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Change Wonder to City Improvement?

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  • Change Wonder to City Improvement?

    I am making a mod in which the units should be automatically upgraded when you discover technology to reoutfit them.

    I want to create 5 main strings of troops:
    Light Infantry
    Heavy Infantry
    Lgt. Cavalry
    Hvy. Cavalry
    Artillery

    Once you discovered, say, Tower Shield, it would bump up the Heavy Infantry to +1 defense. I want to keep the same Icon, so I would make a new unit called the same thing with the same Icon, just with different stats.

    The only way to do this is with Leo's. Someone mentioned that you could give every Civ leo's somehow, but how? Or can I change it to a city improvement. This is what I'm thinking:

    Would it be possible to create a flag that would dump Leo's into your capital. Perhaps when a certain Tech is discovered?

  • #2
    Here is my idea for the Mod: (just in case anyone is interested)


    Starts around dark ages:

    4 linked maps, each one the largest size and representing significant quadrants of the globe. (My new western europe map is quite splendid)

    Units will have much higher base move rates, but terrain knocks down a larger percentage of movement (even flatlands). Roads take a bit longer to build.


    A few different lines of troop upgrades:
    Troops in all civs upgrade automatically.

    . A/D/FP/HP/MV
    City Garrisson 0/2/1/1/0
    Hvy Garrison 0/2/1/2/0
    Elite Garrison 0/4/1/2/0
    Advanced Garr 0/5/2/2/0

    Lt. Inf 1/1/1/1/3
    Lt. Inf 2/2/1/1/4
    Lt. Inf 3/2/1/1/5
    Lt. Inf 4/2/1/1/6

    Hvy Inf 1/3/1/2/2
    Hvy Inf 2/4/1/2/3
    Hvy Inf 3/5/1/2/3
    Hvy Inf 4/5/1/3/3

    Lt Cav 1/1/1/1/4
    Lt Cav 2/1/1/1/5
    Lt Cav 3/1/1/1/6
    Lt Cav 4/1/1/1/7

    Hvy Cav Similar
    (3 more)

    Artillery 4/1/1/1/1
    Artillery 5/1/2/1/1
    Artillery 7/1/2/1/1
    Artillery 8/1/2/2/2

    Ships
    -5 Light Escorts
    -4 Heavy Escorts
    -4 Transports
    -2 Carriers
    -2 Subs

    Various other troops including
    Settlers
    Seabees (combat settlers)
    Engineers
    Spies, Diplomats, etc.


    Of course, the Tech would change quite a bit, but not senslessly. I'd just like to play with a slightly better tech tree, troops that are upgraded automatically (where it makes sense- obviously horses don't upgrade into tanks, you have to pay for that).

    Also, for some of the units, I am using Age of Kings troops (ooh, exciting)


    So, my questions are:

    1. The one on the post above about Leo's.

    2. Is there any way to make a settler that cannot build cities?

    3. Can you mix maps and terrain (of the linked maps)?

    4. Is it possible to add additional techs to the tree (besides the open slots)?

    5. Is their an "upgrade unit" in the events file, or is it possible to add one.

    6. Using the event flags, can we make units cost tax money?

    7. Can all of the 4 linked maps begin at the same time, and how many Civ's can be on each map? Is it possible that 7 civs could start on each map at the beginning of the game (i guess three maps would be max for that)?

    8. Is there an event we could use for the Plague that would wipe population a bit?

    Comment


    • #3
      1. The one on the post above about Leo's.

      Wonders are all, technically, city improvements. The effects of Leo's and its identification as a Wonder are based on its location in the list in rules.txt. Neither of those can be changed.

      2. Is there any way to make a settler that cannot build cities?

      Not that I'm aware of.

      3. Can you mix maps and terrain (of the linked maps)?

      I don't understand the question.

      4. Is it possible to add additional techs to the tree (besides the open slots)?

      The slots that are in rules.txt are all there can be. If you need to open slots, you'll have to remove some existing advances.

      5. Is their an "upgrade unit" in the events file, or is it possible to add one.

      There's nothing explicit, but with enough inventiveness, it might be possible to manipulate what there is to get that effect.

      6. Using the event flags, can we make units cost tax money?

      See the "Unit Pay?" thread. We're not sure, but it seems possible.

      7. Can all of the 4 linked maps begin at the same time, and how many Civ's can be on each map? Is it possible that 7 civs could start on each map at the beginning of the game (i guess three maps would be max for that)?

      Yes. As many as you like. There is still a 7 civs per game limit, though.

      8. Is there an event we could use for the Plague that would wipe population a bit?

      Not a bad idea. Again, there's no explicit "ChangePopulation" event action, but some clever person might be able to figure out how to jury-rig one using the existing events in odd combinations...

      Comment


      • #4
        Thank you for your time and the reply, I know it is precious.

        My question about the maps and terrain was this:

        If in the Rules.txt, I had the terrain set for Map3 to be different kinds of terrain than on map1, is there a way that I could use the terrain from map3 in map1?
        It is not nesecarily too important, but here is the reason I am asking.
        For maps with a lot of the same type (say all desert or mountain), it would be nice to have variation. But if you could mix, it would be extremely nice. Then, we could not only have Mountains, but like 5 different elevations of mountains with different defensive bonuses and graphics.

        Comment


        • #5
          Oh, I see.

          Well, it's not really possible. You can define terrain on two different maps to be identical--same numbers, same graphics, and all--but you can't actually refer to one map's definition for a terrain type on another map. That is, you can't have more than eleven terrain types (plus resources makes 32) per map.

          It's an interesting idea, and an elegant way to get tons of terrain types on every map, but we didn't think of it.

          Comment

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