
Spoiler :
Ever get tired off running out of great person names in the later era of your games? This mod will take care of that problem by using the updated version of the Random Unit Names and automatically renaming a great person when they are born if they don't have a unique name. There is a configurable option that allows for the names to be civilization specific or random.

Not Just Another Game Clock Mod
Spoiler :
Just as the mod title says, this is not just another game clock mod. It is much, much more. This mod provides you the flexibility to most if not all of its different features. There are 12 main variables and one additional variable per era that can be used to configure the Not Just Another Game Clock Mod display information and are well documented in the "Not Just Another Game Clock Mod Config.ini"

Pirates Mod
Spoiler :
This mod basically enables barbarian unis to be spawned in oceans more
realisticly. When examining the SDK code it turns out that the feature way
already available but was not taken advantage of since pirates were able to
build seafaring units but very, very slowly. Also if the mod is configured to,
some of the pirate ships will carry crews.

Project Help Tag
Spoiler :
This mod enables the <Help/> tag in project definitions.

Random Cottage Placement
Spoiler :
Randomly places cottages on the map depending on how the mod has been
configured. If random cottage placement is enabled and default values are used
then cottages have a maximum 1% chance of appearing each turn with that
percentage decaying each turn in the game.

Random Great Person Births Mod
Spoiler :
This mod "stacks" the specialized citizens, super specialized citizens and angry citizens instead of displaying them side-by-side. It also makes use of the space to the left of the specialized citizens by allowing them to span into two columns instead of just one. This will allow for more than the vanilla six specialized citizens to exist in the game.

Random Unit Names Mod
Spoiler :
This mod will give any unit created in the game a unique name. The current version of this mod can generate over well to many names to count. There are two ways to use this mod. The first is to just call the getRandomName method which will return just that, a random name. The second and new way to use this mod is to use the getRandomCivilizationName passing in the civilization type ID number. This mod should NOT be used as a stand-alone mod. You should just use the RandomNameUtils.py file instead. The other files are just used to show how the RandomNameUtils.py can be used.

Replaced By Unit Mod
Spoiler :

This mod displays the "replaced by" unit information similar to the replaces
unit information for units. So for instance when looking at the Musketeer
information in the Civilopedia part of the information that is displayed is
that the Musketeer replaces the Musketman. With this mod the entries like the
Musketman entry now includes "Replaced by Musketeer".

This mod component was created due to the sheer number of new UUs that are
being introduced by mods like Civ Gold 2.0 Mod and Ethnically Diverse Units Mod
and the fact that it is getting harder to keep track of which units are
replacing a particular unit.

Resource Tech Research Modifier Mod
Spoiler :

This mod adds the tags to enable faster research of a technology if the
civilization has access to particular bonuses. So for instance in the sample
included CIV4BonusInfos.XML file copper is now revealed by Mining instead of
Bronze Working and if the civilization has access to copper then researching
Bronze Working will be 15% faster.

Route Pillage Mod
Spoiler :
With the changes this mod introduces you will be able to pillage/destroy routes
separately from improvements. This way you will be able to disconnect inland
enemy cities from their trade networks prior to invasions, slow down enemy
troops approach to your cities, etc.

Scriptable Leader Traits
Spoiler :
Adds the ability to add and remove traits from leaders through python.

As part of the changes to the SDK files I have also included two new methods in
the CvPlayer class and exposed them to python they are:
void CvPlayer::addTrait(TraitTypes eTrait);
void CvPlayer::removeTrait(TraitTypes eTrait);

This way any traits in the game can be added or removed through python.

Sniper Mod
Spoiler :
This mod adds sniper functionality generically to the game. To enable a unit to have the sniper features their combat type must be set to UNITCOMBAT_SNIPER. Two new units have been included with this mod component to demonstrate this functionality: sniper and modern sniper. The sniper represents the sniper from the ~1750s to the end of the 1800s or from the American revolution through the American civil war. The modern sniper represents roughly what modern combat snipers are today.

Specialist Stacker Mod
Spoiler :
This mod "stacks" the specialized citizens, super specialized citizens and angry citizens instead of displaying them side-by-side. It also makes use of the space to the left of the specialized citizens by allowing them to span into two columns instead of just one. This will allow for more than the vanilla six specialized citizens to exist in the game.


Unit Civic Prereqs
Spoiler :
This mod adds a new tag allowing for the specification of a civic as a
prerequisite for building a unit. As an example all missionaries now require
the "Organized Religion" civic to be built. To achieve this the following has
been added after the <PrereqReligion> tag:
<PrereqCivic>CIVIC_ORGANIZED_RELIGION</PrereqCivic>


Unit Combat Attack Defense Mod
Spoiler :

This mod adds a couple of new tags that allow the specification of unit combat
attack and defense modifiers separately instead of as a whole as the existing
tag <UnitCombatMods> does. What this allows you to do is split up the attack and
defense percentage modification.


