Vicevirtuoso's Civilizations

Sorry for the late response, I've spent much of the day trying to make an icon, and do more digging and research for the civ abilities. On the bright side, I think I finally almost have a skeleton finished and can start building the unique stuff in earnest.

I haven't quite decided if I wanted it to be a UU (I technically have 3 UB's as it stands, I don't know if I want to give so many uniques) but if it's not possible to modify the GM's influence, I might see about if I can disable them entirely and just shift them into a unique great person, like your GMG's.

For the other Unique Buildings, I think I have it down now; I looked at the Spring Onion Farm you made for Miku's Vocaloid civ and saw how it was done.

For the Wheat bonus, you have it exactly right. I want it to have a total of +2 food over stock in the end.
 
For the Wheat bonus, you have it exactly right. I want it to have a total of +2 food over stock in the end.

This could be a little tricky, because there's no way to implement it the way you want it in XML alone. Probably the best way to do this is to create a new Improvement (we'll call it IMPROVEMENT_WHEATFARM_DUMMY) which provides 1 more food than a regular farm, but with everything else copied from the regular Farm. But don't create a Worker action to allow it to be built. Instead, you would use Lua to check each turn for your Civ if they have a regular Farm on Wheat, and if they do, remove the Farm and replace it with the new improvement.
 
Ah ha, thanks for the info.
It definitely does seem I'm running into the limits of XML, and may have to dabble in some (what I hope to be simple) LUA coding to get the rest done.

In addition to that (and I assume if you use LUA to check for an improvement on Wheat, you could also check to see if there is an improvement other than a Farm, and then remove the extra Food yield from the tile?) there's another thing that I wanted to do, and that was make my UB's upgrade and get more powerful over time as more techs are researched. However, it seems that TechEnhancedYields can only be triggered once per building. I was thinking about doing some combination of ObsoleteTech, ReplacementBuildingClass, and FreeBuildingThisCity, along with some LUA for the logic, to 'replace' the lower end UB with the higher end one that has its own TechEnhancedYields entry.

Right now, I've gone through the schemas for the Traits, Buildings, and Policies, and I am trying to figure out the best way to go about creating the UA, and splitting the abilities between them, since it seems there is some overlap of similar bonuses between the three areas. I also was unable to find any way of increasing Specialist Food consumption; Best I found was the HalfFood policy, but that's a boolean. I am not sure if I can set SpecialistYields to -1 Food.

Edit:
Slightly delayed, but I sent you a PM with the Google document I mentioned earlier.
 
Rebellion Civpack finally got to 5 stars on Steam. Super hype. :beer:


I regret to say that I have scrapped the Kantai Empire, but I will help with Lua coding for anyone else who happens to be interested in creating it themselves.

For now, basically everything I have is going to go into the new Madoka modpack, or helping other authors out with their mods.
 
Rebellion Civpack finally got to 5 stars on Steam. Super hype. :beer:

I regret to say that I have scrapped the Kantai Empire, but I will help with Lua coding for anyone else who happens to be interested in creating it themselves.

For now, basically everything I have is going to go into the new Madoka modpack, or helping other authors out with their mods.

Congratulations on reaching 5 stars! Yaaaay!

It's too bad about the Kantai Empire, though, although given the scope of your planned project I'm not terribly surprised. What ideas had you had about uniques for them? I'm still tossing around ideas for doing the Fleet of the Fog from Blue Steel, so I'm curious what you had in mind, although Kantai is probably rather different in several ways.

Might try to see if you can help me with an issue I've been looking at... I want to make a civ that gets bonuses from completing city-state quests, but I can't really figure out how to do that with Lua yet. Not sure if it'll need DLL code... :(
 
Congrats on the new rating!

Sad to hear about the Kantai Empire (Collection?) though, it seemed like it would have been pretty fun to see how you'd make it work.
 
Here was what I had planned to do for Kantai.


Civilization: Kantai
Leader: Dai Teitoku (Grand Admiral)

UA : The Collection
Naval Units of Experience Level 4 or higher act as Great Admirals. Post-Industrial Naval Units are automatically converted to one of a set of Unique Units chosen at random.

There would be six possible UUs for each type of post-Industrial naval unit, with one randomly chosen for each type of ship upon construction or upgrade (Battleships would turn into Kongou/Kirishima/etc., Destroyers would turn into Shimakaze/etc, and so on). They would not have had as many benefits as regular UUs for balance. That or they would have had penalties to offset them.


