View Full Version : Modular RoM Civics Buildings
generalstaff Jul 01, 2009, 04:15 PM Modular Civic Buildings for Rise of Mankind 2.8 by generalstaff
The goal of this mod is for each civic to have a unique building based on Zappara's Slave Market, Agora, and Manor. Starting civics (except None since it serves as a dummy) now have one with version 1.1.
-Chiefdom (Fortified Encampment: Req: Guerrilla Warfare. +5% Spy Defense, +10% Defense (except against high explosives). Required to build Technical)
-Despotism (Monument of the Dictator: Req: Fascism. +1 Culture, -10% War Weariness, +5% Military Production)
-Monarchy (Royal Monument: +1 Culture, +1 Happiness with Stone, Marble, Copper)
-Democracy (Polling Place: -10% Maintenance, +3 Happiness, +25% War Weariness)
-Communist (Reeducation Center: -25% War Weariness, +10% Production)
-Fascist (Checkpoint: Req: Garrison. +2 Espionage, 30% Espionage, +10% Maintenance, +20% Spy Defense, +1 Free Spy, +1 EXP Gunpowder Units, Spy Units, -1 Happiness)
-Federal (Town Hall: -20% Maintenance, +1 Happiness. Obsolete: Communication Networks)
-Junta (Interrogation Building: Req: Fascism. +6 Espionage, -2 Happiness, -25% War Weariness, +1 EXP: Spy.)
-Patrician (Villa: +1 Culture. +1 Happiness from Olives, Wine. Stores 10% of Food after growth)
-Bureaucracy (Civil Servant's School: -10% Maintenance, +1 Happiness per 25% Science Rate. Obsolete: Compulsory Education)
-Senate (Polis Council: +2 Science, -5% Maintenance, +1 Happiness. Obsolete: Representative Democracy)
-Parliament (Single Issue Party: +20% Maintenance. Free Specialist per Town)
-President: (Presidential Monument: +2 Culture, +1 Gold, +1 Happiness)
-Vassalage: (Warlord’s Keep: +25% Defense (except against high explosives). +1 EXP: All units created in city. Double Production with Stone. Obsolete: Leadership)
-Tribal (Warrior's Hut: Req: None. +2 EXP: Melee Units, +1 EXP: Archery, Mounted Units. Obsolete: Military Training)
-Bourgeois (Art Patronage: Req: Free Artistry. +25% Culture, +1 Great Artist Point. +1 Happiness from Marble, Stone, Copper, Gold, Silver. Specialists: 2 Artists, 1 Engineer)
-Proletariat (Festival: +2 Culture, +1 Happiness, +2 Gold, -5% Production. Specialists: +1 Merchant, +1 Artist. Double Production with Alcohol. Obsolete: Marxism)
Caste: (Brahmin Library: +2 Culture, +1 Science, +5% Science. Obsolete: Liberalism)
-Feudal (Estate: +3 Food, +5% Food. +1 Free Noble. Obsolete: Advanced Agriculture)
-Nationalist (Paramilitary Corps: +3 Espionage, -10% War Weariness, +10% Military Production, +2 EXP: Gunpowder Units. Specialists: +2 Spy. Double Production with Ammunition)
-Liberal (Dissident Press: +3 Culture, +50% Culture, +1 Happiness per 10% Culture Rate, -10% Espionage, +25% War Weariness)
-Marxist (Req: Globalization. Social Justice Organization: +2 Happiness, +2 Health, +10% Great Person, -10% Gold)
-Barter (Caravan Post: Req: Trade. +25% Trade Route Yield. Obsolete: Mercantilism)
-Mercantile (Imperial Mint: Req: Gold, Silver, or Copper. +2 Gold, +15% Gold. +5% Commerce bonus with Gold, Silver, Copper. Obsolete: Globalization)
-Free Market (Free Port: Req: Lighthouse. +10% Trade Route Yield, 20% Foreign Trade Route Yield. +1 Free Merchant)
Planned (Planning Office: -15% Maintenance, -5% Commerce, +5% Production)
-Corporatist (Chain Store: +1 Happiness bonus for Sugar, Cotton, Silk, Coffee, Cow, Pork, Gems, +5% Commerce bonus with Musicals, Hit Singles, Movies, Semiconductors)
-Regulated (Highway Project: Req: Oil Products, Rubber, Cement, Paved Roads. +1 Trade Route. +15% Trade Route yield, +10% Maintenance. +1 EXP: Wheeled Units, Tracked Units, Dreadnought Units)
-Green (Recycled Goods Factory: Req: Recycling Center, Manufacturing. +20% Maintenance, +5% Production with Aluminum, Iron, Copper, Vulcanized Rubber, Synthetic Rubber, Glassware, +5% Commerce with Semiconductors, +1 Happiness from Biofuels, Geothermal Energy, +1 Healthiness from Oil, -1 Happiness from Oil, Coal, +10% Production speed with Chemicals)
-Folklore (Idol Shrine: Req: Ritualism. +3% Commerce with Gold, Silver, Copper, Stone, Marble. Obsolete: Monotheism)
-Divine Cult (Divine Monument: +1 Culture, +1 EXP: Melee Units and Mounted Units)
-Prophets (Mystic’s Hut: +10% Culture, +10% Military Production. Obsolete: Education)
-State Church (Seminary: Req: Theology, State Religion in city. +1 Culture. +1 Free Priest. Obsolete: Compulsory Education)
-Free Church (Church School: Req: State Religion in city. +2 Culture, +10% Culture, +5% Science. Specialists: 1 Priest. Obsolete: Compulsory Education)
-Intolerant (Revivalist Church: Req: Fascism, State Religion in city. -20% Science, -20% Culture, -10% War Weariness. Units Created Begin with Fanatic)
-Secular (Universal Church: Req: Globalization. +1 Culture, +10% Culture, +1 Health, +1 Happiness, +10% War Weariness)
-Atheist (Church of the State: +1 Happiness, -20% War Weariness, +10% Culture. Specialists: 2 Priests, 1 Scientist)
-Survival (Mercenary Camp: Req: Bronze Working. +2% Commerce: Iron, Copper. Required to train Bandit Footpad, Bandit Rider. Obsolete: Nationalism)
-Charity (Plague Hospital: +1 Health, +1 Health from Olives, Cow, Pig, Whale, Incense. Obsolete: Medicine)
-Church Welfare (Foundling Hospital: +1 Population in all cities. Specialists: 1 Priest. Obsolete: Medicine)
-Public Works (Workhouse: Req: Social Contract. +20% Production, +10% Maintenance. Obsolete: Industrialism)
-Private (Foundation: +1 Science, +1 Health, +1 Culture)
-Corporate Welfare (Chamber of Commerce: +10% Gold. +1 Free Merchant)
-Subsidized (Social Services: Req: Marxism. +10% Maintenance, +2 Health)
-Socialized (Welfare Office: +10% Maintenance, -10% Wealth, +1 Happiness, +4 Health)
-Supremacy (Think Tank: Req: Press Agency. -10% War Weariness, +10 Military Production, +1 Happiness per 10% Espionage Rate)
-Technocracy (AI Surveillance: Req: Advanced Computers. -2 Happiness, -30% War Weariness, +25% Production, -20% Maintenance. Double Production with Semiconductors)
-Post-Scarcity (Automated Defenses: Req: Military Robotics. +50 Defense (except against high explosive), -25% Damage from Air Units, +20% Spy Defense, +2 EXP: Robot, Assault Mech, and Dreadnought Units. Double Production with Ammunition)
-Super-Human (Auxiliary Body Exchange: Req: Artificial Life, Cloning Lab. +5 Health, +5 Happiness, -25% Military Production, +25% Healing Rate, +2 EXP: Hightech Units, Gunpowder Units, +5EXP: Clone Units, +5% Maintenance.)
-Paradise (Park Arcology: +2 Culture, +1 Science, -10% Gold. No Unhealthiness from Population)
A number of units is added as well.
-Chiefdom (Technical: Str: 40, Move: 3. Can Intercept (5%), 25% Withdrawl chance, Starts with City Raider I. Flank against Freight, Caravan, Medic. Req: Ammunition, Diesel, Synthetic Rubber, Vulcanized Rubber, Fortified Encampment (civic does not have to be active). Tech: Guerrilla Warfare, Machine Tools)
-Monarchy (Imperial Guard: National Unit: 1. Str: 14, Move: 1. Starts with Imperial Guard. Req: Iron, Palace. Tech: Feudalism. 25% Building Bonus with Silver.). Upgrades to Guard du Corps.
-Monarchy (Guard du Corps: National Unit: 1. Str: 24, Move: 1. Starts with Imperial Guard. Req: Sulphur, Palace. Tech: Flintlock. 25% Building Bonus with Silver.) Upgrades to Modern Imperial Guard
-Monarchy (Modern Imperial Guard: National Unit: 1. Str: 37, Move: 1. Starts with Imperial Guard. Req: Ammunition, Palace. Tech: Automatic Weapons) Upgrades to Robotic Imperial Guard
-Monarchy (Robotic Imperial Guard: National Unit: 1. Str: 142, Move: 2. Starts with Imperial Guard. Req: Palace, Nanotubes. Tech: Personal Robots)
*Note: Imperial Guard Promotion: Special. Resist Collateral Damage 100%, -40% Uprade Cost.
*Note: Charthage has an Amazonian Guard version of the Modern Imperial Guard is based on Qaddafi's Amazonian Guard, consider this an Eastern Egg.
-Communist (Leftist Guerrilla: Str: 31, Move: 1. Starts with Guerrilla I, Ambush I. Hidden Nationality, Can attack with declaring war. Req: Ammunition. Tech: Guerrilla Warfare, Communism)
Nobility (Noble: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 5 EXP). Tech: Nobility)
Nobility (Lord: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 10 EXP). Tech: Chivalry)
Vassalage (Warlord Vassal: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 10 EXP). Tech: Vassalage)
Vassalage (Viceroy: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 15 EXP). Tech: Leadership)
Note: The Nobility and Vassalage Units comes with new promotions.
