Consensus is pretty much unanimous that E&D support should be added, so I'll get to work on that now. Anything else I should add compatibility for? YnAEMP? (How do you even get those coordinates?)
CulvDiv is already added. Civ4 Traits is also already added, and is fairly easy to as well. E&D is certainly the most difficult one to add compatibility for, probably followed by YnAEMP, I think. And I'll see how quickly I can add these others.
I'd add Historical Religions, but there would be absolutely no change whatsoever in preferred religion, so that would be pointless.
There's also "Ethnic Units" and Lee's "Appropriate Admiral and General names" (can't remember the exact name).
Concerning the YnAEM coordinates, it's fairly easy to implement. Just open the different maps with WB, find the relevant TSL and note the tiles' coordinates.
Then just copy an existing YnAEMP compatibility file from another mod (I think all JFD's civ have them, as well as some of CL's, Leugi's, etc.) over to you own mod and insert the new coordinates.
New civ is, as I promised, almost done. I've got the D part of E&D done with the E in progress, so we can expect that soon. Other than that, CulDiv, Civ4 Traits, P&P, Map Labels and Unique Cultural Influence all have built in combatibility, and I hope I can figure out how to make JFD's Balance Batch Gold ++ compatibility.
Meanwhile, since OP revisions seem to be all the rage these days, I decided that I need to join in and stop using JFD's old design. I'm not a good enough artist to make a professional looking image p), but I threw together a satellite-tracking-looking-type-ish idea. I dunno... is it uniquely different, informative and eye-pleasing enough, or just tacky?
If it's good enough it can start replacing all the current OP designs.
It's my birthday!
And so I decided to give myself a present today, a WIP project that's still in development, but I figured I'd at least announce it today.
As I said, it's not finished. The art is even worse than usual, if you can believe that. But just to throw you all a curve ball, here's what I've been working on for the past couple months:
Spoiler:
A FANTASY MOD
Spoiler:
SpoilerThe Civs :
Red Text = This isn't working right now. The rest of the stuff theoretically works.
ARIDLANDSFACTION [ALF] Lead by Ibn Hsyyn UA: Cradle of Life - Begin 5 turns before every other player. Desert tiles, including floodplains and oases, generate +1 Food, Gold, and Production, and oases generate +1 Faith. UU: Khopesh - Replaces swordsman. Right now absolutely nothing special. UB: Mastaba - Replaces temple. May work two Priests and when built, the city in which it is built gets as many free GE points as the empires total faith count.
DABIAEAN-KESSAEANALLIANCE [DKC] Lead by Edwards UA: Allies in the Sword - Absolutely nothing right now :/ UU: Claymore - Replaces longswordsman. Also absolutely nothing right now UB: Tavern - Replaces mint. Instead of being built near gold or silver, must be built by wine or wheat, and gives both a food and gold bonus on these. Nearby friendly units gain an slight attack bonus and defense penalty due to being drunk.
EMPIRE OFSIGNOR [EOS] Lead by Signor UB: Conscription of the Fallen - Free but somewhat weak units upon capturing a city, proportional to its population. Captured cities effectively razed in a single turn. UU: Ignumite - Replaces swordsman. Gains no XP from defending and enhanced XP from attacking. Heals after pillaging and killing an enemy unit. Does not require Iron to build. UU2: Villain - Replaces GG. Right now does nothing, not even GG's normal boosts.
GANNADAEAN-HOLLIDIUMAEANALLIANCE [GHA] Lead by D'Arriseau UA: Defenders of the Western World - Enemy units expend movement points twice as fast in GHA territory. Settlers are trained 50% faster and unhappiness from number of cities is decreased by 25%. UU: Gannadswereor - Replaces axeman. Requires the civilization to have at least one source of Iron or Copper to build, but does not actually consume either of these resources. Normal Axeman bonuses, plus bonuses in rough terrain and against wounded units. UU2: Gendarme - Replaces knight. equires both a source of Horses and Iron to build, but gains flank attack bonuses and bonus vs. fortified units. As with normal Knights, it may move after attacking.
