Cyphose
y tho
- Joined
- Feb 1, 2016
- Messages
- 181
Hey, CivFanatics modders! I'm Cyphose, and I'm new here (well, newly registered anyway--I've been lurking for a few weeks now). Side note: If I dun goofed with some aspect of this topic, just let me know (or delete it or move it or whatever's necessary); genuine newbie here. I recently got into modding and this forum has been invaluable in setting me straight and helping me with a lot of issues. Combined with looking up other mods and reverse-engineering to solve my problems, I've gotten by some fairly complicated stuff (at least for a new modder like me) with relative ease.
I've got a pretty ambitious project to mess with all the existing Civs and change their Uniques around (or add some new ones) that further develop a theme and feel to each one, since I find that, generally speaking, base game Civs aren't that distinct from one another. Obviously that's a lot of work, so the mod is very much a WIP, but it's slowly and steadily being fleshed out.
With that, and my lack of expertise, in mind, no time was wasted in running into a few roadblocks. I try my best to solve them on my own, but sometimes nothing I find really answers my question(s). So instead of flooding the forum every time I'm drawing a blank, I figured I'd keep my questions compact into one topic.
Ok, cool. Enough with the introductions then, onto the questions that have been giving me grief for the last few days or so:
Note that these UAs (or anything I end up putting here) are just for display; that might be how it ends up, it might not. I might add things (which subsequently raise questions that I post here), I might take them away. Balance is less of an issue at these early stages in the mod, because I'd rather figure out my limits first. As they say, "you were so busy trying to find out whether you could that you didn't stop to think whether you should" (or something to that effect).
Those are all the questions I have on me for the moment. Again, I try to investigate the answers to these sorts of things myself, but sometimes I reach the end of my rope. I'll try to use this as a last resort so as to not needlessly burden you guys with questions that may have simple answers I didn't take the time to figure out.
Thank you in advance to anyone who takes the time to answer my questions!
I've got a pretty ambitious project to mess with all the existing Civs and change their Uniques around (or add some new ones) that further develop a theme and feel to each one, since I find that, generally speaking, base game Civs aren't that distinct from one another. Obviously that's a lot of work, so the mod is very much a WIP, but it's slowly and steadily being fleshed out.
With that, and my lack of expertise, in mind, no time was wasted in running into a few roadblocks. I try my best to solve them on my own, but sometimes nothing I find really answers my question(s). So instead of flooding the forum every time I'm drawing a blank, I figured I'd keep my questions compact into one topic.
Ok, cool. Enough with the introductions then, onto the questions that have been giving me grief for the last few days or so:
Let's say I want to change Arabia's UA to something like this:
Numbers obviously malleable. The question I have here is twofold:
And the other major problem I've been looking to solve; let's say I want to change Poland's UA to something a bit more tame, but with cooler potential gameplay impact:
The question I have here is fairly straightforward: how do I prevent the adoption of a certain Policy (obviously all the opener types in the database) from increasing subsequent Culture costs (essentially making it a "free" Policy)?
House of Wisdom
Gain Science upon adopting a Social Policy equal to 50% of its Culture cost. Enter a Golden Age each time an Era is advanced.
Numbers obviously malleable. The question I have here is twofold:
- Is there any way to grant a flat Science boost to a Civilization? Tracking the Policy cost was enough of an issue (there's really no single command to just give you Policy cost, so I had to settle on a turn-by-turn calculation), but the more I investigate the Science aspect, the less confident I am that it's feasible. After rifling through every corner of the internet, I've only come across varying degrees of "it's not possible without C++/DLL modding." Is this true, or does it require a fancy workaround through dummy buildings or something similar?
- How can you track when someone advances an Era? I know how to check what Era they're currently in, but not when it changes. I suppose it could be done by simply tracking the Techs someone owns, but that would require some incredibly comprehensive and inefficient checks.
And the other major problem I've been looking to solve; let's say I want to change Poland's UA to something a bit more tame, but with cooler potential gameplay impact:
Solidarity
Adopting a new Social Policy tree does not increase the Culture cost of the next Policy.
The question I have here is fairly straightforward: how do I prevent the adoption of a certain Policy (obviously all the opener types in the database) from increasing subsequent Culture costs (essentially making it a "free" Policy)?
Note that these UAs (or anything I end up putting here) are just for display; that might be how it ends up, it might not. I might add things (which subsequently raise questions that I post here), I might take them away. Balance is less of an issue at these early stages in the mod, because I'd rather figure out my limits first. As they say, "you were so busy trying to find out whether you could that you didn't stop to think whether you should" (or something to that effect).
Those are all the questions I have on me for the moment. Again, I try to investigate the answers to these sorts of things myself, but sometimes I reach the end of my rope. I'll try to use this as a last resort so as to not needlessly burden you guys with questions that may have simple answers I didn't take the time to figure out.
Thank you in advance to anyone who takes the time to answer my questions!