JFD and Janboruta's Civilisations

I swear it was someone else who brought up Scythia, but regardless Jifford is referring to your comments r.e. Leopold rather than the civ request; his design is inspired by an ideal of how history could've gone for the Player to pursue, as alluded to in the E&D article.

As it is I can tell you that Jifford only cares for one Scythian leader, and a design based on him would no doubt be very alien to the image in one's head; instead as the message referenced there being only one Scythia (presumably being LS') then Tar's Massagatae would be of interest...
 
I swear it was someone else who brought up Scythia, but regardless Jifford is referring to your comments r.e. Leopold rather than the civ request; his design is inspired by an ideal of how history could've gone for the Player to pursue, as alluded to in the E&D article.

As it is I can tell you that Jifford only cares for one Scythian leader, and a design based on him would no doubt be very alien to the image in one's head; instead as the message referenced there being only one Scythia (presumably being LS') then Tar's Massagatae would be of interest...

What leader would that be?
 
I have a first world problem that I was hoping that someone could point me to a existing thread or help me. I use JFD's Alt leader mod, because I love the way it organizes the civilizations. So, with The Swedes (Erik) mod, it doesn't fix nicely into Sweden and triggers my OCD. Could someone guide me what to change to get the Name and civ graphic aligned so that Erik will show as a leader under Sweden? Thanks.
 
I have a first world problem that I was hoping that someone could point me to a existing thread or help me. I use JFD's Alt leader mod, because I love the way it organizes the civilizations. So, with The Swedes (Erik) mod, it doesn't fix nicely into Sweden and triggers my OCD. Could someone guide me what to change to get the Name and civ graphic aligned so that Erik will show as a leader under Sweden? Thanks.

The mod name would be changed by editing the mod's .modinfo file; the categorisation under TAL is handled through the DerivativeCiv column value in Civilizations, which you'd add onto the existing Civilizations insert with the value 'CIVILIZATION_SWEDEN' or w/e vanilla Sweden is. These files are found in your MODS folder, under Documents. Also worth noting that changing the mod name might stop steam from finding workshop updates for it idk how it works.
 
when I played as Caracalla and declared a war on another civ, I got Citizen Cavalries nearby each city of mine instead of capital and conquered cities, which made my horse resource become negative.
 

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Today i start some games as Belgium (leopold II) and at least, the first part of the UA is not working. When you found a city no plantation resource are improved. When this happen to me i think : "well, maybe cause i dont have calendar reseached, the UA can´t do his job" so i start in classical era, and it "works" in some random way: some times you had 1 plantation resource improved, but the vast majority of the times you get NO resources imroved, and never beyond the first ring of tiles.
I don`t know if its working well, if that´s the case, maybe description should be changed to something like "upon researching calendar ,small chance of a random plantation resource are improved when you settle a new city next to it" and this is like it sounds; PRETTY WEAK , if not ,its not working...

I was playing only with Leopold II belgium enabled.

Thanks for you efforts and thanks for still doing good civs and gameplay mods.
 
Was the resource in 2 tiles?

Plantation Resources within two tiles are improved when a city is founded.

Yes ,in fact after i read your message, and for being totally sure, i try again several times (about ten) with plantation resources in the first and 2nd ring of tiles around the city (sometimes in both) and don't works.
After that, i try starting in classical era (and i try another ten times), and again it "works" at the random way i explain in my previous message; only ONE resource, only A CHANCE , and only in ADJACENT city tiles...
 
Within two tiles, the resource can't be improved already, and you must have Calendar since otherwise you won't have the rerequisite Improvement to improve them with. You also must own the tile. Updated to remove the requirement that you own the tile beforehand.
 
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Have small bug report on 2 of your civs, hope this is right place to report them:

Vladimir:
- UA: upon combat in owned territory, I'm not receiving any Great Writer Points. Attached the logs.
- When opening Victory Progress screen "Unable to load texture JFD_Vladimir_AlphaAtlas_48.dds

Laos:
- UU Uparaja: War Elephant effectively only has +67%: it gets the +100% promotion, but also has another one giving -33% against cities. Assume the -33% should not be there?

In case relevant, besides some other civ mods I'm only playing with gameplay mods CD v17, EE v7, HR v45 and More Lux v155

Thanks!
 

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UU: UPARAJA
  • Replaces Great General.
  • Spawns two War Elephants.
  • War Elephants have 100% Combat Strength versus cities.
  • War Elephants have double Moves in Jungle and Forest.

 
Some feedback on Norway (Haakon IV):

UU Birkebeiner:
- Seems to always have double movement on hills, irregardless of enemy in own territory. Snow & tundra double movement when enemy in own territory works well.

UU Skeid:
- Weird one: when I built my second Skeid, it got the icon of a War Elephant (?). Had Laos in my game..

Not sure if you still support HR but preferred religion now is Catholicism instead of Forn Siðr (wikia)

Using gameplay mods CD v17, EE v7, HR v45 and More Lux v155
 

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  • Norway Birkebeiner.zip
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67 + 33 = 100
What reply are you looking for that you keep on coming back to this? I can read JFD's description of the civ, but when it says that a trait gives 100% and it effectively only gives 67% due to probably an overlooked standard negative promotion (so 100% MINUS 33%...) then the two are not in line...
 
Hello there, quick question because the overhauls: Are alle the mod-supports like Events & Decision than taken out of your Civilizations?
But thank you for still bringing so many new Civs!
 
What reply are you looking for that you keep on coming back to this? I can read JFD's description of the civ, but when it says that a trait gives 100% and it effectively only gives 67% due to probably an overlooked standard negative promotion (so 100% MINUS 33%...) then the two are not in line...

The bonus is 100%. The effective bonus is 67%. If the bonus were stated as 67%, that would then read as effectively 34%, and so forth. It's not overlooked.
 
Got a CTD during the AI's Kongo (Afonso I) turn; believe around turn 23... posting the logs here

Using CP v89, CD v17, EE v7, ML v155, HR v45 and your latest RtP mods
 

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I can't help with CTDs if you're using the CP, esp. since the latest version is getting quite a few reports with them - recommend reverting to v88 or disabling until its fixed. I might advise against CulDiv until its update though.
 
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