BouncyMischa's Civilizations

I should totally give my Dr. Light Civilization unique dialogue for meeting Wily.

You're making a Dr. Light Civ, are you? Perhaps we can add some unique dialogue for it in a patch.

Yes, I'd actually stopped by his thread in the main discussion forum to see if there'd be any conflicts with the ideas for Wily. As I would like to patch in events and decisions at some point, as well as fix some of the civilopedia bugs, it'd be easy to add in dialogue for Dr. Light. I'll just have to get Protagonist to give me the tag he's using for the civ or the leader. (I can't remember which Typhlomence's code checks for, off-hand...)

...I really should make a proper release thread and tutorial soon for that unique diplomacy stuff. :hide:

If nothing else, a small tutorial would help people who want to implement it. :3 It's pretty straightforwards once you figure it out, but between the different versions you've got, and VV's method of doing it vs. your own, having the information consolidated in a thread would be helpful :D
 
Just figured I'd stop by and tease something I've been working on, although I'm not entirely sure how many people are interested. X3

Spoiler :

weildiplo5b_by_bouncymischa-d8zdwfu.jpg



I've got pretty much all of the artwork music done for him, and have actually gotten a soundtrack working. The uniques are taking a while to hammer out, but I think I've finally got some cool ideas for his UA that should be interesting.

Meanwhile, I still need to eventually get Reimu finished, as well as doing up the Events and Decisions for Wily so I can push an update. Any suggestions on possible Events or Decisions? I know I want to do one with "blackmail a scientist" to reference Dr. Cossack from Mega Man 4 -- it'll produce a Great Scientist or Great Engineer with a name from a unique list I've already done up. But not sure if it'd be better as a random event ("We've found someone to blackmail!") or as a Decision...
 
Okay, I know nobody's really that interested in my Dr. Weil civ, but how can I not celebrate successfully making some kill-bots! X3

Spoiler :

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Humm, Dr. Weil google presented me is a bit different, one is a bit disturbing.

Anyway, I always wonder what happens if you shoots a lot of guided missile instantly. Some mothership with the ability to fire guided missile at every near target or something like that. Must check it one day. It came up to me, while looking on Dr Wily's Capsule and I have no idea if it is anything revelant. But, rocket barrage, sounds epic. Boom, boom, boom. :)
 
I wonder what game is Dr.Weil from exactly? I don't recall him from being of any of the Mega Man games (then again I only played X and Mega Man 5-8) either way I've always been very interested fictional civs and seeing as you've already made a Dr.Wily civ this really piques my interest.
 
He's from the Mega Man Zero games. Of which there are 4. They take place after the X games in the timeline. I only know this because I looked into them out of boredom a while ago.
 
If nothing else, a small tutorial would help people who want to implement it. :3 It's pretty straightforwards once you figure it out, but between the different versions you've got, and VV's method of doing it vs. your own, having the information consolidated in a thread would be helpful :D
Since it was brought up here... here you go. :)
 
Humm, Dr. Weil google presented me is a bit different, one is a bit disturbing.

Oh dear... I'd never tried googling "Dr. Weil" without putting "Mega Man" in front, so I'd never seen those results. X3

Anyway, I always wonder what happens if you shoots a lot of guided missile instantly. Some mothership with the ability to fire guided missile at every near target or something like that. Must check it one day. It came up to me, while looking on Dr Wily's Capsule and I have no idea if it is anything revelant. But, rocket barrage, sounds epic. Boom, boom, boom. :)

Maybe I'll have to experiment with making the Wily Saucer as an upgrade to the Capsule (replacement for Helicopter Gunship?). I know there's mods that allow Gunships to carry Guided Missiles, but the cost of Guided Missiles tends to be a deterrent to their use. But maybe a Saucer that spawns expended missiles for free? Hmmm~

I LOVE it!

Thanks! The Terminator robot was one of the early models I wanted to convert, but I've had no luck with humanoid shapes until recently. I'll have to post a non-Weil version in the unit graphics forum soon.

I wonder what game is Dr.Weil from exactly? I don't recall him from being of any of the Mega Man games (then again I only played X and Mega Man 5-8) either way I've always been very interested fictional civs and seeing as you've already made a Dr.Wily civ this really piques my interest.

As David Xanatos said, Dr. Weil's from the Zero series of games, which followed the Mega Man X games. I'd never played any of the X or Zero games myself, so I wasn't familiar with their storyline and characters until the past couple of years when I started watching some friends livestream playing the games, as well as doing research into the Dr. Wily civ.