-Nationalist (Paramilitary: Str: 31, Move: 1. Starts with Patrol I, Pinch I. Hidden Nationality, Can attack with declaring war. Req: Ammunition, Paramilitary Corps. Tech: Guerrilla Warfare)
-Intolerant (Fundamentalist Guerrilla: Str: 29, Move: 1. Starts with Commando, Ambush I. Hidden Nationality, Can attack with declaring war. Req: Ammunition, Revivalist Church. Tech: Guerrilla Warfare, Mass Media)
-Suvival (Bandit Footpad: Str: 6, Move: 1. 30% Withdrawl chance, Starts with Woodsman I, Looter. Hidden Nationality, Can attack with declaring war. Flank against Caravan. +5 Gold Maintenance, Cost increases by 5% per addition unit. Req: Mercenary Camp (civic does not have to be active). Tech: Bronze Working) Upgrades to Musketman or Guerrilla
-Survival (Bandit Rider: Str: 8, Move: 2. 50% Withdrawl chance, Starts with Woodsman I, Looter. Hidden Nationality, Can attack with declaring war. Flank against Caravan. +5 Gold Maintenance, Cost increases by 5% per addition unit. Req: Mercenary Camp (civic does not have to be active) Upgrades to Cuirassier or Guerrilla
-Supremacy (SWAT: Str: 40, Move: 1. +50% vs Guerrilla, Leftist Guerrilla, Fundamentalist Guerrilla, Paramilitary, Starts with Patrol I, Urban Tactics I. +1 Gold Maintenance. Req: Ammunition. Tech: Communication Networks)
-Post-Scarcity (Mass Produced Robot: Str: 110, Move: 2. .Can intercept (20%). Req: Nanotubes. Tech: Military Robotics)
Check the civipedia for Civics and Traits bonuses.
v1.13 (RoM 2.8)
Download Link: http://www.atomicgamer.com/file.php?id=83038
v.1.0 (RoM 2.71)
Download Link: http://forums.civfanatics.com/downloads.php?do=file&id=13107
konradcabral Jul 01, 2009, 10:30 PM Very good ones, in my opinion. Specially because I saw that you were very cautious with the boni. I think the way you designed, they won't unbalance the game. :goodjob:
zappara Jul 04, 2009, 05:02 PM That's one nice list, much better than what I could have ever made :)
Xin Jul 04, 2009, 06:15 PM Will buildings have some penalties when you are not in the "right" civic?
Dancing Hoskuld Jul 04, 2009, 06:22 PM Will buildings have some penalties when you are not in the "right" civic?
I think that the idea is that if you change to another civic then the buildings for the previous civic will disappear.
generalstaff Jul 04, 2009, 08:30 PM Update which is worth part a post: Added Warlord's Tower idea for Vassalage civic. I forgot about that civic when outlining this mod. Estate for Feudal now since I confused Estate and Manor buildings or was going off of 2.6 when first designing this mod.
Very good ones, in my opinion. Specially because I saw that you were very cautious with the boni. I think the way you designed, they won't unbalance the game. :goodjob:
Thanks, the difficulty for me is going to balancing building costs. It should not be too hard since Zappara added enough buildings in the basic game to compare costs with.
Will buildings have some penalties when you are not in the "right" civic?
I don't know. It will be the same mechanic if you change from Slavery to something else and have Slave Markets before researching Labor Unions. If it turns out there are no penalties it is going to make the Spiritual trait first class and may overpower Christo Redenator. I'll find out in testing or with releasing a beta when the time comes.
GONdorman Jul 05, 2009, 06:03 PM Nice list, you´ve got really good ideas:goodjob:
However, I dont think the Town Hall (Federal) should get obsolete with fiber optics, and I think the Dissident Press (Liberal) should give +1 happiness per 10% culture rate, instead of +1 per 20% culture rate
Afforess Jul 06, 2009, 04:09 PM The preliminary work for this looks excellant. If all goes well, I may have to add unique buildings for my custom civics just to keep up. If you need any help with the xml, just ask. Best of luck.
generalstaff Jul 09, 2009, 01:31 PM Nice list, you´ve got really good ideas:goodjob:
However, I dont think the Town Hall (Federal) should get obsolete with fiber optics, and I think the Dissident Press (Liberal) should give +1 happiness per 10% culture rate, instead of +1 per 20% culture rate
Thanks. I changed Dissident Press, I was worried about overpowering it. I am keeping the obsolescence with Town Hall for historical reasons (representing the e-mail and website updates replacing letter writing and participating in town hall meetings), but will move to obsolescence tech back as far as I can looking at the tech tree, however, I am doubling the maintenance reduction to make it playable.
The preliminary work for this looks excellant. If all goes well, I may have to add unique buildings for my custom civics just to keep up. If you need any help with the xml, just ask. Best of luck.
Thanks for the offer, I might take you up on it when I finish with Buttons and Pedia entries, depending how busy I am.
I do need help finish the buttons below is a list of what I need:
Seminary
Foundling Hospital
Welfare Office
Also a few updates on:
Town Hall (suggestion)
Estate (limitation of XML)
Body Exchange (limitation of XML)
Highway Project (had to add 2.7 resource)
Dissident Press (suggestion)
Foundling Hospital (limitations of XML)
Afforess Jul 09, 2009, 11:36 PM I do need help finish the buttons below is a list of what I need:
Seminary
Foundling Hospital
Welfare Office
Will these do?
220555
generalstaff Jul 13, 2009, 03:19 PM Will these do?
They are excellent, and will be used. Thanks.
Update:
Checkpoint abilities (I did not want it to be essential obsolete with Globalization)
Town Hall obsolete with Communication Networks.
Update July 17:
Art Partonage: Req: Free Artistry. 25% Culture. +1 Great Artist (History, represent Renaissance Art Patronage)
Dictator Monument: Req: Fascism (History, Pedia entry)
Civil Servant School: Obsolete: Compulsory Education (History, Pedia entry)
Warlord Keep: +1 EXP to all units created in city (forgot to clarify)
Imperial Mint: Req: Gold, Silver, or Copper. +5% Commerce bonus with Gold, Silver, Copper (Overlooked, but helps represents Mercantilism precious metal accumulation)
Highway Project: +1 Trade Route (The number of Reqs allowed me to feel like this was underpowered)
Church Schools: Reduce Specialists to 1 Priest (Thought it was overpowered)
Planning Office: +5% Production (Thought it was too weak)
Better Pedia Entry: Brahmin Library
Pedia Entry: Divine Monument
Double Production Times
-Paramilitary Corps (Ammunition)
-Warlord Keep (Stone)
-Piazza (Marble)
-Body Exchange (Nanobots)
-Automated Defenses (Ammunition)
-Festival (Alcohol)
Update: July 28
Paramilitary Corps: +10% Military Production. (Forgot to add)
Seminary: Req: Theology. (Needed to be delayed)
Universal Church: Req: Globalization. (Needed to be delayed)
Social Services: Req: Marxism. (Needed to be delayed)
Welfare Office: +1 Happiness (Needed to be Strengthened)
AI Surveillance: Req: Advanced Computers (Needed an AI tech)
Automated Defenses: +2 EXP: Robot, Assault Mech, and Dreadnought Units. +20% Spy Defense
Update: 8/02; In response to 2.71
Piazza deleted due to Agora move
Democracy: Polling Place: -10% Maintenance, +3 Happiness, +25% War Weariness
Seminary, Church School, and Revivalist Church require state religion in the city they are built in.
Afforess Aug 05, 2009, 02:18 AM Reason: Update not worth its own post
But if you don't post, the thread isn't bumped and doesn't turn bold. I hardly ever check old threads.
Isotope Aug 08, 2009, 06:17 PM I think Art Patronage building is better fit for Nobility civic. It makes me thing of the Barroque age and how keeping artists was a sign of prestige among the nobility whilst the bourgeoisie class makes me think of a more profit oriented class with a building that would boost gold income, reduce corporation payments and/or add trade routes or increase their income.
Maybe you could add happiness bonuses/penalties for buildings depending of the civics of other branches (Dictator/Royal monument could bring happiness with Junta/Nobility civics and unhappiness with Proletariat or Liberal for example).
Xionn Aug 08, 2009, 08:55 PM Great ideas, I will definitely download when you get it finished. Are you going to make it that that if you make one of those buildings, change civics and then later in the game change back to the old civic are you automatically going to have the building?
generalstaff Aug 10, 2009, 01:29 PM But if you don't post, the thread isn't bumped and doesn't turn bold. I hardly ever check old threads.
I will keep that in mind, it was just that most of those updates involved minor tweaks when I was adding the building cost. Also
I think Art Patronage building is better fit for Nobility civic. It makes me thing of the Barroque age and how keeping artists was a sign of prestige among the nobility whilst the bourgeoisie class makes me think of a more profit oriented class with a building that would boost gold income, reduce corporation payments and/or add trade routes or increase their income.
The Art Patronage is representative of Renaissance Italy, but could also be representative of Barroque since Bourgeois covers many styles of Societies. Also, Nobility already has a civic building in regular RoM, it is the Manor.
Maybe you could add happiness bonuses/penalties for buildings depending of the civics of other branches (Dictator/Royal monument could bring happiness with Junta/Nobility civics and unhappiness with Proletariat or Liberal for example).
I like that idea, since it will allow Taliban and Myanmar style governments to be viable (for medium empires seeking localized conquest), while allowing democratic governments to receive high approval ratings and stability; same principle applies with Health bonuses (Welfare Office-Marxist creating healthiness, while Highway Project-Liberal creates unhealthiness (represents increased driving causing pollution and accidents)) since I already have to overwrite some of the Rise of Mankind game files for the Pedia entries to work. I will post an update when that is completed, it will take a while though, since I am still trying to get the civic dependencies to work and am working on some modular leaderheads (with an issue trying to get custom diplomacy music to work without having to overwrite any files).
Update:
Turns out, adding the Happiness/Health bonuses was easy with an XML Editor, since that file is a mess if done by hand. Here is what is done, organized by civic.
