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Gedemon's Civilization, development thread

Discussion in 'Gedemon's Civilization, a total overhaul project' started by Gedemon, May 7, 2017.

  1. Gedemon

    Gedemon Modder Moderator

    Joined:
    Oct 4, 2004
    Messages:
    7,240
    Location:
    France
    Yes, or said differently, if there are modding benefits that are specific to R&F, then I'll have to make the mod fully compatible with the expansion if I want to access them.
     
  2. heinous_hat

    heinous_hat Chieftain

    Joined:
    Sep 28, 2010
    Messages:
    544
    Location:
    under the weather
    I haven't watched any videos demonstrating the new mechanics, so it's hard to judge the substance. From reading the discussions though, I'm pretty sure I don't like their approach to governors... more "card game" symmetry between players; entirely positive traits; hideous artwork. Ugh.

    However, the more game hooks with dedicated UI, the better for modding, I think. Along with the underwhelming governor design, we have a framework that could possibly hold more interesting things... e.g. idiosyncratic traits for governors; nice big panel for custom art; more ways to add modifiers at the city level. The biggest problem here might be implementing per player or per culture governor choices, since they seem to have made that deliberately broad. We'll see...

    I'll probably buy the expansion with some Amazon promotional credit I've accumulated. Generally, the more disagreeable I find something, the greater the impulse to actively mod, so I'll share my findings here when it comes along.
     
    Knasp likes this.
  3. Gedemon

    Gedemon Modder Moderator

    Joined:
    Oct 4, 2004
    Messages:
    7,240
    Location:
    France
    Update on gitHub
    Code:
    - remove R&F ruleset when the mod is activated (as it's incompatible)
    - remove Corps and Armies
    - reduce warmongers penalties
    - remove all wars type (including "joint wars") except "surprise wars" as it's the only one that can directly affect third-parties diplomatic relations (positive or negative modifiers)
    - remove near border warning when having open border agreement
    - remove "close to victory" modifiers
    - raise values of some diplomatic modifiers to give more weight to DoF, alliances, denunciation for third party civilizations (ie if civA don't like civB, it will like you more if you denounce or DoW civB)
    - bug fix: an error could occurs during cities turns because of an incorrect call to a debug function
    - bug fix: prevent an error when a captured city object is nil after capture (razed ?)
     
  4. Gedemon

    Gedemon Modder Moderator

    Joined:
    Oct 4, 2004
    Messages:
    7,240
    Location:
    France
    Another update on gitHub, still testing a few things with what's open to modding in relation to Diplomacy...
    Code:
    - move Alliance to Feudalism civic
    - an Alliance now means that you declare wars both defensively and offensively with the other member of the Alliance.
    - move Defensive Pact to Early Empire civic
    - research agreement buffed, but requires an Alliance
    - Defensive Pact available when Friendly
    - bug fix : Luxuries should be available to trade for Neutral relation
     

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