UU: Mamiya (replaces Great Admiral)
Does not grant the Great Admiral bonus, but instead automatically heals nearby Naval units for 5 HP per turn even when they aren't fortified (does not stack from multiple Mamiyas) and may use the Instant Heal ability of the Great Admiral. +1 Movement. May also construct a Modernization Station, an improvement which can be built on water tiles without Resources and provides +15 XP to Naval Units if the tile is worked by a City.

UB: Kantaikou (replaces Seaport)
Compared to the Seaport, it provides +4 Production to Modernization Stations, and +30% Production when building Naval Units instead of +15%.
 
Just came here to say these are very well done! I also liked that you gave the Madoka Magica civs their own custom responses when doing diplomacy with them. Good work!
 
Do any of these Civilizations conflict with Enhanced User Interface? I've heard you can only have one of a .lua file at any time or such.
 
Do any of these Civilizations conflict with Enhanced User Interface? I've heard you can only have one of a .lua file at any time or such.

You may be thinking of mods with custom DLL, which you can only have one of at a time. As far as I know, there's no issues with having multiple .lua files, although there could potentially be an issue if two different mods try to load copies of certain .lua files like SaveUtils.

I'm not familiar with Enhanced User Interface, so I can't say if there'd be any conflicts, though...
 
You may be thinking of mods with custom DLL, which you can only have one of at a time. As far as I know, there's no issues with having multiple .lua files, although there could potentially be an issue if two different mods try to load copies of certain .lua files like SaveUtils.

I'm not familiar with Enhanced User Interface, so I can't say if there'd be any conflicts, though...
Ah I see. Thanks.
 
You may be thinking of mods with custom DLL, which you can only have one of at a time. As far as I know, there's no issues with having multiple .lua files, although there could potentially be an issue if two different mods try to load copies of certain .lua files like SaveUtils.

I'm not familiar with Enhanced User Interface, so I can't say if there'd be any conflicts, though...

I've used these mods with EUI and they're playable.
 
Do any of these Civilizations conflict with Enhanced User Interface? I've heard you can only have one of a .lua file at any time or such.

Specifically, any existing Lua file for the user interface, such as UnitPanel.lua and TopPanel.lua, can only be replaced by one copy at a time. So if you load multiple mods which replace the same file, only the most recently loaded mod's copy of the file will be loaded.

I haven't used EUI, since I personally don't like the way it looks. However, I believe EUI is actually installed in the base game files. So if you were to install it and load the Madoka Civpack or MSF Subsistence (which have UI replacements), it should load my versions instead of EUI's versions and cause no conflict.

I've used these mods with EUI and they're playable.

And there you have it -- it seems to work as I said. Though do note that any kind of things which EUI adds to the unit panel (Madoka/MSF Subsistence) or the top panel (MSF Subsistence) will be ignored. You can delete MSF Subsistence's TopPanel.lua, but then you won't be able to track your Salvage. Deleting either one's UnitPanel.lua will cause a loss of functionality, however: any custom action buttons will not work if you do this.
 
Oh wow, Kantai Collection. :worship:

Sad that the project's scrapped (get it?) though, that would have been something.

For now, my friend and I are going to settle for naming our ships in our hotseat game after Japanese WW2 warships. Except that we haven't actually gotten to the modern era yet. But they'll have lots of experience once we do get there. :lmao:
 
Honestly, I might revisit it if I can get the help of someone who actually has a Kancolle account to get some unit selection sounds (voice clips). I know I decided to remove those for UMadoka, but I have a feeling that with the much larger selection of units, and having them be limited only to naval units, it won't be so grating here.
 
These are awesome!

Thanks!


So, I've been getting to work on the new Madoka Modpack. Been converting the entirety of the Madoka Rebellion Civilization Pack to SQL -- been a really time-consuming process. But today, I decided to get to work on some of the new art assets. I'm really liking the way these are turning out, and I feel it will be a massive improvement over the old versions.

Note: Unique Unit art is coming later -- I'm drawing those by hand! That's why there's missing spaces. Also, I messed up the icon order for Homura and Kyouko, but I'll fix that later.

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And lookie what we have here...newcomers!

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Very interested to see the new direction you're taking the Madoka modpack, especially now as I'm partway through watching the anime series myself (been on my "to watch" list for a while, but your mod reminded me to get it :p). Those new icons look good!
 
Those icons look a lot nicer than what you had previously. A few things to point out though, it would be cool if Mami's guns poked out of her frame slightly as well, and Kyouko's weapon being cut off is slightly strange.
 
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