Exotic Unit Pack - Mod Collaboration Thread

Update: Camel Bowman and Camel Rifleman both operational, with updated artwork. Still using generic Icons/Flags/Promotion Icons, but will work on that next.

Still to do: Building, Wonder, more artwork for resources, etc.
 
OK - here is the draft version of the units/buildings. The icons/flags I'm suggesting are inside the red box. The other icons are things I found during the search, and left in just in case you saw something you liked better.

Let me know if these are OK, and I'll finish up the mod.

upload_2017-12-2_16-10-9.jpeg
 
OK. Will wrap this up. Will need similar discussion & information on any elephant units you'd like include.
 
Oh ok.

So, for elephants, the earliest use for them was in 4500 BC, according to Wikipedia. So, let's say they're unlocked in the ancient era with the Bronze working technology.

I think converting the ivory resource to a strategic resource would be fine. Since strategic resources need a tech to unlock, let's say the "elephants" are revealed with trapping.

In the Ancient/Classical eras, they're just stronger horsemen that are slightly slower. Obviously have the feared elephant promotion. However, they are much more expensive to build.

I think that would be a good starting point.
 
Hold that thought. "Class Photo" of the two units. I've tested them with a few attacks against other units, towns, and barbarians. No issues yet.

upload_2017-12-2_16-38-0.jpeg


Now - the buildings, but they are easy/quick. Then add "Camels" as a strategic resource. Takes a bit longer, as I'll need to produce some original artwork and art ain't my specialty....
 
About the Camel buildings. Both only buildable in a city on or adjacent to a desert tile.

Camel Market (CM) available at Horseback Riding. Produces 1 Camel strategic resource. Should it provide anything else? Gold? Extra trade route? Increase gold and/or culture on existing trade routes? Any building required in city to build this one - caravansary?

The Souk (SaJ) adds 2 camels for each CM (will have to research that to see if I can implement that. If not, I'll think of something and suggest it to you). Adds Happiness. How much? Adds production for desert tiles worked in the city? Should it be available at Horseback Riding or does something like Currency or Guilds make more sense?

About the "must have at least 1 CM built" concept. I agree, but the way that particular data structure works is a little odd. I can set it for 1 CM, but on the largest 3 map sizes, the game will force it to 2 CMs. I think that's actually pretty cool, but let me know if we need to look at another criterion.
 
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I do think the camel market should give something else. Probably gold. I think the extra trade route makes sense too, considering it is a sort of trade-ish kinda building. I don't think you should be required to build anything before being able to build that.

I think the Souk should add 4 happiness? I think that's a pretty good number. As for when it's available, I'd say guilds would be good. If the concept of the Souk is to show off the camels and sell them, the Medieval era would make sense, as contact with enough civs should be established by that point. (Not that that's a requirement. I'm just saying, it makes sense in my mind.)

I guess 2 CMs work too. It would still keep it in balance while also not forcing players to settle desert tiles.
 
Ok - making those changes now. The buildings are in, and working as designed. All that's left is to add the "Camel" strategic resource, then adjust the units to require them and the buildings to produce them.
 
Not sure how much more I can get done today. Here is the mod as it currently stands:

https://forums.civfanatics.com/resources/camels-for-all-beta.26587/

It adds both units and both buildings. They appear to be working. Only issue at the moment is the "Souk al Jamal" is set up as a National Wonder, but it seems to be showing up in the "Buildings" section of the Civilopedia. Spent way toooooo much time trying to fix that. Will add the note to the bottom of my list and get to it later.

Made some adjustments to the buildings' specs - to make them better align with the way normal Civ V buildings & national wonders are scoped. I've tested all of the stats and they appear to work:

1. CM: Adds +1 Camel, +2 gold, +15% gold, +1 Merchant Specialist slot
2. SaJ: Adds +1 Production on Desert tiles, +2 Merchant Specialist slots, +1 Trade Route

Still need to add the "Camel" as a resource, then set up the units to require Camels and the buildings to produce it. And a little clean up of the text keys. Should have that done tomorrow.

Appreciate any testing feedback you have. The mod should be pretty stable, as it's only XML-based. May want to use IGE with it to speed up testing.

Thanks
 
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