I suppose I'll need to decide if I want to do a Sigma civ, as some of the ideas I've got percolating for Weil might actually work better for Sigma. I had originally thought about incorporating the Maverick Virus into Weil's UA, as he utilized it to take over most (if not all) of the reploids in the Elf Wars, but Sigma's role in the Maverick Wars (and the Sigma virus) would probably make the Maverick Virus far more suitable for him.
 
Oni's peace theme is awesome. :D
(Shame my SP adoption order isn't. :sad:)
 
It's been a while since I've been active in this thread -- Dr. Weil hit a bit of a creative wall, while Reimu reached a point that she's functional but I need more feedback to figure out how to fix her issues. So I've mostly been working on Future Worlds 2 of late, getting a TON of new models working and stuff. But since this thread is about civs...

The most recent mechanic suggested in GPuzzle's Design Challenge thread got the gears turning on Dr. Weil, and I've come up with a new version of him that I'm feeling rather happy with, as it seems to strongly evoke the events of Mega Man Zero 4, where Dr. Weil is pretty prominent. I'll just copy over most of my post from that thread here:

Neo-Arcadia
Leader: Dr. Weil

UA: Philosophy of Rule
Each city you found may reveal Energen Crystals, which when worked increase production in the :c5capital: capital by 5%. When razing a city, receive a bonus of +20% to :c5production: Production and :c5gold: Gold in the :c5capital: capital, and gain a new :c5citizen: citizen in the :c5capital: capital for every 3 turns of razing.

UU: Variant
Replaces Infantry. Starts with the Variant Module promotion, which increases combat strength by 10% when adjacent to a friendly unit, and has access to unique promotions to tailor its battlefield role.

UI: Dome
Available at Engineering. +1 :c5food: Food and +1 :c5production: Production. +1 :c5production: Production and +1 :c5gold: Gold with Industrialization. When constructed, you have the option to move 1 population from the :c5capital: capital to the city with the Dome. If a city is captured, 1 population per unpillaged Dome is redistributed to your remaining cities. Cannot be built adjacent to each other.

Another one of the "Gain population in the capital by razing cities" submissions. :P But I did really like how the idea evoked the flavor of his tyrannical rule in the Mega Man Zero games, to the point that people attempted to flee Neo-Arcadia and set up new settlements in the remaining habitable areas on Earth, and how Dr. Weil conducted Operation Ragnarok to destroy them and force the surviving humans to live under his rule in Neo-Arcadia. Given that he was willing to incinerate Area Zero from orbit, a razing mechanic suits him very well. :P

One concern I have is that the Dome was very much inspired by Tomatekh's Sioux, and still shares a lot of its mechanics. I do really like how the "move population from the capital to the Dome" mechanic works with both parts of the UA, as you can raze a city, then move the population into Domes to work newfound Energen Crystals sites. The second ability is also very reflective of the point in Mega Man Zero 4 when the central portion of Neo-Arcadia was destroyed by an orbital strike, but the Resistance was able to evacuate the outlying districts. So I think it's very flavorful to the events in the game, although it's also still very mechanically similar to the Sioux's Tipi. I'm not entirely sure how much it may bother people.

Feedback on the design would be appreciated. :3
 
I'm in the middle of a game that involves the Evil Spirits as an AI, and I have to say; those skeletons are powerful. I went into war against them, when according to Info Addicts, my military power more than doubled theirs, and I out-teched them by 5 techs. Thanks to those skeletons, and a well-placed citadel on their part, what should have been me rolling them over effortlessly, turned into almost a stalemate. They lost more units than I did, and they lost a city, but I think I'll have to bump up my military production even more next time I try to take them on.
 
I'm in the middle of a game that involves the Evil Spirits as an AI, and I have to say; those skeletons are powerful. I went into war against them, when according to Info Addicts, my military power more than doubled theirs, and I out-teched them by 5 techs. Thanks to those skeletons, and a well-placed citadel on their part, what should have been me rolling them over effortlessly, turned into almost a stalemate. They lost more units than I did, and they lost a city, but I think I'll have to bump up my military production even more next time I try to take them on.

Do you mean the Skeletons or the Spectres? The Skeletons should be scaled such that they're weaker than the standard melee unit for the era, but the code I added to handle the AI summoning them does cause greater numbers to get summoned during wartime, so they may have spammed quite a few after the war started. On the other hand, the Spectres are scaled to be pretty strong, and can be spontaneously summoned at the start of the war depending on what spell the AI chooses to use (which is determined randomly). If Mima has a lot of Crypts, then I can see a bunch of Spectres appearing could have swung the balance of the war quite a bit.

