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Immortal Factotum
Livin La Vida Kitty Kat
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Jul 2000 time: 23:06
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Maybe the incorrect word, but in Call To Power a few good folks donated a little (or a lot) to make me some scripts for SLIC
Then I would tweak as i needed.
What I had was like a granary and it produced "X" public works for each POP Count.
What i was wondering here was if it is possible to have such to maybe produce (spawn) a unit of choice for a building of choice, as in CIV III Conquests, when ya made a scenario you could spawn a Calvary every "X" turns say for a Barracks
Ok, thanks in advance if it is possible!
Gramps
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Immortal Factotum
Livin La Vida Kitty Kat
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Jul 2000 time: 23:06
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BTS Full Version
So I put the py file there, would this be on hotepad?
In addition, say I choose a World Builder map made by me, would this go in my Mods folder?
Currently I have my world Builder map in the Scenario (public files(
Ok, appreciate this!
Gramps
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Immortal Factotum
Livin La Vida Kitty Kat
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Jul 2000 time: 23:06
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Thanks so much!
Just curious, I select Mode and then i can pick a scenario? (thats where my homemade map is)
Appreciate this so much!
Gramps
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Immortal Factotum
Livin La Vida Kitty Kat
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Jul 2000 time: 23:06
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C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML\Buildings\CIV4BuildingClassInfos.xml
If I go here i can find the correct building lingo? (as in how I should define the building ID)
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML\Units\CIV4UnitInfos.xml
For Units I would go here to get correct unit namer?
Thanks in advance
Gramps
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Immortal Factotum
Livin La Vida Kitty Kat
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Jul 2000 time: 23:06
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Yet another question, please bear with me.
I make a mod folder names say Grandpa01 (for first Mod)
Now I have a notepad and do I put all commands on that one notepad (with a space between last command that closes it and the start of the next command)
or do I need one for each change I make?
One more inquiry, do I have to name the notepad anything or will it auto read when i load my mod?
I really do appreciate this wonderful help as I love to mod games, nothing super special mind you, just for my individual please!
Peace
Gramps
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LDiCesare
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King
Ashes
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Jan 2001 time: 04:06
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quote: Just curious, I select Mode and then i can pick a scenario? (thats where my homemade map is) |
I think so. Loading a mod shouldn't prevent you from loading a scenario that's compatible with it.
quote: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML\Buildings\CIV4BuildingClassInfos.xml
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML\Units\CIV4UnitInfos.xml
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Actually that's CIV4BuildigInfos and CIV4UnitInfos (the Class thing serves to distinguish unit and civ-specific units). Usually you have stuff like UNIT_WARRIOR and UNIT_CLASS_WARRIOR. I haven't tested what UNIT_CLASS_WARRIOR gives instead of UNIT_WARRIOR. I suspect it won"t work but it might give you a regular warrior or the UU (quechua) instead depending on the civ.
quote: Now I have a notepad and do I put all commands on that one notepad (with a space between last command that closes it and the start of the next command)
or do I need one for each change I make?
One more inquiry, do I have to name the notepad anything or will it auto read when i load my mod?
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I'm not sure if I get you correctly. The mod requires a certain structure. Namely, you need it to be in Mods directory, have its name, have an assets directory like in the zip I attached. Inside this Assets, you have a Python directory and can add an XML directory if you want to mod units for instance.
All the .py files you'll write will be read if I'm correct, so you can make as many files as you like and call them as you want, but they have to be consistent. For instance, the CvEventManager.py defines all the reactions to events like new turn, so you'd better put everything event related inside.
You can look at the structure of existing mods (Charlemagne for instance is not too complex) to understand better. Just avoid those like Rhye's or FfH as they are too complex to browse for a beginner.
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Immortal Factotum
Livin La Vida Kitty Kat
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Jul 2000 time: 23:06
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ok, thanks
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Emperor
comming at ya, with banana breath
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Sep 2002 time: 20:06
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what are your overall evil plans GT ???
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Immortal Factotum
Livin La Vida Kitty Kat
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Jul 2000 time: 23:06
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quote: Originally posted by Addled Platypus
what are your overall evil plans GT ??? |
I love modding
I wamt to make a large long game, and then put all AI on Deity, and no peace with any AI, and have fun vonquering them.
In Call To Power I have it down pat with the SLIC on how to do such things as adding PW, spawning units (similiar to what happens with CIV III Conquests in the scenario area.
Gramps
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Immortal Factotum
Livin La Vida Kitty Kat
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Jul 2000 time: 23:06
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quote: Originally posted by LDiCesare
I'm not sure if I get you correctly. The mod requires a certain structure. Namely, you need it to be in Mods directory, have its name, have an assets directory like in the zip I attached. Inside this Assets, you have a Python directory and can add an XML directory if you want to mod units for instance.
All the .py files you'll write will be read if I'm correct, so you can make as many files as you like and call them as you want, but they have to be consistent. For instance, the CvEventManager.py defines all the reactions to events like new turn, so you'd better put everything event related inside.
You can look at the structure of existing mods (Charlemagne for instance is not too complex) to understand better. Just avoid those like Rhye's or FfH as they are too complex to browse for a beginner. |
I was wondering if it would be as easy as this from Call to Power SLIC
quote: }
trigger 'AddSILOPW' when(g.player) {
SetPlayer(1, g.player);
i=0;
while (i < player.1.cities) {
SetCityByIndex(1, player.1, i);
if (CityHasBuilding(city, "IMPROVE_SILO")) {
SetPW(player.1, player.1.publicworkslevel + 22 * city.population);
}
i = i + 1;
}
}
trigger 'MakeCities' when (city.built) {
AddPops(city.1,1);
}
trigger 'LOQ_MoreSettlers' when (g.player > 0) {
if (g.year == 0) {
i = 0;
SetUnitByIndex(1, g.player, 0);
while (i < 25) {
CreateUnit(g.player, UnitType("UNIT_SETTLER"), unit.1.location, 1);
i = i + 1;
}
} else {
DisableTrigger('LOQ_MoreSettlers');
} |
The top code gives extra public works and the bottom gives extra settlers at start
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Immortal Factotum
Livin La Vida Kitty Kat
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Jul 2000 time: 23:06
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quote: Originally posted by LDiCesare
The code snippet I put above shows how to create units. It's a bit more complex than PW because you must create them somewhere, is slightly more lengthy because you have to loop through players yourself but is basically the same.
For starting units, you can do it more easily in civ4 than CtP because you just need to change some xml file (can't remembre which) if I'm right. |
Thanks
In CTP all I needed was this SLIC, say spawn "X" tanks when I built barracks per turn
But I know little to nothing about code, only used small templates.
It took a while but am pretty fluent on setting on scenarios, such as extra gold for a terrain, excluding units , removing the abilities for units to pirate or pillage, now thats a bit tough, you need to go through manually and remove those commands.
Again, thanks for the feedback sir, allways a pleasure to try to learn!
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