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So recently I've realized a couple of things regarding mods. For starters, many of the uniques have non-parameter amounts for their effects, making it impossible to change values from the hard-coded amounts. I will list these here before I go any further.
'Golden Age' effects (the ones that Persia has. I know this because I've tried to modify them for use in one of my own civs).
'+1 production and gold from all sea resources worked by the city'
'+1 production from all sea resources worked by the city'
'+25% Defence against ranged attacks'
'+25% Combat Bonus when defending'
'+1 Science Per 2 Population' (this one even has two hard-coded values)
'+10% science and production in all cities'
'Training of settlers increased +50% in capital'
'+33% culture in all cities with a world wonder'
'+25% gold in capital'
'+15% science while empire is happy'
'Culture in all cities increased by 25%'
'+1 happiness from each luxury resource'
'Golden Age length increases +50%'
'Culture cost of adopting new Policies reduced by 10%'
'Science gained from research agreements +50%'
'+1 Movement' (this one only matters when it comes to promotions, as units already have a speed stat for this purpose)
'+1 Visibility Range'
'Increases embarked movement +1'
'Gold cost of upgrading military units reduced by 33%'
'Can carry 1 extra air unit'
'2 free Great Artists appear'
'2 free great scientists appear' (not sure why the capitalization is different from the previous one)
'Provides 2 free workers' (now the order is different, though I guess that's because it's a different effect)
'Enemy land units must spend 1 extra movement point when inside your territory (obsolete upon Dynamite)'
'Units pay only 1 movement point to embark and disembark' (Technically I don't think this one needs modding unless the default cost is greater than 2. My memory can't confirm if it is either way.)
Anyway, that's a lot of potential parameters. It would be useful to modders if these hard-coded values were converted into something more modulable, preferably using the existing parameter format (since it's easier to program, I think). I don't think this should be the top priority or anything, but they would definitely improve the game without diverging too much from Civ 5. It should also be noted that a lot of uniques have hard-coded requirements as well, such as the 'no maintenance in hills' unique (which I could see being useful for a lot more terrains than hills). If these were to be modulable as well, the game might get a lot more traffic from aspiring modders like me (I originally came from the Freeciv modding community after I heard this game works on Android, even with mods).
I don't think there's really a lot of alternative solutions to this one, as it's a simple black and white, true or false scenario - either the values are modulable, or they aren't. I guess it's plausible that there are other ways than parameters to make them modulable, though. I just feel like this is the easiest way to accomplish this task.
The text was updated successfully, but these errors were encountered:
So recently I've realized a couple of things regarding mods. For starters, many of the uniques have non-parameter amounts for their effects, making it impossible to change values from the hard-coded amounts. I will list these here before I go any further.
Anyway, that's a lot of potential parameters. It would be useful to modders if these hard-coded values were converted into something more modulable, preferably using the existing parameter format (since it's easier to program, I think). I don't think this should be the top priority or anything, but they would definitely improve the game without diverging too much from Civ 5. It should also be noted that a lot of uniques have hard-coded requirements as well, such as the 'no maintenance in hills' unique (which I could see being useful for a lot more terrains than hills). If these were to be modulable as well, the game might get a lot more traffic from aspiring modders like me (I originally came from the Freeciv modding community after I heard this game works on Android, even with mods).
I don't think there's really a lot of alternative solutions to this one, as it's a simple black and white, true or false scenario - either the values are modulable, or they aren't. I guess it's plausible that there are other ways than parameters to make them modulable, though. I just feel like this is the easiest way to accomplish this task.
The text was updated successfully, but these errors were encountered: