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Jarcast's civilizations

Discussion in 'Civ5 - New Civilizations' started by jarcast2, Feb 12, 2018.

  1. jarcast2

    jarcast2 Warlord

    Joined:
    Jan 10, 2018
    Messages:
    113
    Location:
    Gallia Belgica
    SLGray and 1760s like this.
  2. Curlysnail

    Curlysnail Chieftain

    Joined:
    Jul 29, 2019
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    Male
    These are all very cool my dude!
     
  3. jarcast2

    jarcast2 Warlord

    Joined:
    Jan 10, 2018
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    Location:
    Gallia Belgica
    New update for the Kalbids.

    Much probably it will be my last mod.
    Doing everything alone takes me a lot of time and sometimes I find it's not even worth the effort.
    I have a lot of civs in my mind and I like to mod, I like the challenge of writing the code in the right way so that a cool and sometimes convoluted mechanic can come to life, but when my desire to open ModBuddy meets the daunting amount of work needed to complete a civ I just lose any will to do it.

    If I ever retrieve that will, I will finish the Etruscans that are 70% done (I still have doubts about the design tho) and maybe make the Holy Roman Empire under Frederick II as I already have map and leader art (the ones that are the most a pain in the ass to make, thanks Tarmont) but stil need a nice design and I have no idea about it except the flavor so that's it.
    There's a possibility I will make the other civs I planned with really shi*tty art but for now I give up on modding.

    If someone is ever interested in making my civs or just giving a hand, here are my designs: link .

    Thanks to the people who supported me and the ones who helped me modding, like Chrisy15, TopHat, DMS, Grant, JFD, the OCP discord server and others I have surely forgotten.
     
    Last edited: Aug 8, 2019
  4. Asterix Rage

    Asterix Rage Warlord

    Joined:
    Jun 6, 2010
    Messages:
    1,425
    There are 5 civs officialy VP compatible. If I make the Promo Icons for them in few days, will you make an ultimate uptade?
     
  5. jarcast2

    jarcast2 Warlord

    Joined:
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    Location:
    Gallia Belgica
    Yes, why not. Go for it.
     
  6. Asterix Rage

    Asterix Rage Warlord

    Joined:
    Jun 6, 2010
    Messages:
    1,425
  7. yerbinho

    yerbinho Chieftain

    Joined:
    Feb 15, 2016
    Messages:
    75
    Location:
    Valencia ,Spain
    Playing the Kalbids; only this mod and E&D:
    - when you finish tradition, you get a regular aqueduct instead a Qanat AND you can build the Qanat after that.
    - Maybe GP appears very often, i get 2 GE, 1 GM and 1 GW in less than 100 turns (standard speed).

    I like much the art, sinergy between the UA, UB and UU, and the focus on growth.
    Very good civ, yes sir!
     
  8. gwennog

    gwennog Warlord

    Joined:
    May 31, 2015
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    Gender:
    Male
    Location:
    France
    Hello Jarcast,


    Playing your Kalbids mod three times with vox populi. I like it, graphism, mechanisms ans synergy but he's really too powerful. To compare the UA with Indonesian, this one will have at most two luxury resources per city, the Kalbid can have 15 - 20 !

    I think it's not necessary to turn everything into bonus resource, maybe keep the pistachios (for me the pistachio is a luxury dish :crazyeye:) as a luxury resource and convert the other two.
    And maybe to moderate the spread of the plantations, to make that the qanat produces fresh water only on hills (and mountains?) adjacent to the cities, which corresponds to the functioning of the qanat and will limit the tiles of fresh water.

    Qanat, for Vox populi, it isn't too powerful compared to the reservoir harrapa of India. I think that the higher cost is not necessary and that it can even have another bonus (I tested with a +1 :c5goldenage:Golden Age Points on plantations, it seems to me in the atmosphere of this civilization :))

    Thank you for your job and I hope you will continue because your civilizations are original.
     
