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First of all, if Civ V doesn't plan on having a Norse civ that is yet another item on the list of reasons I am not going to switch to Civ V for a while. Jeez, what is the matter with those people?

No Mongols, Incans, Spanish, etc. either. Unless two of 'em are part of the two-civ dlc they're selling later on.
 
I just played a bit of Civ V. I didn't play much but it was pretty bad. I don't know, maybe I'm wrong, we'll see what you guys think.
 
I played the demo a bit; I do like the interface a little, and I really like the art style, but overall its whatever.

@veBear: I suggest having Norden as a shortform instead of Norseland. I also personally prefer the adjective Nordic, but thats your call.
 
Sorry, that I interrupt your Civ 5 discussion, but I have question to veBear ;). When will Hayam be ready? If it takes longer I will relase my next version without him and add him in a patch.
 
Well it is rather difficult to get the mouth to be "bigger." Although I agree that the lips should be made thicker. The nose could use some slight widening and I would suggest using the texture of either Mao's suit or Ataturk's hat on Suharto's hat just to make it look a bit more realistic (it looks solid black right now). Other than that it looks great.
 
I will think of it. In the meantime, I shall try to finish Khorosan too, as Indonesia will not be released until after bakuel have finished my Trisula-wielding Silat anyway. dFland, I know a bit about LH personality-making, but are still in the amateur stage. Any hints on what should be changed more often and what should not?

And after a lot of trouble with Hayam, I will release him without the shiny effect that I originally wanted at first, and then maybe come back to him. Suhartos nose will not be made wider at first, but it will be flatter. I shall see what I can do with the hat, but it looks more black on the picture than it does in-game.

The major variables to be edited, in order of importance:

Flavors (Make sure not to go past 10 combined, rank the flavors in terms of preference. Military, Growth, Espionage, REligion, Science, Culture, Gold, Production.)

iWonderConstructRand (Liklihood of building wonders, 0 being unlikely to get -any- wonders and 50 being a wondermonger. Never set below a 10, but 50's fine.)

iBuildUnitProb (Determines how many units the leader will build between 15-40. 15 being not many, and 40 being gigantic stacks of doom.)

iMaxWarRand (Liklihood to go for a full on war. Meaning the goal is to destroy the other civ. 50 is Cobra Commander, 400 is Gandhi. I'd personally never suggest hitting either extreme. Even history's greatest warmongers like the Mongols and Huns typically went for more of a limited war style of conquest, so set that high instead while setting Maxwar to above-average.)

iMaxWarNearbyPowerRatio (Determines how weak a civ has to be for the leader in question to decide they're fit for a full-on 'whipe them out' war. 80 means the leader only goes for the really weak civs, and 130 means they'll go for leaders at the same power level as themselves. This is explicitly for the NEARBY civs.)

iMaxWarDistantPowerRatio (Same as the above, except on a scale of 30-100. 30 being the enemy has to be weak, and 100 being on the same power level as the leader in question. This is for all civs that aren't nearby.)

iMaxWarMinAdjacentLandPercent (This sets how far a civ can be for full on war. 0-4, representing adjacent tiles (0 meaning the two empires don't have to be touching.)

iLimitedWarRand (Like iMaxWarRand, but for the more conventional limited war. 40 being very likely, 200 being not a chance.)

iLimitedWarPowerRatio (Determines how weak a civ has to be for the leader to go for a limited war. 80 being only weak civs, 130 being as powerful as the leader themselves.)

iMakePeaceRand (On a scale of 10-120 how likely a civ is to negotiate for peace. 10 being extremely, 120 being not.)

iSameReligionAttitudeChangeLimit (One of the zealot variables, determines the impact of sharing a state religion. 1 means they're apathetic, 7 means they're a full on zealot.)

iDifferentReligionAttitudeChange (Another zealot variable, determines the the boost for/against having the same state religion. -2 if the leader really cares about religion, up to 0 if they don't.)

iBasePeaceWeight (One of the major warmonger stats on a scale of 1-10, 0 being Golden Horde and 10 being Gandhi.)

iEspionageWeight (On a scale of preferably 80 to 150, 80 being 'eh' towards espionage and 150 being diehard KGB loving types.)

iBaseAttitude (Basically the dispostition the leader's at from the very beginning. -1's for the jerk leaders, 2 for the big diplomacy guys.)

