The Touhou Mod Development Thread

Hi, I'm Graan. I made the Remilia Scarlet mod several months ago.

I had no idea this thread existed! Cool to see so much movement around Touhou modding. I've been watching some of those mods pop up on the workshop, and they all seem to do pretty well. Apparently there's quite a number of people interested in these after all.

Is there still any development going on at the moment?
 
I'm continually putting off the release of Eientei because I'm procrastinating on finishing all of Eirin's dialogue, and after that I intend to do a Yuuka Kazami civ. Bouncymischa is bugfixing his Oni Clans, and then working on the human village civ. If that was what you were asking.
 
I'm continually putting off the release of Eientei because I'm procrastinating on finishing all of Eirin's dialogue, and after that I intend to do a Yuuka Kazami civ. Bouncymischa is bugfixing his Oni Clans, and then working on the human village civ. If that was what you were asking.

I've been getting some feedback on the Oni Clans -- I'll probably tone down the Brewery a little, and replace the Kishin's healing ability (which just doesn't seem to be working right) with some other kind of bonus (probably one against cities, if I can pull it off).

I got the art assets working for the Human Village, though, so it's entering playtest stage. If people want to help, I can probably post it here soon. The only things missing are some of the text entries, the music, and (ugh) the diplomatic dialogue...

Still want to get started on the Forest of Magic soon...
 
Anyways, I posted the current version of my Human Village civ in the civs subforum... I will most likely end up toning down the "free Worker with each city" down to "start the game with a free Worker". A bit of a shame, largely because I like the icon I made for the Farmlands and will be sad to see it go. Ah well...

Going to start working on the Forest of Magic civ next. I've got a few ideas for their UA, although most of them will require Lua...

It does pose a kind of curious design question... when designing a civ, is it better for it to reflect its leader in particular, or the civilization/country/area in general?
 
Remilia Scarlet has been updated for BNW. The new version should be compatible with any version of the game.

Also, Firaxis is a bunch of butts for making the Shoshone.
 
Remilia Scarlet has been updated for BNW. The new version should be compatible with any version of the game.

Also, Firaxis is a bunch of butts for making the Shoshone.

Yeah, that has to be a downer. Not just being overshadowed by an official civ with basically the same ability as you, but also having a UU that makes them completely bonkers.

Also, I need basically a whole new ability for Eientei, as the rejiggering of Great Artists and moving / changing some policies means their old ability just doesn't work right. So what do I change it to, to give them equal odds of science or cultural victory? Maybe something involving bonus tourism from having more techs than someone? Bonus Science from Great Works? I dunno what my options even are at this point.
 
Yeah, that has to be a downer. Not just being overshadowed by an official civ with basically the same ability as you, but also having a UU that makes them completely bonkers.

Also, I need basically a whole new ability for Eientei, as the rejiggering of Great Artists and moving / changing some policies means their old ability just doesn't work right. So what do I change it to, to give them equal odds of science or cultural victory? Maybe something involving bonus tourism from having more techs than someone? Bonus Science from Great Works? I dunno what my options even are at this point.

I'll admit, the whole "theming bonuses" and such got me thinking about the Lunarian expo that they put on at Eientei, although I'm not quite sure how you could work that in with science. Still, it does seem like a bit of canon that would get them to do the tourism game, and with people going to Eientei for medical treatment you could maybe have them get a science bonus from tourism...? (Would probably need Lua to do that, though)
 
I'll admit, the whole "theming bonuses" and such got me thinking about the Lunarian expo that they put on at Eientei, although I'm not quite sure how you could work that in with science. Still, it does seem like a bit of canon that would get them to do the tourism game, and with people going to Eientei for medical treatment you could maybe have them get a science bonus from tourism...? (Would probably need Lua to do that, though)

Well, I said I was going to have to learn Lua anyway, for Yuuka.