Happiness
Despotism (-2 Dissident Press, -1 Polis Council)
Monarchy (-1 Dissident Press)
Republic (+1 Polis Council)
Democracy (+1 Single Issue Party, +1 Dissident Press, +2 Polling Place)
Communist (Dissident Press, Planning Office, Church of the State)
Fascist (+1 Paramilitary Corps, -2 Dissident Press, +1 Church of the State)
Federal (+1 Dissident Press)
Junta (+1 Dictator Monument)
Nobility (+1 Estate, -1 Dissident Press)
Patrician (+1 Art Patronage)
Senate (+1 Polis Council)
Parliament (+2 Polling Place, +1 Dissident Press)
President (+1 Dictator Monument)
Tribal (+1 Mystic's Hut)
Bourgeois (+1 Royal Monument, +1 Chamber of Commerce)
Caste (+1 Divine Monument)
Nationalist (Free Port, Church of the State)
Liberal (+1 Dissident Press, -1 Church of the State, -1 Social Services, -2 Checkpoint, -1 Reeducation Center, +2 Polling Place, -1 Dictator Monument, -2 AI Surveillance)
Slavery (+1 Estate, -1 Dissident Press)
Free Market (-1 Welfare Office)
Corporatist (-1 Welfare Office)
Green (+1 Park Arcology)
Divine Cult (+1 Royal Monument)
State Church (-1 Dissident Press)
Intolerant (-2 Dissident Press)
Survival (-4 Social Justice Organization)
Church (+2 Church School)
Public Works (+1 Highway Project)
Private (+2 Chain Store)
Corporate (-1 Social Justice Organization)
Socialized (+1 Social Justice Organization)
Supremacy (-1 Dissident Press)
Technocracy (+1 Planning Office, +2 Reeducation Center)
Health
Patrician (-1 Highway Project, +1 Foundation)
Bureaucracy (+1 Planning Office)
Liberal (-1 Highway Project)
Marxist (+1 Welfare Office)
Corporatist (+1 Foundation)
Green (+1 Park Arcology)
Technocracy (+1 Planning Office)
cheesemijit Aug 10, 2009, 03:10 PM why does the athiest civic have a church? it should have something to do with a natural history museum.
generalstaff Aug 12, 2009, 04:24 PM why does the athiest civic have a church? it should have something to do with a natural history museum.
The Atheist civic represents governments actively dismantling churches, which is generally an aspect of Totalitarian and Authoritarian regimes (Examples of Atheist in history: Ataturk, the big three (Stalin, Hitler, Mao)). Here is the Pedia text the Church of the State.
These indoctrination centers replace churches, where citizens are taught the philosophy of the state and to praise national figures instead of religion and saints. This ultimately results in citizens becoming compliant not questioning their government, resulting in the leadership doing pretty much whatever they want, regardless of benefit to the nation or its people.
The Atheism present in the US and Europe is part of the Secular civic, which tolerates different beliefs and non-beliefs, and in theory, practices the separation of church and state. I hope that answers your concern.
generalstaff Aug 27, 2009, 03:00 PM Modular Civics Buildings is finally released (http://forums.civfanatics.com/downloads.php?do=file&id=13107)
Afforess Aug 27, 2009, 04:12 PM Hurrah! This is a great modmod. Maybe one day it will be in RoM by default.
generalstaff Aug 27, 2009, 04:18 PM Hurrah! This is a great modmod. Maybe one day it will be in RoM by default.
Thank you. It just might have to be include by default due to the need to overwrite a few files. We'll see what Zappara thinks, I do not want to put extra work onto him, since that is that many more buildings to go over during an update and having to balance the additional bonuses.
NBAfan Aug 28, 2009, 12:31 PM Modular Civics Buildings is finally releasedYay!:clap::hatsoff::woohoo:
Zimbaa Sep 01, 2009, 08:43 AM I have problem with your building icons. I see purple squares. Any idea?
Afforess Sep 01, 2009, 11:43 AM That happens when you don't put the folder in the right place.
lloyd33 Sep 01, 2009, 05:11 PM these build shouldn't be able to be obsolete. Lets say you have a church ran health care. In later game the monasteries are gone and there is nothing to give health for example.
generalstaff Sep 02, 2009, 01:32 PM these build shouldn't be able to be obsolete. Lets say you have a church ran health care. In later game the monasteries are gone and there is nothing to give health for example.
That's an issue you have to bring up with Zappara, since he added Church Welfare and kept the Obsolete trigger for Monasteries. That obsolescence does not bother me as much as others, and I changed the BuildingInfos file to deal with it. I think the main reason I kept it as is, is because of the Science bonus Monasteries give, which makes little sense late game, even if you are running a theocratic style government.
What I did is add the Foundling Hospital to Church Welfare, it becomes obsolete with Medicine to represent the rise of modern adoptions, rather than church run orphanages raising unwanted children.
If you want to know why other buildings I added become obsolete, or are delayed for that matter, feel free to reply. I am trying to balancing history with game play after all.
little_cyclone Sep 03, 2009, 12:17 PM Looks very interesting! A definite significant addition to the civic system of Civ4, which has always been one of the more fun parts of the game for me :) Keep modding!
And balancing gameplay with realism is always a challenge for any modder ;)
Chiyochan Sep 04, 2009, 11:52 AM -Intolerant (Revivalist Church: Req: Fascism, State Religion in city. -20% Science, -20% Culture, -10% War Weariness. Units Created Begin with Fanatic)
sorry, I think I'm missing the part where this building is useful,
if the answer is no, why is it wasting space?
Afforess Sep 04, 2009, 12:20 PM sorry, I think I'm missing the part where this building is useful,
if the answer is no, why is it wasting space?
The building gives less war weariness, good for aggressive players, and gives all new units the fanatic promotion, a very handy one.
Afforess Sep 05, 2009, 03:00 PM Can you please make your civicsinfo.xml file modular? Making XML files non-modular causes tons of errors when you try to combine your mod with others, like mine.
generalstaff Sep 05, 2009, 05:38 PM sorry, I think I'm missing the part where this building is useful,
if the answer is no, why is it wasting space?
The building gives less war weariness, good for aggressive players, and gives all new units the fanatic promotion, a very handy one.
That was what I am going for. When I was designing this one, I was not planning for it to be built in every city, or even in the main military city. In fact, I thought this would be a good building for a city designed to produce Guerrillas, Fanatic Guerrillas can devastate the AI, especially an AI player which is still in the age of Riflemen. And of course when the aggressive strategy is ended, there is the Abandon Building option (Ctrl+A).
Can you please make your civicsinfo.xml file modular? Making XML files non-modular causes tons of errors when you try to combine your mod with others, like mine.
I think I could work that out (as soon as I finish the current game I am playing, which should not be much longer), the Civicsinfo file is only needed for bonuses depending on current civic and the TXT_CIVIC_HELP line for pedia entries.
little_cyclone Sep 06, 2009, 01:19 AM I think I could work that out (as soon as I finish the current game I am playing, which should not be much longer), the Civicsinfo file is only needed for bonuses depending on current civic and the TXT_CIVIC_HELP line for pedia entries.
Excellente.. That would explain all the error messages I was getting :(
When I try to load RoM after installing the mod it gives me:
Tag:BUILDINGCLASS_POLIS_COUNCIL in Info class was incorrect
Current XML file is:Xml\Gameinfo/Civ4civicinfos.xml
And then another 2 dozen or so error messages immediately after, as it tries to load all the new buildings...
generalstaff Sep 13, 2009, 06:59 PM Plans for version 1.1, which will be released after the official 2.8 release.
"Primitive civics buildings"
-Chiefdom (Fortified Encampment: Req: Guerrilla Warfare. +5% Spy Defense, +10% Defense (except against high explosives). Required to build Technical)
-Junta (Interrogation Building: Req: Fascism. +6 Espionage, -2 Happiness, -25% War Weariness, +1 EXP: Spy.)
-Tribal (Warrior's Hut: Req: None. +1 EXP: Archery, Melee, Mounted Units. Obsolete: Military Training)
-Barter (Caravan Post: Req: Trade. +25% Trade Route Yield. Obsolete: Mercantilism)
-Folklore (Idol Shrine: Req: Ritualism. +3% Commerce with Gold, Silver, Copper, Stone, Marble. Obsolete: Monotheism)
-Survival (Mercenary Camp: Req: Bronze Working. +2% Commerce: Iron, Copper. Required to train Bandit Footpad, Bandit Rider. Obsolete: Nationalism)
Status: Finished.
"Civics units"
-Chiefdom (Technical: Str: 40, Move: 3. Can Intercept (5%), 25% Withdrawl chance, Starts with City Raider I. Flank against Freight, Caravan, Medic. Req: Ammunition, Diesel, Synthetic Rubber, Vulcanized Rubber, Fortified Encampment (civic does not have to be active). Tech: Guerrilla Warfare, Machine Tools)
-Monarchy (Imperial Guard: National Unit: 1. Str: 14, Move: 1. Starts with Imperial Guard. Req: Iron, Palace. Tech: Feudalism. 25% Building Bonus with Silver.). Upgrades to Guard du Corps.
-Monarchy (Guard du Corps: National Unit: 1. Str: 24, Move: 1. Starts with Imperial Guard. Req: Sulphur, Palace. Tech: Flintlock. 25% Building Bonus with Silver.) Upgrades to Modern Imperial Guard
-Monarchy (Modern Imperial Guard: National Unit: 1. Str: 37, Move: 1. Starts with Imperial Guard. Req: Ammunition, Palace. Tech: Automatic Weapons) Upgrades to Robotic Imperial Guard
-Monarchy (Robotic Imperial Guard: National Unit: 1. Str: 142, Move: 2. Starts with Imperial Guard. Req: Palace. Tech: Personal Robots)
*Note: Imperial Guard Promotion: Special. Resist Collateral Damage 100%, -40% Uprade Cost.
*Note: Charthage has an Amazonian Guard version of the Modern Imperial Guard is based on Qaddafi's Amazonian Guard, consider this an Eastern Egg.
