Final version is done (now only bugfixes).
Ignoring low interest, I will announce the [BNW] Civilization Set, so you might give me some civ ideas if you want. So far I am considering Ashanti, Afghanistan and Scotland.
To be honest, I have civ II sentiment, so I would prefer to keep current even if it is less accurate.I've updated the Phoenicians, Souix and Haida for my own games and I'm testing them now. Everything seems ok so far. When I'm done I''ll do the whole pack. If you want to change any flavours or traits let me know!
Also, I have an alternative city list for the Souix if you like. It comes from the version on the Civ 4 Gold mod.
if iCity:IsHasBuilding(GameInfoTypes.BUILDING_PHOENICIA_LS_MOD_DUMMY) then
iCity:SetBuildingYieldChange(GameInfoTypes.BUILDINGCLASS_PHOENICIA_LS_MOD_DUMMY, GameInfoTypes.YIELD_FAITH, 0);
end
if iCity:IsHasBuilding(GameInfoTypes.BUILDING_PHOENICIA_LS_MOD_DUMMY) then
[COLOR="Red"]iCity:SetNumRealBuilding(GameInfoTypes.BUILDING_PHOENICIA_LS_MOD_DUMMY, 0);[/COLOR]
end
Well, I don't want to leave you with nothing.Hey mate... I know this may sound a little selfish but are you willing to make a mod for me ? :/ I really don't know how to make a mod, so i'm begging you like God, please make my wish come true. I would like to see a mod for the Macedonian Republic. Here are my ideas , how i imagine it ... but of course you can (if you'll agree to make a mod) change them
I choose the name "Sun of Liberty" because the sun as a symbol has a special place in the macedonian culture and because in our national anthem we sing about the sun of liberty.
The Komitadji were rebels fighting against the ottoman rule (the second attachment is a drawing where you can see how the komitadji were dressed)
The Thallium mine because (as far as i know) you can find thallium only in the Allchar deposit in Macedonia (which has gold as well).
and for icons, i couldn't choose which one (even though i prefer the first one, with the sun). The first is the rising of the sun of liberty (the same is on our coat of arms ) and the second is our golden lion
<Row>
<CivilizationType>CIVILIZATION_MACEDONIAN_MOD</CivilizationType>
<CityName>[COLOR="red"]TXT_KEY_CITY_NAME_YOURCITYNAME_MOD[/COLOR]</CityName>
</Row>
<Row Tag="[COLOR="Red"]TXT_KEY_CITY_NAME_YOURCITYNAME_MOD[/COLOR]">
<Text>Yourcityname</Text>
</Row>
MacPlotAva = {}
GameEvents.CityCaptureComplete.Add(function(iOldOwner, bIsCapital, iX, iY, iNewOwner, iPop, bConquest)
if Players[iOldOwner]:GetCivilizationType() == GameInfoTypes.CIVILIZATION_MACEDONIAN_MOD then
if Players[iOldOwner]:IsAlive() then
local mPlayer = Players[iOldOwner];
local mTeam = Teams[mPlayer:GetTeam()];
if pTeam:IsHasTech(GameInfoTypes.TECH_PLASTIC) then
MacUnitUp = GameInfoTypes.UNIT_INFANTRY;
else
if pTeam:IsHasTech(GameInfoTypes.TECH_REPLACEABLE_PARTS) then
MacUnitUp = GameInfoTypes.UNIT_GREAT_WAR_INFANTRY;
else
if pTeam:IsHasTech(GameInfoTypes.TECH_RIFLING) then
MacUnitUp = GameInfoTypes.UNIT_RIFLEMAN;
else
if pTeam:IsHasTech(GameInfoTypes.TECH_GUNPOWDER) then
MacUnitUp = GameInfoTypes.UNIT_MUSKETMAN;
else
if pTeam:IsHasTech(GameInfoTypes.TECH_CIVIL_SERVICE) then
MacUnitUp = GameInfoTypes.UNIT_PIKEMAN;
else
if pTeam:IsHasTech(GameInfoTypes.TECH_BRONZE_WORKING) then
MacUnitUp = GameInfoTypes.UNIT_SPEARMAN;
else
MacUnitUp = GameInfoTypes.UNIT_WARRIOR;
end
end
end
end
end
end
local kplot = Map.GetPlot(iCityX, iCityY);
MacPlotCount = 0;
for i = 0, 5 do
MacPlotCount = MacPlotCount + 1;
local iPlot = Map.PlotDirection(kPlot:GetX(), kPlot:GetY(), i);
if iPlot ~= nil then
if ( iPlot:IsImpassable() == false ) and ( iPlot:GetPlotType() == PlotTypes.PLOT_LAND or iPlot:GetPlotType() == PlotTypes.PLOT_HILLS ) then
MacPlotAva[MacPlotCount] = iPlot;
end
end
end
if not MacPlotCount == 0 then
for j = 1, 2 do
if MacPlotCount == 1 then
MacLuckyPlot = MacPlotAva[1];
else
MacLuckyPlot = MacPlotAva[math.random(1,MacPlotCount)];
end
mPlayer:InitUnit(MacUnitUp, MacLuckyPlot:GetX(), MacLuckyPlot:GetY(), GameInfoTypes.UNITAI_ATTACK);
end
end
end
end
end)
To be honest, I have civ II sentiment, so I would prefer to keep current even if it is less accurate.
<FaithCost>X</FaithCost>
<UnlockedByBelief>true</UnlockedByBelief>
<Building_SeaResourceYieldChanges>
<Row>
<BuildingType>BUILDING_SEA_MARKET</BuildingType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>1</Yield>
</Row>
</Building_SeaResourceYieldChanges>
I make my BNW to-do list (thanks everyone):
- Leaders:
- 6 new flavours
- Buildings:
- Madrassah
- Sea Market
- LUA:
- Sioux (Happiness per City, since Order policy is removed)
- Phoenicia (Add new resources to Sea Market)
- Civilizations:
- New religions
- Icon Atlases:
- Do what must be done.
I also added new version: DoM screens, Haida's max fear is now 15%, LUA staff (Phoenicia and Timurids bugs fixed).
GameEvents.PlayerDoTurn.Add(function(iPlayer)
local pPlayer = Players[SiouxPrePlayer];
if pPlayer:GetCivilizationType() == GameInfoTypes.CIVILIZATION_SIOUX_LS_MOD then
local currHap = pPlayer:GetExtraHappinessPerCity();
[COLOR="Red"] local hapHun = ( math.floor((pPlayer:GetTotalLand()/9)/pPlayer:GetNumCities()) - currHap );
pPlayer:ChangeExtraHappinessPerCity(hapHun);[/COLOR]
end
SiouxPrePlayer = iPlayer;
end)
If there is nothing that increases Happiness per city (I couldn't find new tenets/policies trees, but I know Order is no more), it would be:
Obviously, if it still work.Code:GameEvents.PlayerDoTurn.Add(function(iPlayer) local pPlayer = Players[SiouxPrePlayer]; if pPlayer:GetCivilizationType() == GameInfoTypes.CIVILIZATION_SIOUX_LS_MOD then local currHap = pPlayer:GetExtraHappinessPerCity(); [COLOR="Red"] local hapHun = ( math.floor((pPlayer:GetTotalLand()/9)/pPlayer:GetNumCities()) - currHap ); pPlayer:ChangeExtraHappinessPerCity(hapHun);[/COLOR] end SiouxPrePlayer = iPlayer; end)