European Middle Ages Mod Resurrection

When I said the Cog graphics may not be working, I meant the actual unit animation as it is in the game. Sorry for the confusion... I'm not very aware of how the unit files are set up, so I thought the Art folder had all the unit animation stuff, so when I saw a folder with only 2 files, I assumed some were missing, nevertheless...

I went into worldbuilder and placed a cog and a caravel unit on the map. They are identical. I similarly did that with Galleass, and it showed up as a Galleon.

I'm not certain if it is a glitch in my installation, or if it's a bug with the mod, but I suspect several animations may not be coming out in game. I placed a number of units on map, and many of them come out the same as the basic units (swordsman, axeman, etc)... as I don't know exactly which units have new unit graphics, and which have yet to be added, I'm not certain whether these are bugs or units yet to have unique art and animations added.

Anyhow, if you added Cog animations and Galleass animations, these don't seem to be working as I place units on the map. Again, this could be my installation.
 
I wonder if Silk bonus should be taken off as a on-map resource, and added, instead, as a wonder produced resource, 2 or more of which the wonder would give to the owner to trade (as Broadway and Rocknroll in the regular game). Perhaps the Silk Road could be a wonder, not a project, and the Silk bonus would also add some % to build the other projects and wonders. Silk Road would not be a prerequisite for the projects and wonders of the Silk Road victory, but would enhance build speed of all. The eventual Silk Road victory would be, in effect, wresting of control of the Silk Road from the owner of the Silk Road Wonder, or if the victor has the wonder, establishing a unbreakable stranglehold on the route.
 
@Head Serf: re: Envoy not exploring:
I looked at UnitInfos.xml, and found the problem:
Change <Combat>NONE</Combat> to <Combat>UNITCOMBAT_RECON</Combat> and the envoy will explore!

Just as a side note, I was thrown for a loop in game by the use of the great artist as envoy - maybe we can come up with some new art? Same for caravan (great merchant art). I'm no good at 3D art, but maybe we can find some good replacements somewhere.

-Laina
 
If we remove the sewers building and reduce hospitals, I'm worried that health will be near impossible to control, so I'll have to do some testing to see if this would work well.

I agree that health should be controllable - my intent with removing Sewers (+2 health) and changing Hospital from +3 to +2 is to make healthiness a bit harder to achieve. I think building 3 +1 health buildings instead of 1 +3 health building will be a better challenge. Also, I think I've added enough health buildings to offset the decrease. Though, you're right - only in-game testing will tell! We can come up with a few more health buildings if needed.

Seems good, here are some of my thoughts: Gallows seems like a building no one would ever want to build! The small 10% city maintenance seems neglegable compared to -1 happiness. Maybe -25% maintenence? Vintner's Cellar, maybe should provide +1 happiness from wine also? La Sorbonne, is that +25% in that city or all cities? Either way it seems underpowered or overpowered.

Yes, you're right - I agree that -25% would make the Gallows more, ahem, attractive. Also, that's a great idea for Vintner's Cellar!

I hadn't thought through La Sorbonne that well - but I wanted to create a universal science wonder, as none other exists (Al Azhar University req's Islam.) What do you think about +25% science and +10% GPBR in the host city, and +10% science in all other cities?

Judaism was supposed to be a "weaker" religion, one to be trampled on, along with Paganism, by the big three. And Judaism has never really been very interested with people converting to their religion.

That's what I suspected - and I think that adds an interesting twist to the game. This was only really a problem because it made the Keep the only option for gaining +1 influence (since I couldn't deliberately spread Judaism to my new cities). However, I think I've neutralized this with the addition of Belfry. I do think Judaism should at least have something - even if it's only a temple.

Missionaries no longer have a building requirement, that change was made long before I arrived, does anyone who was here then know why?
I agree with Craig - I think missionaries should require a building, and I think monastery is the most natural choice. Anybody opposed to reverting back to the monastery/missionary combo?

Reliquary needs to be redone, for instance, why would a Muslim nation want to use their Great Saint to build a building that provides Christian relics?
Agreed! It seemed odd that my Jewish Holy City gained Christian relics from the Reliquary - it seemed like a waste of great person. How about if we make religion-specific shrines? That's the way vanilla was set up, although each shrine was identical.

The Arawak and Iriquois should be alone, the Arawak were essentially conquered upon arrival, and the Iriquois were too far inland and inaccesable for a realistic conquest at the time of the mod.
OK - Makes sense, I just wanted to check, as the other Contact/Conquests had a prereq relationship. I think they were on different land masses anyway - Arawak in Hispaniola, and Iroquois in North America. (If I'm remembering my Howard Zinn properly.)

-Laina
 
I wonder if Silk bonus should be taken off as a on-map resource, and added, instead, as a wonder produced resource, 2 or more of which the wonder would give to the owner to trade.

Another idea in the same vein - if silk remains as is (accessible by caravan), silk should provide for accelerated production of the Silk Road project.
 
Ok, here's the new envoy graphics. I removed the skull from his hand, the feathers from his hat, and gave him the sword from the explorers. I tried to give it explorer animations also, but it kept putting the arm in strange positions (coming out of the opposite shoulder!) so I decided to keep using artist animations. The new graphics are on the right.
Envoy.JPG
 
Depending on what you are looking for, Fall from Heaven II has a number of medieval type units that might be worth using.
 
The new envoy looks much better! It looks like you were able to remove the great person glow. If you haven't already - can you shrink him a little? I've noticed the great people are slightly larger than regular units.

For the caravan, if the glow was removed and he was shrunk to normal size also, he'd might be ok as is.

Here are some other nice medieval looking units: seZereth's Empire Units.

-Laina
 
The religious victory being discussed in the main forum might fit nicely as a new victory condition for our mod... though I think something like 75&#37; would be more appropriate, as all religions are not on equal footing in our mod.

Any thoughts? -L
 
You are not being redundant. The units you linked are not in FfH, at least not yet. He or she is a very prolific and an excellent artist.
 
Although that does remind me of an idea that has been kicking around in my brain for a while...

I know there are a number of spaceship victories already, so we may not want to add these...

But how about the idea of a Religious Spaceship victory. The projects and wonders would all be religious buildings.

I was thinking they could be called Holy Roman Empire, Caliphate and Third Rome Victories. Some of the components and modules might be... Papal (Prelate/Islamic) Blessing, Defender of Christiandom/Islam, Seding of Authority by Electors/Sultans, etc. Some of these, for instance, the Papal Blessing, would require a resource that the Holy Shrine in the religion's Holy City produces... for instance, the Catholic Shrine (is it the Dome of St. Peter?) would also produce 2 Papal Authority resources. These would either reduce build times for some (not all) of the spaceship components, or even be necessary... granted, the civ with the Holy City would have an advantage towards this type of victory, but if the resource is set highly valued by the AI, the Holy City would also be a target.

Anyhow, just an idea in broad strokes...
 
Oh! Pardon me, it seems I'm not very insightful today... :blush:

Maybe it would be a good idea to expand the readme to include a victory overview, and perhaps briefly review any other major changes in operation from vanilla (how religions are founded (non-tech), holy city wonders, etc.) In-game changes that are obvious (techs, units, buildings, etc.) need not be mentioned. Just a thought!

By the way, I just noticed that I was included on the readme as a mod author... I am honored! :)

-Laina
 
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