-Fascist or Nationalist (Paramilitary: Str: 31, Move: 1. Starts with Patrol I, Pinch I. Hidden Nationality, Can attack with declaring war. Req: Ammunition. Tech: Guerrilla Warfare)
-Communist or Marxist (Leftist Guerrilla: Str: 31, Move: 1. Starts with Guerrilla I, Ambush I. Hidden Nationality, Can attack with declaring war. Req: Ammunition. Tech: Guerrilla Warfare, Communism)
-Intolerant (Fundamentalist Guerrilla: Str: 29, Move: 1. Starts with Commando, Ambush I. Hidden Nationality, Can attack with declaring war. Req: Ammunition, Revivalist Church. Tech: Guerrilla Warfare, Mass Media)
-Suvival (Bandit Footpad: Str: 6, Move: 1. 30% Withdrawl chance, Starts with Woodsman I, Looter. Hidden Nationality, Can attack with declaring war. Flank against Caravan. +5 Gold Maintenance. Req: Mercenary Camp (civic does not have to be active). Tech: Bronze Working) Upgrades to Musketman or Guerrilla
-Survival (Bandit Rider: Str: 8, Move: 2. 50% Withdrawl chance, Starts with Woodsman I, Looter. Hidden Nationality, Can attack with declaring war. Flank against Caravan. +5 Gold Maintenance. Req: Mercenary Camp (civic does not have to be active) Upgrades to Cuirassier or Guerrilla
-Supremacy (SWAT: Str: 40, Move: 1. +50% vs Guerrilla, Leftist Guerrilla, Fundamentalist Guerrilla, Paramilitary, Starts with Patrol I, Urban Tactics I. +1 Gold Maintenance. Req: Ammunition. Tech: Communication Networks)
-Post-Scarcity (Mass Produced Robot: Str: 110, Move: 2. .Can intercept (20%). Tech: Military Robotics)
NOTE: Imperial Guard and Guerrillas are in separate folders.
EDIT: Bandit increases in cost per additional unit; I forgot about that function during conceptual creation, Minor changes with Guerrillas
Status: Main units-Done, Guerrillas-Done, Imperial Guard-Done.
"No more need to overwrite XML files"
Hopefully that will reduce errors. This will also result a reduction in in-game info about the buildings, however, all the buildings will still say which civic they require. I also plan to produce a couple of "bonus" files (if necessary) in hopes of increasing compatibility with other modmods.
Status: Waiting for 2.8 official release.
little_cyclone Sep 13, 2009, 08:48 PM Lookin' good! Not sure I like the number of Hidden Nationality UU's, but I'll just have to give it a shot :)
generalstaff Sep 13, 2009, 09:26 PM Lookin' good! Not sure I like the number of Hidden Nationality UU's, but I'll just have to give it a shot :)
I could try to package the Modern Age guerrillas (and other civics units other than the Technical and Bandits since they are part of the design of the building and M.P. Robot since Post-Scarcity civs would rather produce robots than clones and other genetic-based soldiers) as a separate files. Such a plan would have SWAT and the Guerrillas in a pack and the Imperial Guard as a pack. At this point in the project, it is should not be too difficult to repackage things, although I already know that people are going to have issues with installation.
If the bandits are the issue, the +5 maintenance should prevent having to deal with a massive number of bandits at a time (I might increase it +10 before I release 1.1). However, I think they help represent the historical issues civilizations had with bandits and private armies.
I can understand that the guerrillas are not for everybody, dealing with a Privateer every other turn can be annoying and make hidden nationality units less fun. I can also understand that the Imperial Guard could be annoying for some players due to their promotion.
And yes, I understand that no one is going run Chiefdom late game just for the Fortified Encampment for the Technical. It is in there in case someone chooses to play as the Revolting civ in Revolutions or if someone plans to make a scenario involving Somalia, Iraq, Afghanistan, Sudan, etc. in the Modern Age. That is to answer any questions about it "taking up space," I know it does not seem useful at first glance.
Afforess Sep 27, 2009, 01:00 PM Generalstaff, For compatibility reasons, can I ask that you include my civic buildings ZCivic.py in your modules too, so that if users use both our modmod's they have no problems. This Zcivics has both your Civic Buildings and mine, added at the end. I will use exactly the same file in my modmod's as well.229205
generalstaff Sep 27, 2009, 06:10 PM Generalstaff, For compatibility reasons, can I ask that you include my civic buildings ZCivic.py in your modules too, so that if users use both our modmod's they have no problems. This Zcivics has both your Civic Buildings and mine, added at the end. I will use exactly the same file in my modmod's as well.229205
I just downloaded it, and have added the necessary code. In fact, when I check out the Military Civics thread before this one, I was going to bring up that issue. I also will upload the final version of the zCivics python file for same reason. This zCivics covers my changes and your Military Civics Buildings.
Afforess Sep 27, 2009, 06:51 PM Thanks. I've updated mine.
Sgt.Roadkill Sep 30, 2009, 09:04 AM ok so is there a compatibility fix or should we wait for 2.8?
Afforess Sep 30, 2009, 10:10 AM ok so is there a compatibility fix or should we wait for 2.8?
You mean between my modmod's and his? They should play nicely together.
generalstaff Oct 01, 2009, 02:37 PM ok so is there a compatibility fix or should we wait for 2.8?
You mean between my modmod's and his? They should play nicely together.
With the 1.1 Release of this mod, yes, which will happen soon after 2.8 (assuming no catastrophic issues arise). The only current issue with Modular Civics Buildings 1.0 is that it does not have independent XML files which cause issues (will be corrected with 1.1).
I am looking forward to running the Military Civics with these new changes, I have not been able to run while testing (making sure this mod is not too unbalancing with Early Buildings).
little_cyclone Oct 26, 2009, 04:29 PM Any idea when 1.1 will be ready, for use with RoM 2.8?
generalstaff Oct 27, 2009, 02:02 PM Any idea when 1.1 will be ready, for use with RoM 2.8?
Short Answer
Hopefully by this weekend.
Long Answer
I am waiting for issues relating to Early Buildings to be resolved so that I could release the RoM 2.8 versions Modular Wonders, Modular Civics Buildings, and Early Buildings at the same time (with some bonus buildings). Each of the different parts of these modules are in different, well labeled, folders, allowing easy of (non)use. If find out that the issues relating to Early Buildings are difficult to resolve (and therefore time consuming to resolve), then I will just release the other two, either Thursday or Sunday most likely.
My Commentary
If CFC had larger attachment limits I would upload it right now and not have to package things together so that I can keep my uploads organized.
generalstaff Oct 29, 2009, 01:31 PM Rise of Mankind 2.8 version is complete. Download link is in OP under Version 1.1.
Sgt.Roadkill Oct 29, 2009, 06:28 PM god dammit atomic gamers is down >.<
acrobuddy Oct 29, 2009, 08:33 PM Small note, had some errors pop up on RoM mod load and the buildings were missing from the civilopedia. I had installed ANM 2.15 after your mod, which did not include "Custom_Buildings" in its MLF, installed MLF from your mod over it, works fine.
In case others get the same thing. ;)
Sgt.Roadkill Oct 30, 2009, 09:43 AM ok got it if i am using Afforess's Modmods are they compatible ( i seem to remember there being talk of them being so. ) and which order should i install them in?
generalstaff Oct 30, 2009, 12:56 PM ok got it if i am using Afforess's Modmods are they compatible ( i seem to remember there being talk of them being so. ) and which order should i install them in?
The only one that it might have issues with is Civics Flavors, possible civics attitudes (I have tested neither, so I cannot confirm it, run at your own risk). Running Military Civics with it is fine, in fact, that is what I am doing in a game right now; very fun, a great combination. Afforess and I coordinated the code between Military Civics and my module.
Afforess Oct 30, 2009, 01:01 PM The only one that it might have issues with is Civics Flavors, possible civics attitudes (I have tested neither, so I cannot confirm it, run at your own risk).
Those are both in WOC format, so Civic Flavors only adds flavors, it changes nothing else. Civic Attitudes is WoC too, so I can't see them causing any issues...
Running Military Civics with it is fine, in fact, that is what I am doing in a game right now; very fun, a great combination. Afforess and I coordinated the code between Military Civics and my module.
Indeed. It makes for a much more rewarding gameplay. Great Work, Generalstaff!
riddleofsteel Oct 30, 2009, 04:19 PM Are these meant to work along side Afforess's modmods AND dancing hoskuld's modmods? I am playing with all of them and everything I build for improvements seem to finish in 1 turn, and even research and city building jobs seem to be only a few turns each. Cart paths are finished immediately, and the mercenary camp is represented by a red ball in the city management screen. I'm guessing I'm using the wrong combination of modmods here. Thanks.
Afforess Oct 30, 2009, 04:39 PM Are these meant to work along side Afforess's modmods AND dancing hoskuld's modmods? I am playing with all of them and everything I build for improvements seem to finish in 1 turn, and even research and city building jobs seem to be only a few turns each. Cart paths are finished immediately, and the mercenary camp is represented by a red ball in the city management screen. I'm guessing I'm using the wrong combination of modmods here. Thanks.
I'm playing with mine and these too. However, you must remember, RoM was made for Marathon speed games, so playing at a faster speed will make things seem too rushed...
riddleofsteel Oct 30, 2009, 04:45 PM Oh, that's true. I wondered why the years were flying past. Thanks.
Nightguard Oct 30, 2009, 08:11 PM One minor balance concern that I would like to bring up. The Festival building made available with the Proletariat civic choice seems much too powerful. For a cost of -5% production, you gain two happiness and four gold in each city that builds one. Given that Proletariat is already considered one of the best civics for most of the game, this is really much stronger than it needs. Once you build them in most of your cities, you don't need to devote *any* of your commerce yield to making gold, as the festivals can pay all your maintenance costs for a modest empire.
Perhaps you could scale the gold back some, and maybe increase the production penalty? After all, production penalties are simply subtracted from the bonuses your city has, so a city with a forge and a festival right now is still seeing a +10% production bonus.