KINGDOMS OFHARMONY [KOH] Lead by Li Zheng UA: Daikushu Ceasefire: Choose a free Great Person upon conquering an enemy capital. The capital generates 1 Great General point per turn for every 4 citizens. UU: Kaiga Ite - Replaces crossbowman. Has a greater range than a standard Crossbowman. UB: Baray - Replaces watermill. 20% of Food kept when the city grows, +1from Marsh tiles and 1 Engineer specialist slot.
NEUTRAL EURALANDICPRINCIPALITIES [NEP] Lead by Tilvgard UA: Arms of the Winter Wind - Unit maintenance is increased by 10% in times of peace but is halved in wartime. Cities gain production and culture bonuses that are subtracted triplefold if the NEP declares war. UU: Baslarder - Replaces maceman. Has a stronger than usual fortification bonus and has an adjacent unit bonus. Costs slightly less to build. Does not have the Maceman's usual bonus vs. Melee units not penalty vs. Mounted units. UB: Stadmontagpakka - Replaces amphitheater. Though available later (at Civil Service), it also produces +1 Culture per Citizen.
NEW WORLDORDER [NWO] Lead by Arriden UA: The Realm Reborn - Free Golden Age points when anybody else's city is razed. Free buildings when cities are founded depending on nearby terrain. UU: Nolin Merchantman - Replaces galleass. Right now, absolutely nothing special except that it can move through ocean. UB: Divine Academy - Replaces university. long with normal benefits, it increases Great People generation in all cities by 10%, and Scientists in this city produce +1 Faith.
OMNIPOTENTPOWERS [OPP] Lead by the Almighty UA: The Third Descendent - OPP cities may not be conquered by military might. May achieve an Ascendancy Victory. UU: Harrow - Does not replace anything. Can move over all terrain (including theoretically water) and is stupidly strong for its time period, but only four may exist at any time. May locate Ereuliades.* UU2: Master Architect - Replaces GE. When stationed in an OPP city, it allows the city to build that city's unique wonder. (OPP UWs are restricted to city, not just by civilization)
* Buildings which you're required to control all of for 10 turns in order to achieve an Ascendancy Victory.
OCCIDENTAL TRADINGKINGDOMS [OTK] Lead by Sevedoklos UA: Empori's Blessed - City connections and Great Merchants generate 50% more Gold. Roads and railroads cost half maintenance. UU: Gastraphetes - Replaces composite bowman. Has a substantially stronger direct combat strength and is not restricted from engaging in melee combat, although has a melee attack penalty. UB: Dyery - Replaces colosseum. Along with usual benefits, it generates +1for Cotton, Dyes and Silk, with an additional 1 Gold for Dyes, though it requires none of these resources nearby. Artists produce +1 Culture in this city.
PRAETAEAN IMPERIALFEDERATION [PIF] Lead by Gaius Maximus UA: Glory of Icharon - Defensive buildings and improvements generate culture. Units may move on enemy roads as if they were friendly. UU:Castrus - Replaces spearman. Stronger than the Spearman, and gains a bonus when near any city. UB: Mercanteum - Replaces market. Usual benefits, plus it produces +1% Production in all cities, and an additional 1 Gold per 4 Citizens.
QATAPIDARIZH-KA LINK [QDL] Lead by Wawapanahoho UA: Regnum Australibus - Melee and Ranged units may claim tiles at most 6 tiles from a friendly city by walking on them. Extra culture from pastures and camps. UU: Sechiyawe - Replaces archer. Generates upon killing an enemy and may build camps. UB: Ebony Grove - Replaces stone works. Does not produce Happiness by itself, but upon being built generates one of three random and unique Hardwood luxuries in a nearby forest or jungle, if one is available. +1 Production from forests instead of Stone and Marble.
THE PEOPLE'SRESISTANCE [TPR] Lead by Jexom UA: In Conflict We Fall - Free Walls in every city. 1 Happiness per city connection. Courthouses may not be built in conquered TPR cities. UU: Hero - Replaces GG. Right now, no special effects. UB: Rebel Camp - Replaces Castle. Available slightly earlier and speeds Ranged unit production in this city by 15%. Enemy units within 3 tiles of this city lose health every time they move.
New unit missions that would be awesome if they worked (I'm not totally sure that they do since civ won't even boot up to let me playtest...)
Wonder and DOM quotes voiced by yours truly (Don't worry, they're toggleable! But by default, they're toggled.)
