Worker Mod

I was wondering how you got the workers to show their workrate on mouse-over. I am ising FF right now and would like to add this.
 
Yeah, I've been slacking off at getting this up to date for the latest patches. My appologies. I'm working on getting the basic version up right now.

Anyway, amusing thing which I just noticed the other day:

If you have a Charismatic leader, it might be possible to get a Settler to Level 15. You could then settle a city INSIDE THE RING OF CARCER, and almost nobody would be able to attack you :)
 
Thought you couldn't settle on Unique Improvements at all, or at least without destroying the improvement....

...would be wicked neat, though, if it worked! :)
 
Ah, there would be that block, good. Means I don't have to worry about blocking it to avoid spinlocks or anything. Well, unless they decide to make the Ring of Carcer non-Permanent.

The way it is coded, even once the Ring is removed, the Tile will remain locked to units under level 15.
 
Ah, there would be that block, good. Means I don't have to worry about blocking it to avoid spinlocks or anything. Well, unless they decide to make the Ring of Carcer non-Permanent.

The way it is coded, even once the Ring is removed, the Tile will remain locked to units under level 15.

Damn! I was hopeful then... Planing to build my new capital there... To quote the black knight:

I'm invincible!
 
Well, the level block isn't actually tied to the improvement, but is handled in python. It wouldn't be hard to create a spell that keeps weaker units at bay.


Actually, that could be an awesome Force spell. It could block set a level prerq for the tile equal to the caster's level. It would probably have to immobilize the caster too, and only be a temporary effect.



Oh, one more thing: Tsunami and Earthquake can both remove Improvements, including Unique Features. Thus it isn't hard to remove the Ring of Carcer, but keep the tile's level requirement for your invincible city.
 
Finally actually updated this. Sorry for slacking so long. But honestly I didn't have time before Patch D, and then I had stability issues with the patch...


I am now using my MODCOMP as a base again, but except for the changes noted in post 2 you'd only realize it by trying to modify the files. Doing this ensures that I can update MUCH quicker in the future, and since I no longer supply "demo models" of all my codework in the MODCOMP, it's fairly unchanged overall.

I'll aim to update again as soon as Mailbox posts a 1.8 version.

EDIT: Watching the AI play a game right now. Just found out that they never get Hardy promotions on their Workers. Added a small weight value so that the AI will buy Hardy when able to instead of just sitting on it's thumbs at 50 XP.

EDIT 2: I realized that with the new changes in my MODCOMP I can finally base Aptitude on unit level like I had wanted originally. So now it doesn't matter what promotions you have, you need to be level 4 to get Ap 2, and level 7 to get Ap 3.
 
I have an installation problem, I think. I have .32e version with Mailbox 1.7 installed with patch e. Just started new game. Verified that the CvGameCore DLL is the Assets folder. Maybe Vista won't load it for some reason? .32e without the modmod works right.

On the City display only the 'buildable' units and buildings appear, which I think is due to new interface. But there is no Worker, although if I add one with WorldBuilder, it does what it is supposed to. The Settler also works and has the added promotions.

What could be the matter?
 
Mildly confused, but also very exhausted right now, so probably it is mostly on my end.

You couldn't get the mod to load at all? But normal FfH worked fine?

Then you are saying that while running the mod (I'll assume the NON-Mailbox version?) you aren't allowed to build workers in your cities?

No idea what you mean about a new interface though.


I'll look into the issue when the current autoplay is done. I hadn't tried to build anything myself yet that I can recall for certain, mostly I just let the AI autoplay run for a while to see how they worked promotions for the worker units.

EDIT: Cute... I am surprised nobody caught that in the earlier versions, or I just overlooked that I had set it AND forgot doing so. I needed to make the workers never go obsolete, since they upgrade to settlers and all, that means if you can build a settler, you cannot build a worker! Uploading a new version now.
 
So your mod seems to be included in FF, and Mailbox's mod is included in yours, right? So if I wanted all of them, I'd only have to download FF?
 
I'm not sure if Vehem included Mailbox's Mod. I used to offer a version with his mod included, and a version without it.

I would assume that FF does NOT include Mailbox's mod though since he releases a FF version. But if you use FF + Mailbox's FF Module, that would get you all 3 of them (reasonably certain)
 
Note: My FF version is kind of old so I'm going to try and update it sometime today.
 
Well, the level block isn't actually tied to the improvement, but is handled in python. It wouldn't be hard to create a spell that keeps weaker units at bay.


Actually, that could be an awesome Force spell. It could block set a level prerq for the tile equal to the caster's level. It would probably have to immobilize the caster too, and only be a temporary effect.
Or one that keeps powerful enemies at bay killing the caster in the process:


You shall not pass!

Now que the Balrog chasing after a party of nine heroes.
 
I have pretty much abandoned this mod, but wanted to point out for anyone who enjoyed it and wants it back that with the changes in 033 you can now do everything this mod did EXACTLY the same way without a custom DLL. Kael added the ability to change your workrate with a Promotion in 33, and that was the only thing which relied on the DLL changes.


So, if anyone wanted to pick this up and make and support a new WorkerMod, please feel free to make a new post and offer it to the community.
 
After I get MIMM updated to the latest version (I've been having a lot of strange crashes :( ), I might just go ahead and roll this into MIMM. Especially since this mod + MIMM provides a great basis for a builder mod that I might be tinkering with (maybe).
 
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