Other than that, as a reply to riddleofsteel, the 'red ball' you see for your mercenary camp isn't a bug as far as I can tell. It appears to be a placeholder type of graphic.
Hydromancerx Oct 31, 2009, 04:56 AM I just wanted to say I played my first game with this modmod and I love them! I still like the Early Building mod a lot but these are just as awesome. Thank you for making this modmod.
keet1 Nov 01, 2009, 01:41 AM I am running RoM 2.8 and installed Afforesses Addons 1.4 and now this generalstaff Building Pack 1.1
However, it is asking me to overwrite some files (MLF_CIV4ModularLoadingControls; zCivics).
Should I overwrite these or will this break something in Afforess or RoM?
My Install order was RoM 2.8, then Afforess, then generalstaff building pack.
Please help and clarify.
Thank You!
generalstaff Nov 01, 2009, 05:59 PM One minor balance concern that I would like to bring up. The Festival building made available with the Proletariat civic choice seems much too powerful. For a cost of -5% production, you gain two happiness and four gold in each city that builds one. Given that Proletariat is already considered one of the best civics for most of the game, this is really much stronger than it needs. Once you build them in most of your cities, you don't need to devote *any* of your commerce yield to making gold, as the festivals can pay all your maintenance costs for a modest empire.
Perhaps you could scale the gold back some, and maybe increase the production penalty? After all, production penalties are simply subtracted from the bonuses your city has, so a city with a forge and a festival right now is still seeing a +10% production bonus.
Other than that, as a reply to riddleofsteel, the 'red ball' you see for your mercenary camp isn't a bug as far as I can tell. It appears to be a placeholder type of graphic.
I think you are right about the Festival. I think I will removed 1 Happiness and 2 Gold; that should balance it. It was not an issue before Early Buildings, which provides several buildings to make up that production gap.
The "red ball" bug on both Merc Camp and Caravan Post is going to be fixed in a new version I am uploading (also reduces the Festival's benefits). I am uploading it today. The issue is that I misnamed a folder, it is simply a placeholder.
I am running RoM 2.8 and installed Afforesses Addons 1.4 and now this generalstaff Building Pack 1.1
However, it is asking me to overwrite some files (MLF_CIV4ModularLoadingControls; zCivics).
Should I overwrite these or will this break something in Afforess or RoM?
My Install order was RoM 2.8, then Afforess, then generalstaff building pack.
Please help and clarify.
Thank You!
The zCivics file provided in both mine and his mod are identical (we will coordinate this file if either of use changes it), overwriting it is fine. In the new version I am launching to fix the graphics error, I am not including the MLF file, so do not overwrite it, just make sure you have Afforess' most up to date Universal MLF file.
Elucidus Nov 01, 2009, 06:18 PM I am getting a file not found on 1.1
generalstaff Nov 01, 2009, 06:21 PM I am getting a file not found on 1.1
I am currently uploading a new version, it will be available shortly. I will edit this post when it is done. Sorry for the inconvenience.
EDIT: Version 1.01 released. The new download should work now. Thanks for waiting.
Elucidus Nov 01, 2009, 07:05 PM Sweet, thanks. I should learn to be more patient.
generalstaff Nov 01, 2009, 07:18 PM Sweet, thanks. I should learn to be more patient.
Not a problem. Pointing out broken download links are very useful, I should have posted in a previous post that the download would be unavailable for a while.
Thanks for downloading.
Blackflag421 Nov 03, 2009, 01:24 PM I d/l'd and installed RoM 2.8, Afforess's modmodpack, and your leaderheads + this building pack, in that order... and the buildings seem to not be working/showing. Checked in worldbuilder too. I overwrote all the files when extracting, and the readme says something about "custom units" being in a folder, but that file doesn't seem to exist?
I'd like to use these buildings... but atm can't seem to get them to work :/ Cleared cache too. Maybe I just did something dumb, in which case you could point that out too ;p
Dancing Hoskuld Nov 03, 2009, 01:37 PM I am getting four XML error messages, two below. Any ideas what I may have done wrong?
generalstaff Nov 03, 2009, 01:48 PM The issue is that I forgot to upload the custom units (would you believe that I was drinking while I was uploading?). I have to upload a new version. I will post when that is complete.
Sorry guys, I completely messed this one up.
generalstaff Nov 03, 2009, 02:23 PM I uploaded a new version. This should be fine. I knew that previous version seemed a little light when I was uploading it...
Blackflag421 Nov 03, 2009, 03:29 PM Lol, here I was worried that I couldn't figure it out cuz I was a little :smoke: when installing all that. D/ling now :)
Dancing Hoskuld Nov 03, 2009, 04:59 PM I uploaded a new version. This should be fine. I knew that previous version seemed a little light when I was uploading it...
Downloaded and installed new version, still getting the problem. It seems that the units need the buildings loaded first. Could this be the problem.
Blackflag421 Nov 03, 2009, 05:02 PM I second these xml errors.
Civ Fuehrer Nov 04, 2009, 02:11 AM I third the errors :(
Man after error hell I went through trying to fix ANM I get these trying to settle down and play a peaceful game. It's like this game has a mind of it's own, trying all it can to prevent me from playing. I guess I'll just keep modding until it's fixed, I can't play without a good modmod missing.:cry:
EDIT: From my personal experience modding, I'd say these are from a typo in the XML entries.
generalstaff Nov 04, 2009, 01:29 PM Does that main MLFControl file have a "Custom_Buildings" entry? If it doesn't that may be the problem. I needed to make a new folder due to BULL ("Custom Buildings" created pink squares due to the space). I am uploading the MLFControl file I am using, take a look at it and see if it works.
The next Universal MLFControl file Afforess makes should included it, he reminded me to post what needed to be added in that thread.
Blackflag421 Nov 04, 2009, 01:33 PM Testing now.
Success! No XML errors, and buildings are in too! :dance:
Off I go to play civ4! Least til the 40% complete mark when turns take long enough on giant terra maps to troll forums between turns.
Civ Fuehrer Nov 04, 2009, 02:09 PM Does that main MLFControl file have a "Custom_Buildings" entry? If it doesn't that may be the problem. I needed to make a new folder due to BULL ("Custom Buildings" created pink squares due to the space). I am uploading the MLFControl file I am using, take a look at it and see if it works.
The next Universal MLFControl file Afforess makes should included it, he reminded me to post what needed to be added in that thread.
Might want to talk to Afforess about the universal MLF file... not so Universal if no one gives him a heads up of new folder entries.
Blackflag421 Nov 05, 2009, 09:42 PM These civics buildings are :):):):)ing awesome, I finally have a reason to get horse techs before the age of gunpowder (bandit riders + general +1 move = win)
Dancing Hoskuld Nov 06, 2009, 01:02 AM I hate bandit raiders, I have nothing that will defeat them and my neighbour is spaming them at a great rate 2 every 10-15 turns on snail. I have killed 6 of them already. The only way I could stop them was to build a wall of archers across the forest.
Afforess Nov 06, 2009, 08:04 AM I hate bandit raiders, I have nothing that will defeat them and my neighbour is spaming them at a great rate 2 every 10-15 turns on snail. I have killed 6 of them already. The only way I could stop them was to build a wall of archers across the forest.
Lol. Sounds like they are working just like GeneralStaff wanted then.
Blackflag421 Nov 06, 2009, 11:30 AM They're the only unit besides bandit footpads I have right now that are of any use. Carthage is spamming axes and spears at me, and the only bronze/iron on my half of the continent is on a mountain, or in carthage's bfc. I do have 4 sets of horses tho :mischief:
Spears in the forst are pretty good against them on defense, and spears with a few promotions pose enough threat I like to abuse the 3 moves to avoid them while pillaging (no good right now tho, since you need bronze/iron to make those generals).
Elucidus Nov 06, 2009, 11:46 AM Does that main MLFControl file have a "Custom_Buildings" entry? If it doesn't that may be the problem. I needed to make a new folder due to BULL ("Custom Buildings" created pink squares due to the space). I am uploading the MLFControl file I am using, take a look at it and see if it works.
The next Universal MLFControl file Afforess makes should included it, he reminded me to post what needed to be added in that thread.
I thought I knew where this went, but apparently not. Can you provide a little help?
Blackflag421 Nov 06, 2009, 03:52 PM /Assets/Modules is the directory I believe, if you're overwriting a mlf file it's the right place ;)
Hydromancerx Nov 06, 2009, 05:18 PM @generalstaff
So Afforess is proposing a waste to energy plant (http://forums.civfanatics.com/showpost.php?p=8616080&postcount=444) for an up coming mod mod. However you already have one here. If he made a replacement building for the green civic would you be willing to change so there were not 2 waste to energy plants?
cr0ws Nov 07, 2009, 09:22 AM I noticed last version bandit units were not capable of capturing cities. Now I've just tried to destroy the last warrior in a foreign capitol and it ended up destroying the whole city. I do not like this change, bandits should not be able to capture cities.
Blackflag421 Nov 07, 2009, 02:41 PM They can capture enemy cities if you're at war, they move into them peacefully if not.
generalstaff Nov 08, 2009, 06:03 PM I hate bandit raiders, I have nothing that will defeat them and my neighbour is spaming them at a great rate 2 every 10-15 turns on snail. I have killed 6 of them already. The only way I could stop them was to build a wall of archers across the forest.
Elephants can counter them, but seriously, Properly promoted Spearmen can easily deal with Riders and Axemen can easily deal with Footpads. If Riders are causing this many problems, I will reduce their power by 1 in the next version.
@generalstaff
So Afforess is proposing a waste to energy plant (http://forums.civfanatics.com/showpost.php?p=8616080&postcount=444) for an up coming mod mod. However you already have one here. If he made a replacement building for the green civic would you be willing to change so there were not 2 waste to energy plants?
I already had to change details of the Body Exchange since Zap added a version of it in 2.8. I will start thinking up a new building for Green. It will be a challenge since the Recycling Plant is a default building and I do not want to edit default buildings for this module. Any ideas are welcome, the update will be in the next version.
