I made a funny mod

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Dr. Foo
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 41
Joined: Fri Dec 10, 2010 9:28 pm

I made a funny mod

Post by Dr. Foo »

I took nukes and gave them a +1 radius. They take out everything within that radius and I gave pollution a 0.5 damage rating. I lowered the nuke damage to 4.

When attacked, I nuke all the land approaches enemy forces are traversing and I will even take the hit and nuke hexes near a sieged city.

It's sort of funny to watch the AI stand in a polluted hex taking damage turn after turn. :twisted: When they get low enough I'll finish them off with a few rounds of aerial bombardment.

Even if the AI nukes one of my cities the nuke takes out all surrounding features and improvements but the advancing AI has to take damage while trying to take the city.

It's pretty funny and I enjoy watching the AI troops die of radiation poisoning. :lol:
jdmillard
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
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Re: I made a funny mod

Post by jdmillard »

That sounds fun.

So the wasteland gives damage? or pollution?
Dr. Foo
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 41
Joined: Fri Dec 10, 2010 9:28 pm

Re: I made a funny mod

Post by Dr. Foo »

jdmillard wrote:That sounds fun.

So the wasteland gives damage? or pollution?
Yes, the wasteland gives the damage but the XML file in Features lists it as pollution. I just copied the damage code from Fungus and it worked.
greatUnknown
Corporal - Strongpoint
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Re: I made a funny mod

Post by greatUnknown »

That's not a "funny" mod. You just invented the cobalt bomb. +1.

You also inspired me to try converting the black hole to a neutron-bomb version:
massive damage to personnel, none to structures.

should be possible by basically copying the file from bombardment [i.e., damageCities=0] with the power set at 64
no pollution, no features removed.
Dr. Foo
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 41
Joined: Fri Dec 10, 2010 9:28 pm

Re: I made a funny mod

Post by Dr. Foo »

greatUnknown wrote:That's not a "funny" mod. You just invented the cobalt bomb. +1.

You also inspired me to try converting the black hole to a neutron-bomb version:
massive damage to personnel, none to structures.

should be possible by basically copying the file from bombardment [i.e., damageCities=0] with the power set at 64
no pollution, no features removed.
Yes, that will work. I took the Black Hole and I lower it's power to 10 and limited it's damage to one hex. It's now more pinpoint rather than WMD. The nuke is less powerful at 4 but will take out more structures. I also gave two nukes per nuke building...more bang for your buck!

It's fun what you can do with just a few modifications.
kidpython
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
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Joined: Fri Jan 10, 2014 6:04 pm

Re: I made a funny mod

Post by kidpython »

Brilliant stuff. Is it possible to make the wasteland hexes experience 3 years of intense radiation and then 6 years of milder radiation and then revert to no radiation? Or perhaps you could do a gradual turn by turn taper thing instead. Radiation zones should really become a first class thing in the game. The idea is that good and there are many ways it could be incorporated into the game.
mrowka
Corporal - Strongpoint
Corporal - Strongpoint
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Re: I made a funny mod

Post by mrowka »

kidpython wrote:Brilliant stuff. Is it possible to make the wasteland hexes experience 3 years of intense radiation and then 6 years of milder radiation and then revert to no radiation? Or perhaps you could do a gradual turn by turn taper thing instead. Radiation zones should really become a first class thing in the game. The idea is that good and there are many ways it could be incorporated into the game.
You can check the EMPBeam.xml in operations, thrugh 3 years is 36 turns thats alot

Edit: tested and its working.
In Data\world\operations\nuke.xml add a duration to pollution feature:

Code: Select all

<addFeature feature='Pollution' duration="1"/>
Duration is a number of turns.
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