I remember I had to rush to get her finished when I released her last year, so I never really got to play against her much -- just enough to test that the code was actually firing for her. Nice to see that she can be a tough opponent at times. :D

Also, Dr. Weil is nearly complete, so I'm hoping to get him released by Christmas!
 
Do you mean the Skeletons or the Spectres? The Skeletons should be scaled such that they're weaker than the standard melee unit for the era, but the code I added to handle the AI summoning them does cause greater numbers to get summoned during wartime, so they may have spammed quite a few after the war started. On the other hand, the Spectres are scaled to be pretty strong, and can be spontaneously summoned at the start of the war depending on what spell the AI chooses to use (which is determined randomly). If Mima has a lot of Crypts, then I can see a bunch of Spectres appearing could have swung the balance of the war quite a bit.

I remember I had to rush to get her finished when I released her last year, so I never really got to play against her much -- just enough to test that the code was actually firing for her. Nice to see that she can be a tough opponent at times. :D

Also, Dr. Weil is nearly complete, so I'm hoping to get him released by Christmas!

No, it was for sure the skeletons. I had Line Infantry (Enlightenment Era), while Mima only had tech for Musketmen, and her skeletons were stronger individually than my Line Infantry. The only thing I can think of is maybe the Enlightenment Era mod decreases the Musketmen combat ability, and your code for the skeleton uses the Musketman's original combat strength?
 
No, it was for sure the skeletons. I had Line Infantry (Enlightenment Era), while Mima only had tech for Musketmen, and her skeletons were stronger individually than my Line Infantry. The only thing I can think of is maybe the Enlightenment Era mod decreases the Musketmen combat ability, and your code for the skeleton uses the Musketman's original combat strength?

Hmm... well, the code for the Skeletons doesn't actually reference a particular unit's strength -- it determines what era Mima is in, and scales their combat strength accordingly. In the Renaissance, they're Strength 20, but in the Industrial era they go up to 28. I do wonder if that's part of the issue -- I was playing a game using FramedArchitect's Ocean Cities mod, which normally allows cities to be founded in the Modern era, but in my game I could start founding them in the Industrial. So I wonder if EE messes up the way the eras are set up, at least for code that is trying to reference GameInfo.Eras. It may be that Mima was in the Enlightenment (despite having Musketmen), and the Skeleton code thought she was in the Industrial, so it made the Skeletons strength 28.

This wouldn't make them stronger than Line Infantry, however, which are strength 30. However, it's possible Mima used one of her other spells when she went to war -- the Enchantment Spell increases the attack of her units by 25%, while the Warding Spell increases their defense by 25%. So this might've boosted the combat strength of her skeletons above that of line infantry.
 
However, it's possible Mima used one of her other spells when she went to war -- the Enchantment Spell increases the attack of her units by 25%, while the Warding Spell increases their defense by 25%. So this might've boosted the combat strength of her skeletons above that of line infantry.

OK, yeah that sounds about right. I was (stupidly, in hindsight) doing most of the attacking. Thankfully, in round 2 I managed to greatly turn the tides with Artillery and Great War Infantry.
 
Well... this is awkward. I was doing a play-test of my Soul Society mod, and you Oni-Clans mod was one of the civs I had as an AI. And, while I was at war, instead of a copy of Soul Society's Great General replacement being spawned, the GG replacement for the Oni-Clans was spawned. Yet, when I adopted Warrior's Code, the correct unit was spawned. I'll try looking through error logging to see if I can figure out just what happened, but in the meantime, I thought I'd let you know about it.

Spoiler :
AIJDk9W.jpg
 
*Adendum: I just realized that the unit I recieved is in fact, not from the Oni Clans mod. Actually, it's not a part of any of the mods I had active at the time... where the hell did it come from?
 
*Adendum: I just realized that the unit I recieved is in fact, not from the Oni Clans mod. Actually, it's not a part of any of the mods I had active at the time... where the hell did it come from?

It looks like the Kishin Chief model. When I updated the Oni Clans, I added an event where you could receive a unique Kishin Chief unit, a combat-capable version of the Kishin. However, it seems to be bugged in that the Kishin Chief will periodically spawn in or be gifted to other civilizations.

I'm starting to wonder if the culprit may be the Great General promotion -- the Kishin Chief is supposed to provide the same bonus as a Great General, so I gave them the promotion, but I know from recent discussion that that promotion is how Great Generals are spawned. So maybe the game is spawning Kishin Chiefs instead of normal Great Generals (or their replacements)?

I'll have to play around with the mod and tweak the Kishin Chief to try and solve the problem.
 
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