  9. jarcast2

    jarcast2 Warlord

    Joined:
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    Location:
    Gallia Belgica
    I was thinking to reduce the GP point from 1 to 0.5 or even 0.25 if they spawn a lot.
    For the policy bug much probably Firaxis has to be blamed as they consider building_aqueduct and not buildingclass_aqueduct when they give it.
    I made a quick fix. If you cannot wait for the update you can open the Kalbids_Functions.lua file and add this at the end of the file
    Spoiler fix aqueduct :

    how it works: the turn after adopting the tradition finisher it turns the aqueducts into qanats.

    Code:
    function QanatTraditionFinisherFix(iPlayer)
        local pPlayer = Players[iPlayer]
        if (pPlayer:GetCivilizationType() == iCiv and pPlayer:IsAlive()) and not isUsingCBO then
            if pPlayer:HasPolicy(GameInfo.Policies["POLICY_TRADITION_FINISHER"].ID) then
                local count = 0
                for pCity in pPlayer:Cities() do
                    if pCity:IsHasBuilding(AqueductID) and count < 5 then
                        pCity:SetNumRealBuilding(AqueductID, 0);
                        pCity:SetNumRealBuilding(UBQanat, 1);
                        count = count +1
                    end
                end
            end 
        end
    end
    
    if JFD_IsCivilisationActive(iCiv) then GameEvents.PlayerDoTurn.Add(QanatTraditionFinisherFix) end;


    In the testing game I did, the city with highest number of UA resources had mostly 7 combined. The fact that you obtain a lot is the purpose and flavor of the UA. But I noticed that the VP AI values them very cheaply, about 1 normal luxury = 3 Kalbid luxuries, so even if you have a lot of them the gains from trade are lower than the ones from other luxuries.

    If you play Vox Populi they are still luxury resources, I turned them into bonus only for those who not play VP. EDIT: And it was necessary because it was quite unbalanced otherwise.

    The qanat allows you to gain a lot of UA resources from which you can immediately enjoy the related monopoly bonuses (+3 gold from orange tiles, +2 science from pistachio tiles). Hence I feel that adding more to the building would be too much. If adding the GAP bonus doesn't brake the game much I'll think about adding it. It's just 3 lines of sql.
     
  10. yerbinho

    yerbinho Chieftain

    Joined:
    Feb 15, 2016
    Messages:
    75
    Location:
    Valencia ,Spain
    Thanks for the Kalbid update!

    -I find more balanced 0´5 per resource, but i have a question about this part of the UA: when you found another city, ¿the great person points goes to that city, or goes to the capital? 10 turns after i settle my 2nd city, no great person counters appears on that city (having 2 different resources), so i assume all GP points earned these way goes to the capital...

    -Now when you finish tradition you get a free maintenance regular aqueduct AND in the next turn a Qanat with maintenance is already constructed :crazyeye:!!
     
  11. jarcast2

    jarcast2 Warlord

    Joined:
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    Location:
    Gallia Belgica
    In the new update both on steam and on civfanatics I nerfed down to 0.5 points per resource tile that counts toward the specific city and do not accrue to the capital.

    Spoiler example :
    Code:
    pCity:ChangeSpecialistGreatPersonProgressTimes100(GameInfoTypes["SPECIALIST_ARTIST"], bonus*100)


    In the last important update I finally solved the issue of the free aqueduct from completing the tradition policy branch.
    As Firaxis made impossible to remove free buildings with lua I had to go the other way around. If the city has a free aqueduct then the city cannot build the qanat anymore and any already present copy of qanat is removed but the free aqueduct gets all the abilities of the qanat, so basically you have a qanat but the icon and the name says aqueduct.
    Cities that haven't the free aqueduct can build qanat as normal once researched engineering.

    Oh, and Pistachio only is now back as luxury resource. Orange and prickly pear keep being bonus.
     