UnitAIWeightModifiers (The unit style preference each leader has. Attack, Attack City, Collateral, City Counter, Reserve, City Defense, City Explore, Counter, Attack Sea, Worker, Pillage, Reserve Sea, all I remember.)
iRefuseToTalkWarThreshold (This I find isn't -too- major, since I never notice -too- much of a difference beyond the extremes. 12 being Tokugawa-esque, 5 being extremely diplomatic. I'd honestly say -never- hit 12. ever. 10's fine as a max.)

iTechTradeKnownPercent (Rates how likely they are to share techs, 100 being isolationists and 0 being "Free techs for everyone!")

iShareWarAttitudeChangeLimit (How much a civ cares that you're using the same civics on a scale between 2-6, with 2 being they don't care and 6 being a nice boost.)

iDemandRebukedSneakProb (The odds of the leader to prepare to declare war on another civ after their request is refused. 0 being unlikley, 100 being extremely likely.)

iDemandRebukedWarProb (Same as above, but -instantly- declare war instead of prepare. 0-50, 0 being unlikely and 50 being extremely likely.)

iWarmongerRespect (This helps the war-loving leaders group together against people like Gandhi and Hatshepsut.)

iRazeCityProb (On a scale of 0-75, how likely a leader is to burn down a city instead of taking it. 0 being unlikely, 75 being extremely likely. I -strongly- recommend never going above 20 except in a few rare cases like maybe Atilla. Most leaders should be at 5 or under, with notorious warmongers between 10-15.)

iCloseBordersAttitudeChange (Determines how much the leader cares about how close another civ is on a scale between -4 to -2. -4 really -hates- close borders, -2 doesn't mind as much.)

iDogpileWarRand (On a scale of 20-100 how likely a civ is to declare war on a civ just because everyone else is. 20 being extremely, 100 being not.)

ImprovementWeightModifiers (Here's where you can set an improvement preference as well.)

iWorseRankDifferenceAttitudeChange (Determines how much a leader cares if you're weaker than them. -3 to 1, with -3 being they don't like the weaker, and 1 being they don't care.)

iBetterRankDifferenceAttitudeChange (Similar to the above, but replace weaker with stronger. -1 means they don't care, 4 means they're really friendly towards the stronger civ.)

iBaseAttackOddsChange (This is normally at 0, but it's fun to set some leaders to 6. Basically this makes them see the wrong odds in combat, making them more likely to attack at times when they shouldn't.)

iAttackOddsChangeRand (Same, except most are at 8, except for barbarians which I think are at 15. Set it between 8 and 15 to skew their perception of the battlefield or make them more aggressive.)

iVassalPowerModifier (Determines on a scale of -20 to 50 how hard it is to vassalize someone, with 50 being impossible and -20 being relatively easy.)
 
Wow ! You are making my country Indonesia's empire ! Appreciate it a lot ! Great work :D
By the way, so far I know Chaiya is located in southern Thailand, not in modern Indonesian history, but yes they're once a part of SriVijaya (an Indonesian empire) before :P
 
I think this thread is more appropiate to show you my progress with the Iwan.
If you want more features like columns etc., please tell me before i start texturing (i think especially this model might get a pain in the ass). The bad news: I'm quite busy this week, so i think you have to be patient.
 
@BenZL43
I know about Sri Vijaya, and I include cities that have been in the empire before (in the Norse civ I am making for CivV I even include Miklagard, the Norse name for Istanbul), though not are anymore. Glad you appriciate my work, and welcome to the forums :cheers:

Thanks for the welcome :D
Keep up the good work ! I'm looking forward to play my own country's nation in the game :)
 
Is that okay?
You said you only wanted that middle-block thing. But i had to add something to make it less plane.
Btw, have you tried a custom model in blender yet?

EDIT: There is no shadow yet, but i guess you know how to do that (i don't)
 
dFland, I have a request for you. I wonder if you would take the task of creating a kind of mad personality for this third and last Khorosan king. If I have the time I might be ablo to release Khorosan (and Indonesia and Hayam and two maps) this weekend.

Can and will do.
 
Just a warning, I might not have Khorosan until sometime next (this upcoming) week, sorry.
Blizzcon sucked out my energy, I'm DMing D&D 3.5 and I'm participating in Deadlands. :crazyeye: I'm going crazy! However, I promise it'll be ready before Friday. Probably by Wednesday.
 
Khossy was a bit of a challenge, but I'm happy with that I've made.
He loves to war, he flip flops diplomatically, he loves to pillage. He's quite dangerous, I'd compare him to a mix between Ragnar and Montezuma II.View attachment 270626
 
A few days ago, i saw your Hayam Wuruk in action for the forst time. Really nice work:goodjob:
Just one question, so please don't get me wrong: Is there any particular reason why the animations of Pacal, Peter or Augustus are so widely used? There are some "culture-neutral" animations (Bismarck and Churchill shouldn't be used for a native american civ f.e.) like Hammurabi, Frederick and Joao II., which i've never seen anywhere...
 
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