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I've been thinking of changing the traits (MOD?), how?

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  • I've been thinking of changing the traits (MOD?), how?

    First off, I've been thinking that some (or most) of the traits don't really reflect what they should and don't really have an impact as large as I for one would hope for them to have and as such I've been thinking of what the traits should really look like.

    I'm welcoming all kinds of criticism and most of all help on how should one go about modding the existing traits to this:

    Aggressive
    -Free Combat 1 to all Melee and Gunpowder Units
    -Double Production Speed of Barracks, Drydock, Airport
    - +50% Great General points when attacking

    Charismatic
    - -25% Exp required for Unit Promotions.
    - +1 / City
    - Double Production Speed of Monument, Broadcast Tower, National Wonders
    - Suffers less penalty for negative diplomatic events (For example, if one were to receive -4 for not having the same religion, the Charismatic leader would receive only -3. Incidentally, when one would receive a -1 for some petty misdeed, there would be no diplomatic hit at all)

    Expansive
    - 25% Faster Production Speed of Worker, Settler, Work Boat
    - +2 per city
    - +2 per city
    - Double Production Speed of Granary, Harbor

    Financial
    - +50% Trade Route Yield
    - Double Production Speed of Market, Grocer
    - 1 Free Merchant from Market, Grocer
    - +2 per specialist

    Creative
    -Double Production Speed of Library, University
    - +2 per city
    - +2 / +2 per specialist
    - 1 Free scientist from Library, University

    Imperialistic
    - -50% Less Colony Maintenance cost and City Maintenance cost (distance, number of cities)
    -Free Great General every x (x depending on mapsize) cities controlled.

    Industrious
    -Double Production Speed of Forge, Factory
    - +1 per specialist
    - 1 Free Engineer from Forge, Factory
    - +25% Great Wonder Production Speed

    Organized
    - 25% Faster Production Speed of all City Improvements
    - -50% Civic Maintenance
    - 50% Less Corruption

    Philosophical
    - +100% Birth Rate
    - 1 Free Specialist per city
    - 10% less research required for each tech.

    Protective
    - +20% Unit Strenght inside cultural borders
    - +50% Great General Emergence inside cultural borders
    - Double Production Speed of Walls, Castle, Bunker
    - +2 EP per specialist
    - More likely to catch enemy spies

    Spiritual
    - Double Production Speed of Temple, Monastery, Cathedral
    - 1 Free priest per Temple, Monastery, Cathedral
    - +1 / per priest
    - No Anarchy

    If clarification is needed I'll gladly provide it. I made these up because I thought that the current traits don't reflect themselves properly right now and thought that it'd be nice to have an overhaul.

    Now, is there something I can read that would help me implement these?
    "The state is nothing but an instrument of oppression of one class by another--no less so in a democratic republic than in a monarchy."

  • #2
    Hi Fleme.

    Firstly, I'll direct you to the Creation forum which is home base for us modders: http://apolyton.net/forums/forumdisp...s=&forumid=257

    Secondly, to do a mod this is what I suggest (some may suggest differently, but I sort of have some experience in writing mods ):
    1. In ..\Beyond the Sword\Mods\ create a new folder for your mod (I'll call it MyMod for this example)
    2. In ..\Beyond the Sword\Mods\MyMod\ create a new folder called Assets
    3. Continue in this fashion till you have the folder structure ..\Beyond the Sword\Mods\MyMod\Assets\XML\Civilizations\
    4. Copy the file Civ4TraitInfos.xml from the game's Asset\XML\Civilizations\ folder to the one you just created.
    5. Create a desktop icon for your mod by doing the following:
    Code:
    a. Copy the BtS icon
    b. Right-click the icon and select Properties
    c. Go to the "Shortcut" tab
    d. In the "Target" field add this to the end:  mod="MyMod"
    e. Click OK to apply the change and rename icon to MyMod
    6. Run your mod by double-clicking the icon (top-right of game window should say "MyMod")
    7. Once loaded exit and open Civ4TraitInfos.xml in notepad or some other XML editor like XMLSpy
    8. Edit to your hearts content

    The beauty of XML is its fairly readable as to what you're editing.

    Let me know how you go.

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    • #3
      Hi Fleme, the creation forum is the correct one for these sort of questions.

      In any case though, most of these are clearly doable in XML.

      The following ones though probably require use of the C and the released API, if it's possible at all:

      1. Extra Great General points while attacking. (Now if your okay with extra points while defending as well, that's in the XML)
      2. Less diplomatic penalty
      3. Extra food per city
      4. Increased trade route yield
      5. Free Specalists from buildings tied to traight.
      6. Extra gold / science / culture / hammer / Esp / Happy Face for specalists tied to traight
      7. Reduced Colony maintenance
      8. Free Great General per X cities.
      9. Free Specalist per City for Phi
      10. Reduced tech cost for Phi
      11. Increased Unit strength inside cultural for protective.
      12. Increased Great General inside borders.
      13. "More likely to capture enemy spies"
      1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
      Templar Science Minister
      AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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      • #4
        Actually many of those could be accomplished through Python, rather than through the SDK... it's not as clean as through the SDK, but it would be much easier to mod.
        <Reverend> IRC is just multiplayer notepad.
        I like your SNOOPY POSTER! - While you Wait quote.

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