I noticed last version bandit units were not capable of capturing cities. Now I've just tried to destroy the last warrior in a foreign capitol and it ended up destroying the whole city. I do not like this change, bandits should not be able to capture cities.
They can capture enemy cities if you're at war, they move into them peacefully if not.
Bandits function like Guerrillas (unit in RoM). If a Bandit razed a city, it is likely that the City only had 1 Population, which would mean any unit would have razed it. Also, I find it not to be an issue for Bandits at War to capture cities since then Bandits represent Irregulars.
Afforess Nov 08, 2009, 06:10 PM For bandits, how about just nerfing there defense. Mercenaries were notoriously cowardly. After all, if they die, they can't very well collect payment, can they? So just make it so they are weak defenders...
Elucidus Nov 08, 2009, 06:14 PM Core Waste Dump, I mentioned in the modmod request thread as a possible solution.
generalstaff Nov 08, 2009, 06:15 PM For bandits, how about just nerfing there defense. Mercenaries were notoriously cowardly. After all, if they die, they can't very well collect payment, can they? So just make it so they are weak defenders...
Sounds good. Giving them defense penalties in Tundra, Ice, Plains, Grassland, and Desert would work (I would give them a slight boost in Hills defense though, Bandits have historically done well in hilly areas).
Blackflag421 Nov 08, 2009, 06:16 PM Bandit riders already don't receive defensive bonuses, and a spear with even CR1 poses a decent risk to them - 8 vs a spear's effective 6, and that's before promotions. Not to mention the hammer cost on the bandit is higher, and requires more techs. The tough part comes if you're facing footpads with a promotion or two and don't have axes, or they're in woods - since you likely don't have ironworking to chop woods next to your cities you can't do anything about them then.
generalstaff Nov 08, 2009, 06:27 PM Bandit riders already don't receive defensive bonuses, and a spear with even CR1 poses a decent risk to them - 8 vs a spear's effective 6, and that's before promotions. Not to mention the hammer cost on the bandit is higher, and requires more techs. The tough part comes if you're facing footpads with a promotion or two and don't have axes, or they're in woods - since you likely don't have ironworking to chop woods next to your cities you can't do anything about them then.
Well, chasing down Bandits in the Woods would be hazardous to soldiers (see Robin Hood). Also, if you are facing down footpads, and don't have axes, then you would be in trouble anyways; footpads are available at the same tech as axemen. If you do not have access to axemen, then you would have issues dealing with AI axemen since Chariots are not a good counter since the AI also Spearmen spams and are weak anyways. For woods next to cities, dealing with Bandits means chasing them around in the vast forests early on, the AI is likely to do that or suicide Bandits into your units (6 vs 10(Axeman in Forest)).
Blackflag421 Nov 08, 2009, 06:39 PM Oh I'm agreeing with you generalstaff, was just mentioning the times when they're tough to face. I usually play with start as minors, so the AI uses the bandits as a normal unit instead of like a guerilla.
generalstaff Nov 08, 2009, 06:41 PM Oh I'm agreeing with you generalstaff, was just mentioning the times when they're tough to face. I usually play with start as minors, so the AI uses the bandits as a normal unit instead of like a guerilla.
Sorry for the misunderstanding then. My point was that Bronze Working is a critical tech, and if you do not get it before the AI results in bad times. I also noticed that they use bandits like normal units or explorers as well, this is an issue with the AI not understanding the value of hidden nationality units.
Blackflag421 Nov 08, 2009, 06:44 PM Or if you're unlucky enough to lack a source of bronze anywhere near you, ironworking is a LONG way off.
generalstaff Nov 08, 2009, 06:46 PM Or if you're unlucky enough to lack a source of bronze anywhere near you, ironworking is a LONG way off.
I think you can build axemen with Obsidian, but that may have ended in 2.7. However, you can always fight Bandits with Bandits, they just require having a decent sized income.
Blackflag421 Nov 08, 2009, 06:48 PM Must have ended in 2.7, need iron or bronze to make axemen.
generalstaff Nov 08, 2009, 08:09 PM I already had to change details of the Body Exchange since Zap added a version of it in 2.8. I will start thinking up a new building for Green. It will be a challenge since the Recycling Plant is a default building and I do not want to edit default buildings for this module. Any ideas are welcome, the update will be in the next version.
OK, now that I had time to think, an idea for a "Green" building
Sustainable Factory
+10% Production with Biofuel
+10% Production with Geothermal
+10% Production with Methane Ice
+5% Commerce with Chemicals
+1 Unhappiness: Coal, Oil
Req: Factory
Tech: Environmentalism (or whatever tech gives Green)
Thoughts?
Afforess Nov 08, 2009, 08:15 PM OK, now that I had time to think, an idea for a "Green" building
Sustainable Factory
+10% Production with Biofuel
+10% Production with Geothermal
+10% Production with Methane Ice
+5% Commerce with Chemicals
+1 Unhappiness: Coal, Oil
Req: Factory
Tech: Environmentalism (or whatever tech gives Green)
Thoughts?
I don't know, it seems like it's a contradiction in terms. Who ever heard of a sustainable factory?
I think a Wind or Solar Power plant would be better; but that's just my humble opinion...
Blackflag421 Nov 08, 2009, 08:21 PM Sustainable industry is just an industry that uses source material that can be replenished, like a tree farm vs clearcutting (and doesn't create harmful byproducts). I'd have it give +2 happiness when running the "Green" civic. You haven't heard of them because technology hasn't hit the stage where it's gone beyond prototypes and pet projects, it wasn't that long ago we were dumping so much waste in rivers you could light some on fire.
generalstaff Nov 08, 2009, 08:22 PM I think a Wind or Solar Power plant would be better; but that's just my humble opinion...
I think the Solar Plant is a much better idea. Provides non-pollution power, but is very time consuming to building and requires Chemicals resource (Tech: Environmentalism, Semiconductors).
I confused Hydro's link with another, causing me to think Power Plants were off the table completely.
Afforess Nov 08, 2009, 08:25 PM we were dumping so much waste in rivers you could light some on fire.
Trust me, it looks really cool for 4th of July Fireworks though, :mischief:
Afforess Nov 08, 2009, 08:26 PM I confused Hydro's link with another, causing me to think Power Plants were off the table completely.
Hydromancer is under the impression that the power mod will somehow be finished in our lifetimes. Go ahead and make a power plant. If, somehow, the power mod gets miraculously made, the overlap will be the least of our worries.
Hydromancerx Nov 08, 2009, 09:26 PM Hydromancer is under the impression that the power mod will somehow be finished in our lifetimes. Go ahead and make a power plant. If, somehow, the power mod gets miraculously made, the overlap will be the least of our worries.
Actually I have been trying to think of alternative ways to make the power mod. It would not be as spectacular as the one i proposed in the beginning though.
And I don't want to post my ideas for it yet since you already have enough of my suggestions on your plate to finish first.
Right now I have in the works of planning are ...
- Music Pack
- Power Pack
- Water Pack
OK, now that I had time to think, an idea for a "Green" building
Sustainable Factory
+10% Production with Biofuel
+10% Production with Geothermal
+10% Production with Methane Ice
+5% Commerce with Chemicals
+1 Unhappiness: Coal, Oil
Req: Factory
Tech: Environmentalism (or whatever tech gives Green)
Thoughts?
What about like a "Conservation Center"? It would still be in the "Green" theme and would not involve power plants.
Dancing Hoskuld Nov 09, 2009, 02:48 PM I think the Solar Plant is a much better idea. Provides non-pollution power, but is very time consuming to building and requires Chemicals resource (Tech: Environmentalism, Semiconductors).
I confused Hydro's link with another, causing me to think Power Plants were off the table completely.
Isn't solar power plant already in RoM or was that HiTM?
Silverfang Nov 10, 2009, 03:32 PM A lot of the buildings in the modmod are just red bubbles, and a lot don't have pictures in the civilopedia. Just pink boxes. Is there a way to fix that? Did I not install it correctly?
Ilegal Nov 15, 2009, 06:52 AM There is a problem when some player will try as much as possible civics to build civic buildings, then, they got a huge advantage (specialy for spiritual leader).
We need some solution, to dissable effect of civic building when civic was changed :).
I just found some ways
1-Civic building (CB) will -happiness or health, and only increase happiness (health) in their civic type.
For ex CB for President - 3 happiness, but +5 happiness with President. So, when player change civic from President to Parliament, this building will - 3 happiness in Parliament.
2-To build CB, must use Civic Unit. In my mod mod, there is a Civic Unit for Communist which harder to build and spam (national unit, very limited quantity, high cost, or required many conditions of resource, building, wonder, ... to build), and only them can build CB People Council.
3-CBs are required Religions or Corporations. So, some CBs will only be built when you have right Religion or Corporation in the city, and its another way to halt the CB spamming, or atleast, make this civic is much more unique :).
But, the perfect way is ask Zap to create some python files to disable effect of civics building ^^.
Elucidus Nov 15, 2009, 01:41 PM Instead of a penalty of -3 happiness +5 with president, why not make it dormant without president and +2 happiness with it? This way as you change to different civics over time you can have the effects for your current civic buildings, but not get killed by penalties of older civics you won't ever go back to.
Even religious have a max of 2 turns of anarchy so that could be quite costly in and of itself to build all of those civics buildings. In fact that is the reason I never tried it, all of the anarchy.
generalstaff Nov 15, 2009, 04:40 PM What about like a "Conservation Center"? It would still be in the "Green" theme and would not involve power plants.
Fine, no more power plants. I will take some time and think a building through for this civic. I will not do anything involving animals since Ivory and Whale are obsolete by Green (in theory). It is too bad that the Recycling Center is already added, it would be the perfect Green building, maybe I should add a "Green" req. to it and Carhenge.
Isn't solar power plant already in RoM or was that HiTM?
It is not in Rise of Mankind, but I did see it in another mod.
A lot of the buildings in the modmod are just red bubbles, and a lot don't have pictures in the civilopedia. Just pink boxes. Is there a way to fix that? Did I not install it correctly?
You have it misinstalled. It seems like a file path issue; did you leave it in the "Custom_Buildings" folder? This module needed the "Custom_Buildings" due to BULL.