  12. jarcast2

    jarcast2 Warlord

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    Location:
    Gallia Belgica
    If my will to code from scratch falters, my desire to mod does not.
    Another project adds to the list below Etruscans and HRE Frederick II straigh outta Reinassance Italy.



    I was lucky enough to find resources from which it was pretty easy to make art that does not totally suck so this civ has high probability to be released in the future depending on how my allergy to modbuddy develops (hopefully before the end of this year).
    Spoiler teaser :





    Feedbacks, suggestions on the design are welcome.
     
    SLGray and 1760s like this.
  13. Sword_Of_Geddon

    Sword_Of_Geddon Mysterious Jungle Warrior

    Joined:
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    New England, USA
    Interesting. Here is an Italian civ I've not heard of. Nice job!

    I need to brush up more on Italy. I know of the major city states in Upper Italy, Venice, Florence, Pisa etc, never heard of this one.
     
  14. jarcast2

    jarcast2 Warlord

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    Location:
    Gallia Belgica
    Navajo updated

    Changelog:
    - slightly reduced the amount of Musician points upon blessing ritual construction
    - changed effect of UU Hataali: removed great people points, added healing of all owned units by 33HP when expended, holy sites heal stationing units by 15HP, adjacent units by 5HP.
    - added custom unit promotion icons thanks to Asterix Rage
    - fixed blessing chants being purchasable by other civs
    - fixed issues related to 3rd-4th unique components for VP mod compatibility
     
    Last edited: Sep 8, 2019
    Asterix Rage likes this.
  15. jarcast2

    jarcast2 Warlord

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    Gallia Belgica
    Urbino released!



    Spoiler VOX POPULI CHANGES :
    UA: Protecting or allying with City States rewards Artist points and boost Great People generation (max 30%)

    Preview | Download | Steam Workshop
     
    1760s, SLGray and Asterix Rage like this.
  16. jarcast2

    jarcast2 Warlord

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    Jan 10, 2018
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    Location:
    Gallia Belgica
    Samnites updated

    Changelog:
    - added custom promotion icons thanks to AsterixRage;
    - removed user setting option for additional unique components, now they activate automatically when the intended mod is enabled (More Unique Component for Vox Populi);
    - changed first greeting diplomacy text;
    - fixed and nerfed some CBP xml events;
    - other minor fixes.

    Kalbid Emirate updated

    Changelog:
    - added custom promotion icons for Saqaliba abilities thanks to AsterixRage;
    - fixed a bug by which when both Kalbids and Samnites mod are enabled the text for Kalbids breaks because of xml issues with Map Labels mod compatibility.
     
  17. Kobjante

    Kobjante Chieftain

    Joined:
    Mar 28, 2016
    Messages:
    37
    The game still comes to a crash, as I have said you inbox, Jarcast. I am sending you the lua and the database
     

    Attached Files:

  18. Kobjante

    Kobjante Chieftain

    Joined:
    Mar 28, 2016
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    37
    I tested the Duchy of Urbino. Please take a look at this photo. Instead of appearing the scriptorium, it's appearing the great writer.
     

    Attached Files:

  19. jarcast2

    jarcast2 Warlord

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    Location:
    Gallia Belgica
    The last row in the lua.log says:
    Code:
    [31037.437] LocalCityResourcesSpeedWondersBuildings: ImprovementCompleted was fired with a value of 3
    and given the fact you have activated a ton of mods then for sure there is another mod creating conflict because that message doesn't come from my Kalbids mod. :think:
    Urbino has its unique writers and artists list but probably you are not using the Enhanced User Interface and iirc the vanilla game decides at random which unique to show in the DOM screen* so it's only a graphic thing that should not affect the gameplay. If in the civilopedia you can find the Scriptorium then it's loaded normally.

    *when there are more than 2
     
    Last edited: Oct 2, 2019
  20. KittyKat3120

    KittyKat3120 Warlord

    Joined:
    Oct 13, 2018
    Messages:
    107
    Hey so I was wondering if you'll make the civs compatible with Enginseer's Events Development mod as well?
     

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