WHAT WAS CUT OUT DUE TO TIME RESTRICTIONS
The "Cultural Identity" mechanic
The "12 Blades of Fury" mechanic
Some unique components :/
A complete religion overhaul, including new religious buildings and beliefs of all types
Custom unit art (there's a lot of units to find art for)
Custom resource terrain art
Custom diplo responses
Fully fleshed-out pedia texts
Any type of compatibility with any other mod (like E&D or P&P or whatnot)
SOME PRECAUTIONS
The mod deletes all civilizations, religions, wonders and CSs that are not added by the mod, including those added by Firaxis and those added by other mods. This was originally put in to give a better sense of immersion, but with its incompleteness that's kind of a worthless argument. You're welcome to change it yourself if you like.
KNOWN ERRORS
For some reason you start with an Ancient Sage instead of a Warrior (and it looks like a swordsman due to custom unit art missing for now). Don't complain; they're a lot stronger than warriors anyway
You apparently can't build anything. But I'm not sure if this is because I really did screw something up or because Civ5 is just acting all screwy for me.
And I'm pleased to announce that I'm recruiting for anyone who's interested and wants to help accelerate the development process! Lua experts most, unit modelers, terrain and resource artists, normal artists 'cuz right now mine looks like cat urp. Debuggers, and people that can think of unique ideas. Pretty much anyone except text writers, because only I know the lore of the World of Asmos.
So join up If you're interested! I'll be glad to receive you.
I know right now the mod is kinda crap. But it will get better, I'll keep working on it, and that's why it's the Alpha 1.0.0.0 version. Know that I tried.
(And now, I guess I'll work on getting the last preparations done for the next standard civ ready before I tackle a new special project...)
Sounds interesting do you need any Civ4 buildings converted to tile improvements? I've successfully done it a few times, so I can contribute with that if needed. Can also do some basic lua coding and art stuff, but you can probably get more competent people to help you with that.
Hmmm... If I can figure out how to use Ekmek's Temple of Artemis or Parthenon wonder tile, probably not, at least for now. But I have something in mind for later... oracle and Notre Dame, I guess?
JFD, did you add WOA civs to the fictional part of the index yet?
I've also got some fantasy improvement models that you're free to use if you want, although I still need to go back and make some "under construction" models for many of them.
At some point I need to start throwing together more "resource" style models...
If it worked, it's supposed to be GA points whenever anyone razes any non-NWO city anywhere - that is, NWO wouldn't get GA points from their own cities getting burned to the ground. An ideology kind of like "wow, the rest of the world sure is getting massacred by wars; let's all celebrate that we're not dragged into this mess".
And as for the promotion, it's hard to have trouble with something that doesn't exist yet. :/ I'm fairly certain I never got around to actually making the promotion since I although I suspected I would need the RivalTerritory column, I wasn't actually sure what it did.
I've also got some fantasy improvement models that you're free to use if you want, although I still need to go back and make some "under construction" models for many of them.
At some point I need to start throwing together more "resource" style models...
I did! Got BE, so I might be entering that modding community soon.
Oh, and I forgot to mention I'm recruiting anyone skilled at UI too. There's only one job I need done (at least for now), but I can't figure out UI for the life of me.
Meanwhile... I guess I'll get to work on finding unit art and the cultural identity mechanic (which if you're curious, there's a whole folder in the mod dedicated to this inactive (and unfinished) mechanic).
RivalTerritory will allow units to enter borders without Open Borders. EnemyRoute allows units to travel along enemy roads (combine with RivalTerritory for peacetime speed, I guess). The latter is definitely from Gods & Kings, if that's still a concern in this mod.
What would the Star Dome look like? Reskinning shouldn't be too hard, but I was just imagining replacing the glowing force field effect with a starfield instead, which should be possible...
I guess the star field should work. Basically: It's an enormous, and I mean big and hollow, completely silent and empty dome. Pitch black inside except for speckled lights across the walls to simulate stars. At the exact center, floating in midair, is a brightly glowing, yellow, glass-contained observation deck - essentially, the sun, from which vantage point the viewer can, well, view the simulated universe around them.
That's the concept anyway. Now, it would look chromatically uninteresting on the outside; an opaque, concrete grey stone dome. So though it might be a little inaccurate, skinning it to look like it's covered in stars instead would be much more interesting.
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