Final concern, there are existent happiness penalties for existing civics buildings (i.e. Polling Place's happiness is nullified by Communist and Fascist, Revivalist Church has happiness penalties under Secular and Athiest). Also, the AI switches civics for buildings, I have seen this in Snail games.
Afforess Nov 15, 2009, 06:09 PM I find it amusing that no one has commented on the "Church of State" for Atheism.
Don't get the wrong impression, I want you to keep the building. ;)
Ilegal Nov 17, 2009, 03:18 AM Instead of a penalty of -3 happiness +5 with president, why not make it dormant without president and +2 happiness with it? This way as you change to different civics over time you can have the effects for your current civic buildings, but not get killed by penalties of older civics you won't ever go back to.
Because you can destroy buildings in RoM :).
I think when a player choose a Civics, if he want to use full of this Civics strenght, he have to build Civic buildings. The more player expand CB, the stronger the Civics influent his empire. So game will much deeper, when you have to plan the Civics and CBs ahead :).
Even religious have a max of 2 turns of anarchy so that could be quite costly in and of itself to build all of those civics buildings. In fact that is the reason I never tried it, all of the anarchy.
A Spiritual leader has no anarchy, or if player has already built the CristoR, he will never face anarchy any more.
Some CB boost hammer, food, or commerce, ... so when he try all Civics, and build all CB, he will get a huge bonus from them :).
Dancing Hoskuld Nov 17, 2009, 01:24 PM I find it amusing that no one has commented on the "Church of State" for Atheism.
Don't get the wrong impression, I want you to keep the building. ;)
Don't play with atheism often but would this be the stock exchange the penultimate temple to mammon :)
Dancing Hoskuld Nov 17, 2009, 01:26 PM A Spiritual leader has no anarchy, or if player has already built the CristoR, he will never face anarchy any more.
Some CB boost hammer, food, or commerce, ... so when he try all Civics, and build all CB, he will get a huge bonus from them :).
I often play a Spiritual leader and I still get two turns of anarchy, what am I doing wrong :)
generalstaff Nov 17, 2009, 02:13 PM Don't play with atheism often but would this be the stock exchange the penultimate temple to mammon :)
The Church of the State is representative of various policies (unofficial and official) real life "Atheism" countries did. Various communist counties had Marxist indoctrination, which was the equivalent of religious indoctrination. Also, in Turkey, Ataturk had various policies to disempower religion, which result in a high level of nationalism and a cult of personality around Ataturk. There is not a perfect building to represent that for both. Also, the Church of the State also acts as a hypothetical building for future atheistic civs.
It is one of those things which is hard to get perfect.
I often play a Spiritual leader and I still get two turns of anarchy, what am I doing wrong :)
Nothing, Zap has Spiritual leaders just have two turns of anarchy. No anarchy would be too powerful with all the civics in Rise of Mankind, not to mention Afforess' civics and my civics buildings.
Also, unrelated to Dancing Hoskuld's posts, another Green building idea. The Recycled Goods Factory (Subsidized Factory which uses recycled goods to make new goods (representative of companies which make doormats out of recycled tires and nutshells, if you live in California like I do, you can vouch for it)).
-Recycled Goods Factory
+20% Maintenance
+5% Production from Aluminum, Iron, Copper, Vulcanized Rubber, Synthetic Rubber, Glassware
+5% Commerce from Semiconductors
+1 Happiness from Biofuels, Geothermal Energy
+1 Healthiness from Oil
-1 Happiness from Oil, Coal
+10% Production speed with Chemicals
Req: Recycling Center
Tech: Ecology, Manufacturing
Explanation for Health: Recycling motor oil
Explanation for Happiness: Representative of "Green" attitudes towards those resources. Thinking about cutting that part.
Elucidus Nov 21, 2009, 10:38 AM Because you can destroy buildings in RoM :).
I think when a player choose a Civics, if he want to use full of this Civics strenght, he have to build Civic buildings. The more player expand CB, the stronger the Civics influent his empire. So game will much deeper, when you have to plan the Civics and CBs ahead :).
A Spiritual leader has no anarchy, or if player has already built the CristoR, he will never face anarchy any more.
Some CB boost hammer, food, or commerce, ... so when he try all Civics, and build all CB, he will get a huge bonus from them :).
Yeah I always forget you can destroy buildings. Though i still think it would make more sense for them to lay dormant then need to be destroyed, that isn't very realistic I think. And then if you need to go back or something you regain the benefit.
CMKMStephens Nov 24, 2009, 04:33 AM Spelling mistake on the foundation. It 'povides' for me :P
little_cyclone Nov 24, 2009, 11:48 PM I've encountered a weird problem.. I have Civic Buildings installed over Afforess' 1.51beta2, over RoM 2.8, over BtS 3.19, and for some reason I'm given the option to build all civic buildings that have been researched/unlocked, even when I don't have the appropriate civic in play...
================================================== ================================================== =
Aaaaaaaaand disregard, I just checked Afforess' thread and he seems to have integrated the civics building mod into his 1.53beta3 release. I'll give that a shot and see where it takes me.
generalstaff Nov 26, 2009, 05:11 PM Spelling mistake on the foundation. It 'povides' for me :P
I made that spelling error a lot (I did a search through the text file). Fixed that specific spelling error for several buildings.
Also, the next version that will be released will included Civics Units for Nobility (Noble, Lord) and Vassalage (Warlord Vassal, Viceroy) which function similarly to vincentz Warlords. They are basically specialized Warlords which give access to some interesting promotions...
NBAfan Nov 26, 2009, 06:28 PM I made that spelling error a lot (I did a search through the text file). Fixed that specific spelling error for several buildings.
Also, the next version that will be released will included Civics Units for Nobility (Noble, Lord) and Vassalage (Warlord Vassal, Viceroy) which function similarly to vincentz Warlords. They are basically specialized Warlords which give access to some interesting promotions...Looking forward to that.:goodjob:
Maybe you can give a teaser on the interesting promotions?:mischief:
generalstaff Nov 26, 2009, 06:42 PM Looking forward to that.:goodjob:
Maybe you can give a teaser on the interesting promotions?:mischief:
OK, keeping in mind that many of these are designed to make combat the era between the Fall of Rome to Napoleon more interesting (as well as the Nobility and Vassalage civics useful). After that, "nobles" should lose out to vincentz Warlords for leadership and Nobility and Vassalage begin to lose out to President for "military" power civics. I also made the Vassalage "nobles" slightly better than the Nobility ones since many human players never play that civic.
-Led by Noble: +10% Withdraw (NOTE: Required for the rest of the Promotions, similar to Led by Warlord)
-Local Lord: +10% City Defense, +10% Withdraw, 10% Upgrade Discount, +10% Friendly Heal. Req: Vassalage (Defensive wars have just gotten more interesting)
-Dedication: +50% EXP Accumulation, Blitz. Req: Combat 2 (Knights are now a major threat to stacks without Pikemen)
-Tactician: +50% EXP Accumulation, +25% Withdraw (The key to making a frightening unit is now leadership, not luck)
Afforess Nov 26, 2009, 06:45 PM OK, keeping in mind that many of these are designed to make combat the era between the Fall of Rome to Napoleon more interesting (as well as the Nobility and Vassalage civics useful). After that, "nobles" should lose out to vincentz Warlords for leadership and Nobility and Vassalage begin to lose out to President for "military" power civics. I also made the Vassalage "nobles" slightly better than the Nobility ones since many human players never play that civic.
-Led by Noble: +10% Withdraw (NOTE: Required for the rest of the Promotions, similar to Led by Warlord)
-Local Lord: +10% City Defense, +10% Withdraw, 10% Upgrade Discount, +10% Friendly Heal. Req: Vassalage (Defensive wars have just gotten more interesting)
-Dedication: +50% EXP Accumulation, Blitz. Req: Combat 2 (Knights are now a major threat to stacks without Pikemen)
-Tactician: +50% EXP Accumulation, +25% Withdraw (The key to making a frightening unit is now leadership, not luck)
Very interesting. I like this idea a lot, and it makes a lot of sense, historically.
NBAfan Nov 26, 2009, 06:55 PM OK, keeping in mind that many of these are designed to make combat the era between the Fall of Rome to Napoleon more interesting (as well as the Nobility and Vassalage civics useful). After that, "nobles" should lose out to vincentz Warlords for leadership and Nobility and Vassalage begin to lose out to President for "military" power civics. I also made the Vassalage "nobles" slightly better than the Nobility ones since many human players never play that civic.
-Led by Noble: +10% Withdraw (NOTE: Required for the rest of the Promotions, similar to Led by Warlord)
-Local Lord: +10% City Defense, +10% Withdraw, 10% Upgrade Discount, +10% Friendly Heal. Req: Vassalage (Defensive wars have just gotten more interesting)
-Dedication: +50% EXP Accumulation, Blitz. Req: Combat 2 (Knights are now a major threat to stacks without Pikemen)
-Tactician: +50% EXP Accumulation, +25% Withdraw (The key to making a frightening unit is now leadership, not luck)I like it.:cool::goodjob:
generalstaff Nov 29, 2009, 07:36 PM New version released.
Green building change, Nobles added, and a few minor changes.
I am really on the march (http://www.freewebs.com/arathekingssite/Easterlings.JPG), putting Afforess to work updating A New Dawn today.
Afforess Nov 29, 2009, 07:41 PM New version released.
Green building change, Nobles added, and a few minor changes.
I am really on the march (http://www.freewebs.com/arathekingssite/Easterlings.JPG), putting Afforess to work updating A New Dawn today.
Yes, you are. But it's nothing we can't handle.
http://www.rohirrim.it/downloads/Desktop/Rohan/rohirrim%202.jpg
os79 Dec 07, 2009, 10:12 PM I played with your cool Noble Warlord things in one of my game.
Can you figure out how to restrict them to a certain civics only? They get OP far into Renaissance :D.
Afforess Dec 07, 2009, 10:16 PM I played with your cool Noble Warlord things in one of my game.
