Announcement

Collapse
No announcement yet.

[MOD] Caravan mod

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • [MOD] Caravan mod

    Changes since last version. The Caravan can now also be used to instantly construct a building. It then gives the city 75 food and removes the building.

    I also changed it so that caravans can not enter another civ's territory without the proper treaty(or war)

    I also made it into a mod folder because I had to make some python changes. So put the folder into your Mods folder

    --------------------------------------------------------------------------


    This is a small mod. New unit -- Caravan. Costs 100 hammers to build. You can use it in a foreign city like a great merchant to get 75 gold, or can use it one of your cities to get 75 hammers towards the production of a building/wonder.

    put the files in your customassets\xml\units\ folder
    Attached Files
    Last edited by tywiggins; December 16, 2005, 21:22.

  • #2
    Okej nice. But there is already a similar mod:
    Status: This mod is now release version 1.0 (Updated 12/06/2005) Description: This mod adds three new units, the Caravan, Entertainer, and Freight. As best as I can tell, the AI does know how to produce and use these units. Stats follow: NOTE: Each of these units is limited to a maximum...

    Comment


    • #3
      I don't frequent civfanatics, so I didn't know about that mod.

      I was talking with another apolyton member who wanted a caravan unit, so I went ahead and made it for him. When it was done, I figured I might as well post it here.

      Comment


      • #4
        Nice! Espescially that you can trade hammers to an other city! It's not unrealistisc that certian parts of a project is imported from an other place than where it's built (Some projects are also completely constructed off-site, only assembled where it should be)

        Comment


        • #5
          What art files are you using for the caravan unit? The Great Merchant like the civfanatics mod?
          One of these days I'll make 501 posts, and you won't have to look at my silly little diplomat anymore.
          "Oh my God, what a fabulous room. Are all these your guitars?"

          Comment


          • #6
            Originally posted by tywiggins
            I don't frequent civfanatics, so I didn't know about that mod.

            I was talking with another apolyton member who wanted a caravan unit, so I went ahead and made it for him. When it was done, I figured I might as well post it here.
            Well, can I ask ya for modifications?


            If the caravan unit is being used on your own cities, could you make it so one has the option to either get hammers or food?

            If selecting the food button, perhaps make the cities food supply fill all the way up.

            This could help during sieges, or whenever the enemy took a bunch of resource from you and your cities are starving to death because of health + happiness issues.

            Comment


            • #7
              excellent!!!!

              excellent!!!!

              once again,ALL HAIL TYWIGGINS!!!

              very usefull unit.we all remember the legendary caravans that we use in civ 1 and 2,and how these helped much to hurry improvements or gave us gold.
              i m very happt that someone has the sensitivity and create units that are missing too badly.the unit i have tested in the game and:

              *gives u an amount of gold if u reach it to a foreign city,
              very usefull if u have many hammers but a little income,

              *adds 75 hammers to complete an improve
              also usefull when u have towns close enough and they can help each toher to built a wonder or an improvement.

              Once again THANK YOU!!!!

              Comment


              • #8
                Originally posted by rjwoer
                What art files are you using for the caravan unit? The Great Merchant like the civfanatics mod?
                Yes, I used the great merchant artwork. It was the obvious choice

                Comment


                • #9
                  Originally posted by MattPilot


                  Well, can I ask ya for modifications?


                  If the caravan unit is being used on your own cities, could you make it so one has the option to either get hammers or food?

                  If selecting the food button, perhaps make the cities food supply fill all the way up.

                  This could help during sieges, or whenever the enemy took a bunch of resource from you and your cities are starving to death because of health + happiness issues.

                  Well, that sounds like a good idea, but I can't think of any way to do that right now. (Unless someone knows how to add new xml elementtypes.) The only idea I have is to edit the CvEveventManager.py file. The only event you might be able to use is the onUnitLost event. I'm not sure if that is triggered when a unit is consumed. If it does, then you would have to check if the unit was a caravan, and in a city. If it is then you could add the food to the city. This is a far from perfect solution. It will probably be much easier to do when the SDK is released.

                  Another idea is a mod where you can sell hammers for food from within the city screen.

                  Comment


                  • #10
                    I think a Boat version of the Caravan aka Merchant Ship would be a neat thing to have. In the late game they would be replaced by large Freiters full of shipping containers.

                    Also I like the way the Civ Fanatics implementation split up the Production Hurrying and Gold generating aspects into 2 different units. I see a general progression something like this

                    Traders - early game "Caravan", late game "Delegates"
                    Navel Trader - early game "Merchant ship", late game "Freigter"
                    Hurryers - early game "Laborer", late game "Bulldozer"
                    Harvester - late game only "Truck"
                    Navel Harvester - late game only "Trawler"
                    Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

                    Comment


                    • #11
                      MattPilot, the onUnitLost event won't help. But right after I tested that I came up with a new idea. Have the caravan construct a building instantly(Like how great scientists and great prophets build special buildings) When this building is built, I can have it add food to the city. Then I can destroy the building. So the net result would be the caravan giving the city a certain amount of food.
                      ------------------------------------------------------------------------

                      Impaler[WrG] That is certainly possible. If you give some more details, I'll go ahead and make it.

                      For each unit tell me:
                      1. Cost
                      2. Movement points
                      3. which unit's artwork should I use for it
                      4. Required technologies
                      5. Required resources(if any)
                      6. Expected gain from using it

                      Comment


                      • #12
                        Sounds good to me

                        Btw, have i ever told you your a genius?

                        Comment


                        • #13
                          I released a new version. Now you can get 75 gold from a foreign city, give 75 food to any city, or give 75 hammers to any city that is constructing a building or a wonder.

                          Comment


                          • #14
                            Q -

                            When giving food to a city, and its capacity is nearly full, does it create new citizens or just waste the rest? I hope it wastes it.


                            ANyhow - thanks for the modification!


                            Comment


                            • #15
                              The population will increase by one on the next turn. The extra food is carried over.

                              Comment

                              Working...
                              X