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[Mod] Mortal Engines Mod

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  • [Mod] Mortal Engines Mod

    Hello all,

    I have a mod started over at civfanatics and need a bit of help with the sdk and was wondering if anyone here would be interested in helping...
    Here's just a short explaination of the mod:

    In this mod I want to have cities that move and act like units.

    - City-States: All civs will be city states. In the book London was the only thing left to represent England (im guessing?) so what im thinking for right now is all of the civs will end up being city-states unless they make a permanent alliance with someone.
    - Culture vs. Fuel : well because this is a Municipal-Darwinist word people invade your cultural boundaries (if they really existed lol) all the time so im going to eliminate culture and replace it with fuel points. In the game workers will be replaced with engineers(?). Besides having the ability to help the mother city (and sacrificing itself to be used as fuel for that city) it could go out and collect various resources to use for fuel (cutting down, trees, retrieving the remains of old tech cities, harvesting coal and other natural resources).
    - Some city specalists- Maybe some historians and archeologists
    - Religion: (needs research...)
    - Undead: Will have some units that are living dead (o joy!)
    - Barbs!: this is going to be one of the fun parts of the mod... the anti-traction league. The barbarian will be anti-tractionists. I'm not sure however if i should make them playable or barbian so tell me what you think.


    I need a bit of help with the sdk part. Actually im not sure if it would be better to do this in the sdk or with python. But this is what i have so far:

    Code:
    //Mortal Engines Function: CvCity::cityMove()
    void CvCity::cityMove(PlayerType eIndex)
    {
    	CvPlot* pPlot;
    	pPlot = plot();
    	
    	if(m_iMovement != 0)
    	{
    		if(m_bCanMove != false)
    		{
    			if(getFuel(eIndex)  != 0)		
    			{
    				// this is when all of the city data is stored... city Str,  Mvmt, specialists, production, buildings, etc
    				// find targeted plot
    				// remove city... I think the "kill()" function works...
    				//recreate city on targeted plot and restore previous saved variables
    				// update commerce, fuel, food yeild, production, trade cities
    				
    				m_bCanMove=false;
    			}
    			
    		}
    	}
    }
    I have some other functions but this is the one i need most help with... i was wondering how would (should) i save all of the city data.

    Im also having trouble with fuel.... i've looked at commerce and culture but im not compleatly sure how to add it in (and have plots generate it like production points).

    If anyone is intested in helping or has a question then please post. if you have your ideas/explanations please post them too.

    ty

    ~Civkid~

    Edit: If anyone is interested in seeing the civfanatics thread for this mod then click here
    Last edited by Civkid1991; September 4, 2006, 02:15.
    Im a new modder working on my new mod called: mortal engines mod
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