Can you figure out how to restrict them to a certain civics only? They get OP far into Renaissance :D.
There already is a PrereqOrCivic tag that I added for units. ;)
os79 Dec 08, 2009, 02:39 AM There already is a PrereqOrCivic tag that I added for units. ;)
What civic? Or is it for 1.6 version of AND? Because I don't see that in my game last time I played (1.52).
Afforess Dec 08, 2009, 09:43 AM What civic? Or is it for 1.6 version of AND? Because I don't see that in my game last time I played (1.52).
No, it's in 1.53, but nothing uses it ATM, except Inquisitors.
Sgt.Roadkill Dec 09, 2009, 10:57 AM balls i think atomic gamer is being wierd and i can't DL this atm, means i have to wait till its osrted before i can start a new game dammit
(also is this compativle with Afforess latest offering)
Afforess Dec 09, 2009, 10:59 AM balls i think atomic gamer is being wierd and i can't DL this atm, means i have to wait till its osrted before i can start a new game dammit
(also is this compativle with Afforess latest offering)
A New Dawn already has Modular Civic Buildings in the installer.
Sgt.Roadkill Dec 09, 2009, 11:01 AM well there is no problem then :p i must have missed it when i check what it includes, sorry for pointless question then Afforess
generalstaff Dec 09, 2009, 03:33 PM I played with your cool Noble Warlord things in one of my game.
Can you figure out how to restrict them to a certain civics only? They get OP far into Renaissance :D.
They should be restricted to Nobility and Vassalage. Those civics generally get ditched in the early Industrial era. Also, if you play with vincentz Warlords, the 20 and 25 Point ones unofficially obsolete the Nobles.
os79 Dec 09, 2009, 04:01 PM They should be restricted to Nobility and Vassalage. Those civics generally get ditched in the early Industrial era. Also, if you play with vincentz Warlords, the 20 and 25 Point ones unofficially obsolete the Nobles.
OK, looking forward to that restriction because I DID NOT play these civics as my gameplay don't require me to retort to them.
As for Warlords, i play Vincentz' new one, not the old one. He agrees that it wa too exploitative :).
generalstaff Dec 09, 2009, 04:16 PM OK, looking forward to that restriction because I DID NOT play these civics as my gameplay don't require me to retort to them.
The requirement should be there, but since they are part of A New Dawn, I hope Afforess includes the proper restrictions. I am also glad that they are getting people to play with the notoriously lousy Nobility and Vassalage civics, which was my goal to begin with.
As for Warlords, i play Vincentz' new one, not the old one. He agrees that it wa too exploitative :).
I haven't seen the new one, I was just going off of the one included by zap.
JaeChunDaeSung Dec 16, 2009, 05:18 AM Just a thought, maybe the Treasury should only be buildable with Coinage/Mercantile/Free Market?
Just trying to figure if there'd be any building for Coinage is all.
little_cyclone Dec 16, 2009, 02:52 PM Just a thought I had, lately my playing style has been to use Mercantilism for the Imperial Mint building due to the increased gold bonus. However, im begining to think it might be just slightly overpowered. Would it be possible to limit the number of imperial mints (such as found with a cathedral, only so many allowed per # of cities), as opposed to simply cutting the bonus amount?
Afforess Dec 17, 2009, 07:33 PM damn double posts.
Afforess Dec 17, 2009, 07:34 PM Generalstaff,
I found a typo and an error in your civilizationInfos.xml that you use. Here is a corrected copy, I would merge the changes with all your other civilizationInfos, because all of your CivilizationInfos have the same errors. It caused CTD's in rare cases.
237627
JosEPh_II Dec 18, 2009, 10:50 AM damn double posts.
Okay what does Guerrillas (sp?) zip do?
JosEPh
Afforess Dec 18, 2009, 12:07 PM Okay what does Guerrillas (sp?) zip do?
JosEPh
It's for generalstaff, it's just a bug fix. It's one of the XML files in his and my modmod's.
generalstaff Dec 22, 2009, 03:02 PM Just a thought, maybe the Treasury should only be buildable with Coinage/Mercantile/Free Market?
Just trying to figure if there'd be any building for Coinage is all.
All economic civics could build some form of a treasury, so I do not see a need to restrict it. There are wonders on the other hand which should have some restrictions, but I am not going to edit it. I also have no plans to add buildings on the new civics Economic civics added by Afforess.
@Afforess: Thanks for the patch.
@little_cyclone: I could add a +5% Maintenance modifier. That would drain gold without meddling with the gold added by the building. Mercantilism is about accumulating gold, but is inefficient according to free market economic theory (which I tend to believe).
little_cyclone Dec 24, 2009, 02:48 AM Is it possible for the building to drain commerce, to reflect overall inefficiency, while still providing the gold bonus?
generalstaff Dec 24, 2009, 04:28 PM Is it possible for the building to drain commerce, to reflect overall inefficiency, while still providing the gold bonus?
Yes. I could give it a -10% Commerce, which would require the player to have two precious metal resources to break even with it.
little_cyclone Dec 24, 2009, 05:24 PM That sounds like an excellent idea :)
Fanatic Noob Dec 29, 2010, 05:12 PM I really like Civic special buildings. Now I playing A new dawn 1.73 with Hydros Mod Mod, and Polish Empire custom civilization. I posted some screen shots to Funny and Interesting Civ4 screen shoot threat. I think about upgrade to Prehistoric Mod, but I heard that in new AND there is not Future civics category and I am afraid that it gives less to choose (I know civics were moved to other categories, but still)
Also I have no idea why in AND + HAND does not work UN special building and special units. I think they worked in ROM, but now they are not in Pedia and no to build. Maybe you guys know?
generalstaff Jan 01, 2011, 04:15 PM I really like Civic special buildings. Now I playing A new dawn 1.73 with Hydros Mod Mod, and Polish Empire custom civilization. I posted some screen shots to Funny and Interesting Civ4 screen shoot threat. I think about upgrade to Prehistoric Mod, but I heard that in new AND there is not Future civics category and I am afraid that it gives less to choose (I know civics were moved to other categories, but still)
Also I have no idea why in AND + HAND does not work UN special building and special units. I think they worked in ROM, but now they are not in Pedia and no to build. Maybe you guys know?
Thanks that you like them. The last version of these I made where for AND 1.74, and due to how Afforess made 1.75, it is likely the last version. The latest version is in my building pack (http://forums.civfanatics.com/showthread.php?t=343985). I also have to say, for the record, my biggest issue with Better ROM is the Civics changes Afforess made; IMO, Zappara got it 95% right, the only two mistakes being: Barter not allowing Corporations (Guilds mod) and Barter being named Barter (should have been named Subsistence).
Also, the reason the UN stuff does not show up is because Afforess changed the MLF file (I agree with the change since the Peacekeeping mod does not fit into the Future era and even then, it is not perfect). For it to work, just add to the MLF Control file in the Modules folder:
<Module>
<Directory>Buildings</Directory>
<bLoad>1</bLoad>
</Module>
Fanatic Noob Jan 01, 2011, 04:37 PM OK, thanks for answer. Now I know the reason at least. I though something like that as a reason. But I even had no chance to try them how they work. In which modules folder I should add this to make them to work anyway? Also I think if I will change that it will broke my Current game? Or maybe at least I will be able to restart it again with saving game via World Builder?
If you want to look at my current game from yours mods there are screens:
http://forums.civfanatics.com/showthread.php?p=10071350
But you can ignore question about UN, as now I know answer ;)
generalstaff Jan 01, 2011, 04:48 PM OK, thanks for answer. Now I know the reason at least. I though something like that as a reason. But I even had no chance to try them how they work. In which modules folder I should add this to make them to work anyway? Also I think if I will change that it will broke my Current game? Or maybe at least I will be able to restart it again with saving game via World Builder?
If you want to look at my current game from yours mods there are screens:
http://forums.civfanatics.com/showthread.php?p=10071350
But you can ignore question about UN, as now I know answer ;)
The folder path is: "Rise of Mankind/Assets/Modules" There is an MLF file there. The folder the UN stuff is in is "Buildings" and "Custom Units." The only reason only "Buildings" needs to be added for it is because the UN units have dependencies on it.
Chances are, it is save breaking. But at the point in the game where you are (I checked out the screens), they are likely too weak. But you can enjoy them in your next game.
Fanatic Noob Jan 01, 2011, 04:57 PM Thanks. I think I figured the file in Rise of Mankind/Assets/Modules/ needs to be changed by adding what you posted in previous post.
Also I have other problem of other nature. I have custom civilization of Poland in Custom Civs, and they have special building which replace courthouse named as "Sejmik". It works ok, but his graphics have problem:
http://img441.imageshack.us/img441/847/sejmik.jpg
This mini icon looks bigger then others and is ugly purple. In other places where it's size is normal (when I choose what to build or in civlizopedia) its look normal. I even tried to change graphics file to graphics of UN mission building, and it still is the same. Big one - OK. Small one in those popups wrong. I have no clue what to do to correct it?
generalstaff Jan 01, 2011, 05:19 PM The reason the icon is not working on the hover (a BULL feature) is because there a space in the file path. Chances are the Polish Civ you are using is in the "Custom Civilizations" folder, which as you can tell has a space in it. It is the same reason I had to make "Custom_Buildings" and "Custom_Civilizations" folders. This is because the coding in the executable is not perfect, and has not been released.
To fix it, assuming you know XML, pretty much transfer the Polish civ from "Custom Civilizations" to a "Custom_Civilizations" folder and make the necessary corrections in all the art and audio files (assuming there is any audio, if so, run the woc_installer.jar again).
Fanatic Noob Jan 01, 2011, 05:29 PM OK. Thanks for great help. I would never figure it on my own. And yes, XML is rather simple for me, as the same as HTML ;)
Fanatic Noob Jan 02, 2011, 09:36 AM I also encountered today a problem with saving maps via World Builder. I described it more in my thread with screenshoots in my sig. Fixed by forum help. Unicode character in one name was a problem, as units get names with this unicode, weird that this happened only after there was units with this city name.
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