Upgradeable Buildings
Spoiler :
This mod implements the concept of upgradeable buildings and buildings that
when constructed obsolete a building in the Installation. The building upgrade
part of the mod works like the unit upgrade system in regards to how the
upgrade chain is defined and buildings are upgraded. As a proof of concept the
Barracks have been broken up into a base building that only gives 1 experience
point and two building upgrades that give the rest of the experience points
that the original Barracks gave.

The second part of the mod allows for buildings when constructed to obsolete
one or more buildings. For example the forge can be obsoleted when a factory is
built.

Unique Barbarian Mod
Spoiler :
This mod changes the types of barbarians that will appear in the game from warrior, swordsman, axeman, archer and longbowman to Geirrman, Helwyr, Huskarl and Norse Axeman.

Water Animals Mod
Spoiler :
This mod basically enables animals to be automatically spawned in oceans if
they have their feature or terrain native values set correctly. So for instance
if a water animal should trawl through ocean and water plots then the terrain
native should be set in the unit definition like this:
<TerrainNatives>
<TerrainNative>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
<TerrainNative>
<TerrainType>TERRAIN_COAST</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
</TerrainNatives>
As an example I have included Chalid's newly introduced Kraken.
 
Here is the current list of mods that I support and their description:

Customizable Domestic Advisor (Warlords only)
Spoiler :

"Inspired by the fantastic work of Homegrown and Requies, I thought I'd try to
extend what they've done and add in game customization - including the ability
to add new pages, to add and remove columns from pages, and change the order
and width of columns, all from within the advisor itself." - Taelis


Enhanced Foreign Advisor
Spoiler :
This mod changes the resources and the technologies view in the foreign advisor screen. It is designed to give a better overview of all possible and active resource deals. It does not change the rules of the game.


Enhanced Military Advisor
Spoiler :
This mod is a complete redesign of the Military advisor. It does not change the rules of the game.


Unit Allegiance Mod
Spoiler :
Whenever a living human land-based unit is defeated by another land-based unit, there is a chance that the unit about to be defeated switches allegiance and joins the victors. They keep all promotions, exp, and levels, lose 1/2 hp, and can't be moved until next turn


Enhanced Cultural Decay
Spoiler :
Enhanced Cultural Decay makes two significant changes to culture. First, any time a city is lost (conquered, destroyed, etc), it sends a "Culture Shock" through the region, resulting in the loss of 50-75% of the culture generated by the city. Note, this culture is NOT the culture visible in the city screen, it is the culture that determines the city boundaries, and which Empire will be able to work a square. The Culture Shock makes it much easier for an Empire to exert control over squares surrounding a city when it is conquered.

The second thing it does (which gives it its name) is cause squares outside of an Empire's borders to slowly lose culture over time. This loss (5% of the square's culture every turn, resulting in a half-life of roughly 14 turns) makes it harder for an Empire to regain lands that they lost in the past.


Enhanced Culture Conquest
Spoiler :
Isn't it unrealistic for a city's culture to drop to zero when it is captured? This mod addresses this "problem".

Upon capture, the city's culture is reset to one half of the original, plus a random number whose maximum is half of the original. Of course this is if the configurable options are not changed from their default values.

Now, instead of a city being completely written off after capture due to zero culture, conquering civilizations must watch newly conquered cities for rioting citizens and placate them, that is, if they don't want to lose their newly captured cities!


Enhanced Tech Conquest
Spoiler :
The Enhanced Tech Conquest Mod is designed to give a tech boost from conquering enemy cities. When an enemy city is conquered, a list of techs the enemy has that your empire doesn't is created. From that list a random tech is selected.
 
This is my current to-do list:
1) Regicide Mod ala Civ3: PTW
2) Dynamic Resources Mod
3) UN Enhancement Mod - requester almeida_cohen
4) Fixed Political Borders Mod
5) Road and lands requested by V.Soma
6) Damaging terrain mod
7) Royal Bloodlines
8) Landmines mod - requester Che Guava
9) Culture building workers - requester woodelf
10) Dynamic impassible terrains - requester Aussie_Lurker
11) Fixed Cultural Borders Mod - requester almeida_cohen
12) Dynamic foreign luxury happiness mod - requester Aussie_Lurker
13) Update Specialist Stacker Mod to handle more specialists - requester Nemesis Rex
14) Look into SpyMod and tech stealing when spies move to city plots.
15) New financial advisor screen
16) New military advisor based off the enhanced military advisor
17) Unit crews.
18) True Movement (requested by Zuul):
Spoiler :

*Option for 1 decimal in movement so diagonal takes x1.4 times as much.
*Option to have negative movement next turns until you get enough to continue to move on tiles with much movement cost.