Though I was thinking for her, her whole "cultivating a garden" deal, and her isolationist tendencies... what if Yuuka got a bonus to internal trade routes? They are more effective, maybe Land ones are as effective as Sea ones too, and either that is just more food/hammers transferred or maybe it generates money as well? I don't know, it's kind of a nebulous idea at this point. (Also, any objections to making her UU the Flower Tank from Story of Eastern Wonderland? Yes, yes, it wasn't her thing, it was Rika's. But come on, it's a flower tank!)

So, Eientei has the best medicine ever and people from around the world come to get it. I had their Apothecary UB be a replacement Colosseum that had two Scientist slots; what if instead it had a Great Work slot, with some kind of deal like the Parthenon where it comes pre-loaded with its own "great work", which are the medicines everyone's coming to partake of? Ooh, and if it replaced the Caravanssary or Market instead of the Colosseum, we could give it foreign trade route bonuses -- like, say, foreign trade routes connecting to this city get bonus FOOD, and give the city's owner something else awesome, a science bonus or an even bigger gold bonus or what have you. Then the UA can be just something focusing on science. +1 Science from Specialists? That encourages specialists, and encouraging specialists fits the "immortality gives you centuries to perfect your craft" theme, but dunno if it actually makes sense with that theme. +1 bonus to all specialist yields? +1 food from specialists, since they are immortal you don't gotta worry about keeping them alive? I dunno how powerful these would really be.
 
Well, I said I was going to have to learn Lua anyway, for Yuuka.

Though I was thinking for her, her whole "cultivating a garden" deal, and her isolationist tendencies... what if Yuuka got a bonus to internal trade routes? They are more effective, maybe Land ones are as effective as Sea ones too, and either that is just more food/hammers transferred or maybe it generates money as well? I don't know, it's kind of a nebulous idea at this point. (Also, any objections to making her UU the Flower Tank from Story of Eastern Wonderland? Yes, yes, it wasn't her thing, it was Rika's. But come on, it's a flower tank!)

So, Eientei has the best medicine ever and people from around the world come to get it. I had their Apothecary UB be a replacement Colosseum that had two Scientist slots; what if instead it had a Great Work slot, with some kind of deal like the Parthenon where it comes pre-loaded with its own "great work", which are the medicines everyone's coming to partake of? Ooh, and if it replaced the Caravanssary or Market instead of the Colosseum, we could give it foreign trade route bonuses -- like, say, foreign trade routes connecting to this city get bonus FOOD, and give the city's owner something else awesome, a science bonus or an even bigger gold bonus or what have you. Then the UA can be just something focusing on science. +1 Science from Specialists? That encourages specialists, and encouraging specialists fits the "immortality gives you centuries to perfect your craft" theme, but dunno if it actually makes sense with that theme. +1 bonus to all specialist yields? +1 food from specialists, since they are immortal you don't gotta worry about keeping them alive? I dunno how powerful these would really be.

The internal trade route idea sounds very good for Yuuka -- it really fits with the "cultivating the garden" idea. I'm not quite sure how you'd do it, particularly since I haven't looked at any of the BNW XML yet, but given that the game does have buildings which generate bonus gold for either outgoing or incoming trade routes, there might be a way to just have it generate other resources instead. The trickier part would be to see if the code has a way to differentiate between external and internal routes...

As for Eientei, I still kind of like some idea like "tourism adds to science", although you could possibly get away with a "trade routes add to science" UB, if the XML code I speculated on above actually works. I don't think adding extra yields to specialists is too much of a problem, although I guess with Food it would make them essentially self-supporting (which does suit Eientei, admittedly). But Korea already has all specialists generate extra Science, so it's certainly fair to do so.

I'll probably try dabbling with the trade route and great works code for the Forest of Magic civ, as a way to reflect Rinnosuke's shop. Admittedly, it could also be amusing to do something with Great Works as a reference to "Marisa stole the precious thing", although I'm not quite sure how. Actually stealing a Great Work would likely require more Lua than I am comfortable with yet, unless Spies can somehow do it.
 
My problem with "tourism adds to science" is that then they are learning from the tourists. It really ought to be "science adds to tourism" then, or something giving tourism and science, or... I dunno.

