Military Bases Mod v0.3w

The Military Bases Mod contains three new buildings allowing for the training of land, sea and air units. Besides the three new buildings t...

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The Military Bases Mod contains three new buildings allowing for the training of land, sea and air units. Besides the three new buildings there is one mean new unit the drill sergeant that depending on the configuration of the mod will either be required to train units or will provide a bonus when training units.

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Military Bases Mod v0.3w
By: TheLopez

Patch Compatibility: Warlords v2.0.8.0
MP Compatible: ?

Description:
The Military Bases Mod contains three new buildings allowing for the training
of land, sea and air units. Besides the three new buildings there is one mean
new unit the drill sergeant that depending on the configuration of the mod will
either be required to train units or will provide a bonus when training units.


Installation Instructions:

1) Unzip this into the "civ4_install_folder\Mods\" folder. 
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Military Bases
4) Load the game. 
5) Then play as normal. 

-----Game Play-----

- Over 10 configurable options ranging from what militarys are available in the
  mod to how experience is handed out to units.

- By default the amount of training is capped for units so they can only be
  trained up to level 5. The training cap is configurable through the INI file.

- When units can be promoted they cannot be trained and if they were being 
  trained they will stop being trained. Traininig has to be resumed manually 
  once they are promoted.
  

-----Units-----

- Drill Sergeant:
	- Requires the Military Tradition and Rifling Technologies
	- Cost: 180 hammers
	- Combat: 5
	- Movement: 2
	- Can only defend
	- Can withdraw from combat (20% Chance) 
	- Can join city as Drill Sergeant
	- Allows units to be trained at military bases


-----Buildings/Improvements-----

- Army Base:
	Description: In general, military bases provide accommodations for 
	units, but they may also be used as a command center, a training 
	ground, or a test ground. In particular army bases focus their 
	training on land based units only. Military bases are often important 
	to the local economy, providing jobs and inflows of cash.

	Cost: 180 hammers
	Requires: Several barracks per Army Base, barracks in the city
	Pros: +heals units extra 10% damage/turn, gives land 
		based units training in the city experience.
	Cons: -1 city health, + 15% maintenance

- Navy Base:
	Description: In general, military bases provide accommodations for 
	units, but they may also be used as a command center, a training 
	ground, or a test ground. In particular navy bases focus their 
	training on sea based units only. Military bases are often important 
	to the local economy, providing jobs and inflows of cash.

	Cost: 240 hammers
	Requires: Compass, several harbors per Navy Base, harbor and barracks in 
		the city
	Pros: +heals units extra 10% damage/turn, gives sea 
		based units training in the city experience.
	Cons: -1 city health, + 20% maintenance

- Airforce Base:
	Description: In general, military bases provide accommodations for 
	units, but they may also be used as a command center, a training 
	ground, or a test ground. In particular airforce bases focus their 
	training on air based units only. Military bases are often important 
	to the local economy, providing jobs and inflows of cash.

	Cost: 750 hammers
	Requires: Flight, several airports per Airforce Base, airport and barracks 
		in the city
	Pros: +heals units extra 10% damage/turn, gives air 
		based units training in the city experience.
	Cons: -2 city health, + 15% maintenance


-----Notes to Modmakers-----

If you want to use the Military Bases Mod in your mod I have tried to make 
things as easy as possible for you. In the XML directories I have included 
stripped down copies of the regular XML files, I have changed the CIV4 prefix 
with MB to make those files easily identifiable. In the Python files I have 
added #< Military Bases Start > and #< Military Bases End > in all of the 
places that I have made changes to the original files.

I have included a copy of the updated source code, provided by talchas, in the
&quot;C++ source (changed files only)&quot; directory.
All I ask is that you give me credit.


-----Version Information-----

-----v0.3w------

- Updated to be compatible with Warlords v2.0.8.0 patch.


-----v0.2.x------

- Finished documenting the code. 

- Updated readme to remove references to using fortify as the way units get 
  experience.

- Integrated Talchas action button 2.0 code
  
- Removed commerce bonus from base since it confuses the AI. Reported by 
  Lanthanide 


-----v0.1------

- Initial re-creation of the Military Bases Mod infrastructure

- Added the drill sergeant unit to the mod.

- Added the configurable option allowing players to specify if drill sergeants 
  are required for training units.
  
- Added the configurable option allowing players to specify how many units can 
  be trained by a drill sergeant.
  
- Added the configurable option allowing players to specify if units should 
  gain experience randomly or not.
  
- Added the configurable options allowing players to specify if the amount of
  experience should be capped and at what level it should be capped.
  
- Added the configurable options allowing players to specify which military 
  bases should be enabled in the mod.

- Added the configurable option allowing players to specify how much bonus 
  experience points drill sergeants provide when they are not required but are 
  used to train units.
  
- Added the configurable option allowing players to specify the base amount 
  units gain when their training is successful.
  
- Re-integrated the different military bases: army base, navy base and airforce
  base
  
- Added the train unit action button

- Added the code to train units and hooked up the train unit action button.
  
  
-----To Do-----

- Extend the specialist, building and unit schemas to allow adding 0 or more 
  special text. This way we can indicate that a specialist, building, or unit
  has special functionality built in that is provided through python and not
  just XML.

-----===Credits & Thanks===-----

-Exavier 
	Composite Mod - readme.txt format

-Stone-D
	SD Toolkit

- Dr Elmer Jiggle 
	For providing the INI file parser code allowing for players to 
	customize this mod without having to touch the python code!!!


- Talchas
	For providing the Action Buttons 2.0 mod


- White Rabbit
	For the excellent drill sergeant model

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TheLopez


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Registered 6th March 2006

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