Art Request: Icons Needed

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May 4, 2010
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I am nearing completion of a mod that adds two victory conditions (Religious and Economic Victory), and I'd like to ask if there is anyone willing to make appropriate victory icons for me. I'd like them to be in the same style as the existing victory icons: the Civ5 "V" with a symbol in the foreground. For the religious victory, I was thinking either the generic onion dome symbol or a version of the faith icon could be used for the symbol. For the economic victory, I think something like the gold icon or a pile of money could be used for the symbol. I'd also accept other ideas as long as they looked like they'd belong alongside the existing icons and were appropriate for the victory they represent. Thanks in advance to anyone who volunteers.

The current victory icons (on the victory screen), for reference:
Spoiler :
victory.gif


The current state of my mod's victory screen (I'm using the Cultural Victory icon as a placeholder):
Spoiler :
attachment.php
 

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If you could find out where the victory icons are located in the game files and get them for me, I could probably take a shot at it.
 
Thanks JFD.

I made two different icons for each victory condition. Pick whichever one you like better. Or if you don't like any of them let me know how I could make them better.

uLxcskE.png


The symbols were pretty blatantly repurposed from other Civ 5 assets. I'm not good enough to make my own professional-level work like Firaxis can.
 
That is still very well done!
 
The symbols were pretty blatantly repurposed from other Civ 5 assets. I'm not good enough to make my own professional-level work like Firaxis can.

Don't worry; even they aren't sometimes.

Personally, I prefer the three coins for economic and the dome for religious; but they are all very good.
 
The symbols were pretty blatantly repurposed from other Civ 5 assets. I'm not good enough to make my own professional-level work like Firaxis can.

Hey Silly, where did you get the dome from? I could use that icon for a UI I'm tentatively planning, but not sure where to find it. (It doesn't seem to be a social policy icon...)
 
I made two different icons for each victory condition. Pick whichever one you like better. Or if you don't like any of them let me know how I could make them better.

Those are some high quality icons, and they look great in-game. My gut reaction was the same as JFD's, so I'll be using the icons as seen in this screen-shot:
Spoiler :
attachment.php

Thanks for making these. I'll be sure to give you proper credit when I release my mod.

Edit: I don't suppose you could share anything about the system itself? I'm intrigued, but this is slightly off-topic, and I suppose I can wait.

The screen-shot above should tip you off to the goals (hopefully...I tried to make the interface user friendly), but if things are not clear I will expand on how it works in a thread when I release the mod for balance testing, which might even be later this evening. I'll put a link here to that thread when it's created.
 

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Those are some high quality icons, and they look great in-game. My gut reaction was the same as JFD's, so I'll be using the icons as seen in this screen-shot:
Spoiler :
attachment.php

Thanks for making these. I'll be sure to give you proper credit when I release my mod.

Is the luxury requirement modular, or not? Maybe I should wait for your thread... very keen for this :)
 
Is the luxury requirement modular, or not? Maybe I should wait for your thread... very keen for this :)

Yes, the luxury requirement is modular and can (in theory) accommodate any custom luxuries added by other mods. The only problems I can foresee with my code are that the victory overview screen will get messy if someone plays on a map with over 24 distinct luxuries and if Indonesia (or a similar custom civ) is in the game and the player manages to meet all other conditions before saving and reloading. In this latter case, they might meet the luxury requirement prematurely (my code only checks the luxuries on the map when the game loads), but I imagine this would be a rare occurrence.

On another note, my mod is now up on civfanatics and I have a new thread here if anyone is interested in testing this out.
 
Crap. I'm going to have to do something about Shellfish then :p

Shellfish spawn but only Dido can see them, so if Didos not in the game, the Economic Victory would be impossible :lol:
 
Crap. I'm going to have to do something about Shellfish then :p

Shellfish spawn but only Dido can see them, so if Didos not in the game, the Economic Victory would be impossible :lol:

Is it possible to make shellfish only spawn when Dido is present? I've never messed with mapscripts, so I have no idea if that is possible or not. If it turns out that there's no (easy) work-around, I'll post a note under the compatibility section of my mod description warning users so they aren't puzzled by the case of the undiscoverable resource.
 
I've noticed that Lua code loads (and probably executes!) for every mod you have loaded, even if the particular civ isn't in the game. Because a mod DarkScythe's been working on does a lot of Lua functions at the start of the turn, he's been working on a way to prevent his Lua code from actually executing if the civ isn't in the game, so I wonder if there's ways to either prevent the Shellfish from spawning if Dido isn't in the game (even if her mod is loaded), or to make the Shellfish visible to everyone if she isn't in the game...
 
Most code that I write does check if a particular civ is first in the game before executing, but the strange thing is that I was under the impression that new resources didn't get distributed on the map without editing AssignStartingPlot.lua. Dido's Shellfish are only added when she settles a city, but then the map is randomly distributing shellfish in addition. It's the latter that needs to be rid of; though I'm not sure how.
 
Look at Nutmeg, it is some tag related with placement. Porcelain (city-state) and Indonesian resources do not have it.
 
This project looks really intriguing. The icons posted above are fantastic, the three-coin icon looks brilliant, and either of the religious once look great imo.

As for the project, I like the overall thought on how the victory conditions are conceived. With regards to the resources, I suspect the goal is to have to connect every luxury (at some point? At same time? At time of victory?). As has been discussed, civ-unique luxes as well as city-state luxes can form a potential problem. If you conquer an economic city state, the lux beneath it disappears. Thus, you can potentially block off people from winning economic resources by conquering all types of an economic city state (unless this would also eliminate the requirement to connect this resource). I suspect resource respawns if city-state is later liberated (?), so that could solve that problem, but then there are special cases like Venice and Austria which can take out city-states permanently (and theoretically anyone with Patronage finisher also), so that would still be a problem.
 
This project looks really intriguing. The icons posted above are fantastic, the three-coin icon looks brilliant, and either of the religious once look great imo.

As for the project, I like the overall thought on how the victory conditions are conceived. With regards to the resources, I suspect the goal is to have to connect every luxury (at some point? At same time? At time of victory?). As has been discussed, civ-unique luxes as well as city-state luxes can form a potential problem. If you conquer an economic city state, the lux beneath it disappears. Thus, you can potentially block off people from winning economic resources by conquering all types of an economic city state (unless this would also eliminate the requirement to connect this resource). I suspect resource respawns if city-state is later liberated (?), so that could solve that problem, but then there are special cases like Venice and Austria which can take out city-states permanently (and theoretically anyone with Patronage finisher also), so that would still be a problem.

If you are interested, you can now download the mod here and discuss it in a thread here. The resource requirement is that you have one of every type of resource at the same time (time of victory). This includes resources you have obtained through trade, since it is for an economic victory. You raise some good points that I hadn't thought about (namely, that city state resources can be removed and respawn), so I'll have to think about how to accommodate that. I have a function that gets all the different resources on the map and stores the info in a table, but I currently only have it set to run when the game loads and on the first turn. I may have to just set the function to run every turn to deal with the problem of changing resources. It was something I was hoping to avoid to cut down on processing time for my mod and make it as light-weight as possible, but it would definitely solve the problem. As is, if you play the mod and find out that there is a problem with you winning when you should have already met the luxury requirement, just save and reload and it should recalculate things.
 
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