I wish I could find a better tutorial on Lua or SQL or whatever it is I need. There's an Lua tutorial on the civ v modding wiki, but it covers how to make a "hello world" statement, how to check if you are a certain civ and then make a hello world statement, and then you're on your own. I thiiiiiiink some more in-depth tutorials would be helpful there.
 
Also, the Fairy Art Center needs changing, because at the last other things aren't supposed to give Artist slots any more. But I kind of want to have it give, like, an artist GPP instead of having a slot for a Great Work of Writing, because fairies draw and don't write. Is this too strong, not strong enough, what?
 
Hrmmmmm... I haven't really had enough chance to play BNW yet to say if it'd be overpowered or not. It's tempting to give it a shot, because the idea of the fairies churning out great works of art amuses me, but I know transplanting wonder effects into normal buildings can stack up pretty quickly. (Found that out when I tried to adapt the Statue of Liberty's effect into a normal building, and quickly built up production bonuses across my empire... <.<; )

I can't remember what the previous bonus was... currently I imagine it as generating culture in addition to normal effects. Having a Great Work of Art slot wouldn't be too bad, as then the fairies wouldn't need to worry about getting Wonders to stick their art in (although you wouldn't be able to get theming bonuses then). I know my brother ran into the problem where he was getting Great Artists faster than he got slots to put their works in...
 
ALSO also, what percentage of people upgraded to Brave New World right away? I have to release a BNW-compatible Cirno because of the Ampitheather change. But what will inconvencience fewer people: updating the G&K mod to a BNW mod and releasing a separate G&K only mod (making people who have it installed and got BNW update automatically but breaking it for everyone without BNW), or releasing a new BNW mod (leaving it broken for everyone with BNW who doesn't hunt down the new one, but keepign it fine for everyone who just has G&K)?

e: Previous bonus was that it gave 2 more Culture after discovery of Refrigeration and provided one Crayons, a luxury that cannot be obtained any other way.
 
Ahhhh, yes. For some reason I was thinking it was a Library replacement, instead of Amphitheatre. Personally, I'd say give it a Great Work of Art slot, and maybe the Great Artist GPP bonus. Without Amphitheatres to store written works, Cirno players will likely have to use the "write political treatise" function more, so it may be okay to give them more Artists to help keep up with Tourism and all.

Also, I'd say release the BNW version seperately. It just seems more convenient to keep vanilla, G&K, and BNW versions all seperate, particularly if you need to modify one for whatever reason...
 
Well, yeah, of course they are separate -- the question is, are tha majority of people subscribing to it upgraded to BNW, or not?
 
Well, what I meant was, release the BNW version as a new mod, rather than updating the existing G&K mod. It'll be somewhat more inconvenient for anyone who's got BNW, but it just seems more logical than going "Okay, the existing G&K mod is now updated for BNW, and the new mod I posted to Steam is the same mod I had before for G&K..."

I suppose I do wonder how people who updated mods from vanilla to G&K did it (I know some of the wonder mods had to), but from what I recall the new version was usually released as a new mod, rather than updating the old one.
 
Also... why the heck are Cirno's icons screwing up and displaying an off-center American icon instead? It's only at whatever resolution the World Congress icons are, and it doesn't happen to Okuu's icon even though they were made the same way.
 
How's this for Eientei?

Hourai Elixir: +2 Food from all Specialists and Great Person tile improvements. All Trade Routes that grant the other player bonus Science also grant you Tourism.

I think that would work and be thematic (well, I waffle between +1 or +2 food on specialists)... if only I knew how to do it...
 
It may be possible to make your mod compatible with both versions. To make Remi compatible with vanilla, I put all the G&K stuff on a seperate XML file and dropped it to the bottom of the load order. When loading the mod in vanilla, it won't be able to read the G&K file and skip it (but not crash!). BNW required no special changes for this one.

