Building Made Fun!

I just got my culture-specific relgious buildings working and I just had to share :)
There are 4:
  • Cathedral: Greco/Roman and European
  • Mosque: Middle Eastern
  • Pagoda: Asian
  • Step Pyramid: American
Because I use SQL to assign a building to a civilization based on its art style, these should work on any new DLC or user-made civilization that uses one of the 5 vanilla art styles.

The stats may look underwhelming, but I plan to change the Theocracy policy to give +1 :c5happy: for Temple and +2 :c5happy: for the "Cathedral". Thought about making it +30% :c5culture: but that may be overpowerd, even with 6 trees required for cultural victory. Also in the screenshot you see the Hanseatic League, available with Guilds. This just replaces the National Treasury (Wall Street remains in the game).
 

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Thanks for responding so quickly.

The random game crashes to desktop were getting really annoying, and were hard to figure out. For example, there was a particular undiscovered map hex which every time one of my units (either naval or land unit) explored and removed the fog of war cloud from, the game immediately did a crash to desktop. Loading up all those extra Wonders mods must have accidentally broken something. Oh, well.

Although I'd really like to play a game with plenty of added Wonders mods, I'll play it safe for now, abandon my current game, and simply start up a new BMF game with just the four mods that worked okay for me before: Atilla Mods, Capitol Railroad Boost, Custom Notifications, and WWGD.

Thanks for all your efforts in creating and updating the Building Made Fun mod.
 
Version 8 is up!

It came sooner than expected, but I left some work for a future version. New are the cathedral-type buildings and the Hanseatic League, as indicated two posts up. Further I made some tweaks to production buildings (more of it) and added XML to prevent city state wonder building.
A few policies got a boost as well. I wanted to add culture from kills to Warrior Code, but it didn't do anything so no go.

I checked for compatability with ambrox62's wonders and changed my tags for Petra as a result. Other possible conflicts (some of his wonders I included) should just have the effect of one of them not appearing in the game. Random crashes I didn't check, as the randomness makes it hard ;) Sorry.

Enjoy!
 
Good News,

I did a little experimenting by playing a vanilla game without Building Made Fun, but still loaded up with the maximum possible additional world wonder mods.

Well, somewhere between turns 80 & 100, my game started to randomly crash to desktop. The good news is this means the problem is NOT with the Building Made Fun modpack, but is instead being caused by one or more of the additional world wonder mods.

What I'll do next is play some games with just some of those added world wonders at a time, and hopefully be able to narrow down which one(s) is problematic.
 
How is the compability with MODs that add new civilizations? Are there issues with their unique building and this MOD?
 
@Pouakai: Thanks, I will keep checking the wonder topics :)
I look mainly at the effects first and include one if it fills a certain niche. For now the only one on my "to include" list is the Blue Mosque by asioasioasio. It was bugged before but someone did a culture-per-pop mod that will make it work.

@Torvald: Good news for me indeed, thanks for pointing it out!

@Nielsneutron: There should be no problem.
What will be the case is that the UBs modify the original buildings and not my altered ones. For instance for the available Carthaginian civilization, the Cothon replaces the harbor and uses its original properties: 20% production bonus for ships and no gold for luxuries as in my mod. So the balance is not optimal, but it will work.
In rare cases conflicts may arise for instance if a new civilization has a cathedral as unique building: if it uses the same tags in the XML, one of them (and all other stuff in the same XML file) will not load. But I doubt there are civilizations out there that share some of my tags.
 
Put v8.1 on the downloads database (link in OP).

I fixed some minor mistakes, the biggest being that Petra was still buildable by city states due to a wrong tag.
Secondly, I made a balance pass over a number of buildings after ridiculously dominating my last game. I was in a strong position and could rushbuy all I wanted, resulting in a crazy economy. Changes:
  • Nationalism: -50% number of city :c5angry: (vertical growth bonus removed)
  • Stadium: 3 :c5happy: (enough alternatives here)
  • Metro: 1 :c5gold: per 3 :c5citizen:, +1 :c5food: (health)
  • Hospital: +4 :c5food:
  • Aqueduct: +10% :c5food:
 
Your mod functions well in my version of Civ 5, some buildings of next patch aren't here... But it's playable on mac version...
 
Version 9 available in the downloads database! (will put on the mod browser tomorrow)
As you can see I made a logo (less hard then I thought...); this mod is finally mature now :)

There's a lot of new stuff in v 9:
  • Expanded Classical Era (now 2 columns, moved some Medieval techs)
  • Techs: Clergy, Water Management
  • Buildings: Qanat, Public Baths
  • National Wonders: Belem Tower, Academy of Fine Arts
  • Wonders: Shwedagon Zedi Daw, Global Seed Vault
I got word that the culture per specialist feature is bugged and confirmed it :( It can be fine initially, but cities will often get bonus culture for no reason, sometimes very big amounts. So as a fix the Sistine Chapel now provides 1 :c5culture: per 2 :c5citizen:, using Mylon's code. Furthermore I switched to ambrox62's icon for the Colosseum.

I hope you're as happy about the result as I am :) Looking forward to reading experiences!

@Lachlan: glad to hear :) And gratz with your 1,750th post ;)
 

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The bonus culture for specialists is one of those features that is not in the core game but available for modders. It might work, it might not. In this case it seemed to work, but now it appears it's bugged.
They probably put it in for the Sistine Chapel, just like in Civ4, and changed their mind later. Maybe they thought it was not powerful enough, or maybe they found the bug late in development and had no time to look for its cause?
In any case, it's a pity because it was a unique concept and now cultural victories are again a little less interesting without it :(


I uploaded v9.1 to the mod browser. The revision corrects the obsolete techs for archer and catapult.
 
I will re-download your mod since new Mac patch came very recently...
 
Hello!
Will this mod work with the dll-Mod in LAN-Multiplayer?
Seems really great and would extend our LAN-games to the max ;)

Cheers!
 
I ask for Barbarians! v6 from Mentos, because Barbarians are nice

A problem of display of science in city view, it said "txt_key" at high-left corner of screen...
 
@BlizzardOfhorsehocky: (interesting name)

Do you mean the DLC content? The dll (source code) has not yet been released for Civ5 and I don't know a mod with that abreviation... If so: yes, it should work. But I don't have any DLC content myself so can't check.

@Lachlan:

I like the mod too :) I often play with it and it is fully compatible; that's why I won't include it. I would only include something if it is needed for either gameplay or mod conflicts. So I leave this choice to the players.
If this doesn't work out for you (I don't know about potential Mac issues) I can do the combination and explain how it's done, so you can combine the mods (and future versions) you want.

Thanks for pointing out the display issue. I haven't seen it myself, but will have a look in the near future.


As for updates in general: in my current beta build I boost the workshop tile improvement at combustion and added an explorer unit (graphics by Deliverator) that can only be gained through the Belem Tower. I felt these features were too weak.
But I'm mainly focusing on Terra Nostra now, the next update there will be substantial :)
 
Yes, it's in the OP (spoilered): the Moai Statues, Parthenon, Petra splash, Colosseum icon and Pergamon Altar effects

Only the first one is included without changes.
 
Yes!

  • Workshop tile improvement +1 :c5production: with Combustion
  • Belem Tower provides 2 free Explorers; 3-move 14-strength recon units. I used Deliverator's conquistador graphics. Recon units built in this city can defend when embarked (incl. the free Explorer units). This should make it worth getting I hope.
  • Boosted the Royal Society
  • Removed specialists info from the building info popup, as it is now indicated by default.

Enjoy :)
 
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