Zuul's Ideas

Zuul

Mod lister!
Joined
Nov 13, 2005
Messages
1,117
Location
Sweden
Here comes my list of fixes/featues to AoD2.


Fixes:
  • Less compression on title&tortuga screen (if you have the orginal non jpg).
  • Center intro animation/quotes on screen (higher resolutions).
  • Move units to correct place in tortuga screen when having other than standard resolution.
  • Leader names in alphabetic order (in drop down list in starting custom).
  • Swachbuckler weapon incorrect placement.
  • Add small delay on the first frame of intro animation.
  • Improve Pirate Brig Icon (I can do this).
  • Pirate brig captured gold + pioneer(deckhand), but the unit was still on the other ship (but landed next turn).

Changes:
  • Less sell price on weapons.
  • Veteran Soldies default profession - colonist (or start much more costy because of the 50 weapons).

New features:
  • Add chaning profession requiring&removing a unit, xml field.
  • Less/more ancient ruins (start options).
  • American animals (from Jeckels mod).
  • Slaves (taking 1 food like in trade triangle).
  • African screen (can buy cheap slaves, other missions).
 
New features:
  • Add/change 2 xml fields: cargo-change on profession & no-house requerment.

Hey Zuul, please refresh me on the "no-house requirement". I've added the cargo-change for profession thing.
 
CIV4BuildingInfos.xml
<BuildingClassNeeded>
<bNeededInCity>0 OR -1 = Building can't be build in order for other building to be built (now this field is ignored if less then 1).
Example, town can specialize in different things.



I want a way to prevent a house to be buildable if another building is in the town. Now a building needed = 0 is ignored.

Another option would be cool to have, if a building is built in one city it cant be built in another (like making a capitalcity).
 
I'll set it up as the following then:

Code:
			<BuildingClassObsoletes>
				<BuildingClassObsolete>
					<BuildingClassType>BUILDINGCLASS_WAREHOUSE</BuildingClassType>
				</BuildingClassObsolete>
			</BuildingClassObsoletes>
			<bSingleInstance>0</bSingleInstance>

That keeps it similar to Civ4 setup. bSingleInstance will allow defining a building only available in one colony.
 
All three tag requests done mate. :)
 
Thank you :).
I assume you can stack any number of obsoleted buildings. Like both church & cathedral.

My building mod will be so much cooler after this :).


I have one more request, if you want to do more.

That profession could requre an aditional unit to be in same square. That unit is removed until profession is changed again (all promotions and such is removed from unit for simplicity).

Example1: Having a galleon and 2 cannons. Change profession to armed galleon removes the 2 cannons (and makes it slower).
Example2: Having a colonist and a cart. Change profession on colonist to cart bearer removes the cart (and adds cargo space).


Edit: Updated my list (removed the things you fiex/added that I know).
Be sure to read it. Doon't forget to add my new Pirate Brig texture (in graphics thread).
 
Code:
<ObsoleteBuildingClasses>
	<ObsoleteBuildingClass>
		<BuildingClassType>BUILDINGCLASS_FUR_TRADERS_HOUSE</BuildingClassType>
		<bObsolete>1</bObsolete>
	</ObsoleteBuildingClass>
	<ObsoleteBuildingClass>
		<BuildingClassType>BUILDINGCLASS_STOCKADE</BuildingClassType>
		<bObsolete>1</bObsolete>
	</ObsoleteBuildingClass>
</ObsoleteBuildingClasses>

What am I doing wrong? Can't get it to work.
 
Hey Zuul, just tested this and if any of the obsolete buildings is present it renders the affected building unavailable.

Did you want this checked by and AND or OR check? So all or 1?
 
Okay I've got both methods working now (one or the other, not both at the same time), just let me know which one you want. :)
 
Aha it's the other way around. I was thinking that building this one makes the other 2 dissapear from build list.

This way I want the OR option.

Thank you for your effort.
 
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