If you'd try that on Cirno to make her compatible with G&K and BNW, it would look something like this on a seperate file (depending on what your XML looks like, you'll have to tweak it. I'm also pretty sure culture is not handled this way):
Code:
<GameData>
<Buildings>
<Update>
  <Where Type="BUILDING_YOURBUILDING"/>
  <Set>
    <Culture>1</Culture>
    <GreatWorkSlotType>GREAT_WORK_SLOT_ART_ARTIFACT</GreatWorkSlotType>
    <GreatWorkCount>1</GreatWorkCount>
  </Set>
</Update>
</Buildings>
</GameData>

It's important to put this file on the bottom of your load order, though (right click project > properties > actions, select the file, "move down"). If this file is loaded before the initial file where you define your buildings, it will attempt to update a building which doesn't exist yet.

Hope this helps!
 
Well, it's updating SOME but not ALL of it. It is properly updating the specialist count to 0, great people points to 2, and art/artifact slots to 1, but not the yield or text stuff. Database/log doesn't seem to be giving me any errors about it, so, what is the deal here?

Code:
<GameData>
	-<Buildings>
		<Update>
			<Where Type="BUILDING_FAIRY_ART_SUPPLIES"/>
			<Set>
				<GoldMaintenance>1</GoldMaintenance>
				<GreatWorkSlotType>GREAT_WORK_SLOT_ART_ARTIFACT</GreatWorkSlotType>
				<GreatWorkCount>1</GreatWorkCount>
				<SpecialistType>SPECIALIST_ARTIST</SpecialistType>
				<SpecialistCount>0</SpecialistCount>
				<GreatPeopleRateChange>2</GreatPeopleRateChange>
				
			</Set>
		</Update>
	</Buildings>
	-<Building_YieldChanges>
		-<Update>
			<Where Type="BUILDING_FAIRY_ART_SUPPLIES"/>
			<Set>
				<YieldType>YIELD_CULTURE</YieldType>
				<Yield>1</Yield>
			</Set>
		</Update>
	</Building_YieldChanges>
	<Language_en_US>
		<Update>
			<Where Type="BUILDING_FAIRY_ART_SUPPLIES" Row="TXT_KEY_BUILDING_FAIRY_ART_SUPPLIES"/>
			<Set>
				<Text>Art Center</Text>
			</Set>
		</Update>
		<Update><Where Type="BUILDING_FAIRY_ART_SUPPLIES" Row="TXT_KEY_BUILDING_FAIRY_ART_SUPPLIES_HELP"/>
			<Set><Text>Provides an extra +2 [ICON_CULTURE] with the discovery of Refrigeration. Provides 1 [ICON_RES_CRAYON] Crayons, a luxury resource which cannot be obtained any other way. Since most fairies can't read, it hosts Great Works of Art, not Writing.</Text></Set>
	</Update>
		<Update>	-<Where Type="BUILDING_FAIRY_ART_SUPPLIES" Row="TXT_KEY_BUILDING_FAIRY_ART_SUPPLIES_PEDIA"/>
			<Set>
				<Text>A reliable source of crayons is the most important part of a fairy community; without it, it&apos;s not even a community, it&apos;s just a bunch of fairies who happen to be in one place. The childish fairies use crayon drawings to express themselves as individuals and as part of a community: drawing self-portraits to identify their homes, illustrating neat things they want to try and make, or recording their accomplishments in picture form. The sight of the autumn fairies returning from the forest, beaming with pride, holding crayon rubbings of all the cool leaves they made that day, is enough to move even the most cynical observers to say "Awwww..."</Text>
			</Set>
	</Update>
		<Update>-<Where Type="BUILDING_FAIRY_ART_SUPPLIES" Row="TXT_KEY_BUILDING_FAIRY_ART_SUPPLIES_STRATEGY"/>
			<Set>
				<Text>The Art Center is Cirno&apos;s unique building, replacing the Amphitheater. Unlike the Amphitheater, it provides the unique luxury resource "Crayons", increasing [ICON_HAPPINESS_1] Happiness in the empire, and it hosts a Great Work of Art, not Writing. It produces 2 points toward Great Artists.</Text>
			</Set>
				</Update>
	</Language_en_US>
</GameData>

It's updating the information in <Buildings>, but not anythign else, and it won't tell me why.


EDIT: Duh, I got it, "type" is not the general thing it is specifically called by "Building". In my defense it was 4 AM.
 
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