For example, a warrior moving to a peak with 5 movement cost moves diagonal, and gets movement value 1-(5*1.4) = -6 (so it will take at least 6 turns before you can continue to move)

Maybe this will change the double movment on terrain/feature for units with movement 1.


Please post any and all mod requests if they are not listed here.
 
Assembling Requirements List:

- UN Enhancement Mod

- Fixed Political Borders Mod

Designing:
Dynamic Resources Mod

Mercenaries Mod:
- The following thread contains the list of enhancements and defects to be fixed in the next version http://forums.civfanatics.com/showthread.php?t=173527


In progress:
- Tunnel Mod:
C++/SDK code complete
Lord Olleus working on Python, XML and Artwork

- Advanced Military Advisor:
10% complete

- Dynasties Mod: (45% complete)
Corresponding specialists have been added for all the original leaders
Corresponding units have been added for all the original leaders
8/26 unique leader unit art complete
3 in progress by Ploeperpengel, Civmansam and C.Roland

Unit thread: http://forums.civfanatics.com/showthread.php?t=174504

- Great Options Mod, Gold Edition: (15% complete)
 
Reserved!!!
 
This is very nice to see ... and it makes your signature more manageable too. Thanks for this thread :)
 
I can't wait until you do Landmines, I need that one. Maybe you could add sea mines? :mischief:
 
I've got a question:

In some cases you use "def loadConfigFileData(self)" and in other cases you call the CvConfigParser from def __init__(self). Whhat is the difference. Or in other words, are these two possibilities in consequence the same procedures?
 
Caesium said:
I've got a question:

In some cases you use "def loadConfigFileData(self)" and in other cases you call the CvConfigParser from def __init__(self). Whhat is the difference. Or in other words, are these two possibilities in consequence the same procedures?

I'm trying to move the INI loading code into its own method that can be called by either the __init__ method or another class. This is why you are seeing me use one way in one mod and another way in another mod.
 
TheLopez said:
I'm trying to move the INI loading code into its own method that can be called by either the __init__ method or another class. This is why you are seeing me use one way in one mod and another way in another mod.
But the usage of the __init__ method is still possible? So if I want to, I can rewrite that part of the code?
 
AlCosta15 said:
I can't wait until you do Landmines, I need that one. Maybe you could add sea mines? :mischief:
Of course! TheLopez will make it so that the "mine" will be available for any domain you set it to :king: (well, except maybe air).
 
Shqype said:
Of course! TheLopez will make it so that the "mine" will be available for any domain you set it to :king: (well, except maybe air).
Hmmm... air mines, now that would be an "interesting" air defense unit. :mischief:
 
I have a question:

I'd like to use more than one of your modifications but I am not sure of how to do that and I didn't find any instructions. I know I need to move the contents of all of them into the CustomAssets folder, but then I have conflicting files (like the CvCustomEventManager.py), so what do I have to do?

Thanks for the help!
 
TheLopez, it seems that with all your woderful mod components the need for a step-by-step instruction of how to merge your components increases. :) I am pretty sure it will be very much appreciated if you provide some information about the merging process here in this thread, since this will be the first thread people will look for something like an instruction.
Perhaps you could include a small example (especially with some info about the "design" of the main eventmanager that calls the others - I am still not really sure about that one)? Would be great if that were possible! :goodjob:

CellKu
 
Hi!

Impressive list, indeed!

I hope to have Roads and Lands on it sometime in the near future... ;)
 
TheLopez,

Can I download the Great Options mod and where?
 
PSYX said:
TheLopez,

Can I download the Great Options mod and where?

Nope, not yet, it hasn't been released yet. I have to finish up the Immigration Mod first.
 
I got an idea for an modcomponent:

True Movement:
*Option for 1 decimal in movement so diagonal takes x1.4 times as much.
*Option to have negative movement next turns until you get enough to continue to move on tiles with much movement cost.

For example, a warrior moving to a peak with 5 movement cost moves diagonal, and gets movement value 1-(5*1.4) = -6 (so it will take at least 6 turns before you can continue to move)

Maybe this will change the double movment on terrain/feature for units with movement 1.
 
Zuul said:
I got an idea for an modcomponent:

True Movement:
*Option for 1 decimal in movement so diagonal takes x1.4 times as much.
*Option to have negative movement next turns until you get enough to continue to move on tiles with much movement cost.

For example, a warrior moving to a peak with 5 movement cost moves diagonal, and gets movement value 1-(5*1.4) = -6 (so it will take at least 6 turns before you can continue to move)

Maybe this will change the double movment on terrain/feature for units with movement 1.

Very interesting idea, I have added it to my todo list...
 
Yeah, that is a cool idea.

I would suggest approximating root 2 to 1.5 instead of 1.4 - it just cuts down the complexity at very little loss to accuacy/realism.
 
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