LS Civilization Set

I had the pack with Scythia enabled (but the other two civilizations deleted) and it caused a couple of errors. Pasture showed up twice when researching Animal Husbandry and barbarian camps spawn empty.
 
@PastureGlitch
Was not worthy an update, to fix manually:
In Scythian folder, look for XML file related to Unit. There search for <Builds> and delete '<PrereqTech>TECH_ANIMAL...' line.

@BarbarianSpawn
I don't think it is related. I can't even imagine possible fatal interaction with other mod.

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Slowly redesigning Tibet; (mainly remove late-game bonus).
UA: Golden Age cost reduced by 50%. Some magic bonus during Golden Ages. (so far "during Golden Age converts Faith into Culture")
UU: Knight, +33% against archer units, +1 Combat Strength per level.
UB: Shrine, 'slowly', however I think that Happiness might be included.
 
Maybe +1 Happiness per 2 eras of existence? I do like that Golden Age idea, and making the Knight get more directly stronger.

In any case it definitely is less turtley than the previous Tibet, this makes them something of a religious cousin to Persia, where the aim is to make a big but very solid and connected empire intent on being in as many golden ages as possible. (of course they dropped the ball on Persia by making their building a Bank instead of a Market...last I remembered the Achaemanids had their power in antiquity, not in the Renaissance)

Random thingies:

Whyever does Tahiti no longer have cities getting a Work Boat at Sailing? That helps get them up immensely since a lot of them are inevitably in places where the only improvements are in the water.

I kinda figured a good naval civ for that 'maritime city-states give unique naval units' would be Croatia or Ragusa. Naples or Pisa would be okay but Eastern Europe can always do with a bit more love. (there will probably never be a Belarus civ though)

The Zapotec could be a good New World civ! That would be a decent place to use the Ball Court - maybe a Colosseum that's at Masonry and gives extra (insert yield) based on the level of a unit stationed inside? They do have several named rulers one could use, and a handful of decent city names.
 
@PastureGlitch
Was not worthy an update, to fix manually:
In Scythian folder, look for XML file related to Unit. There search for <Builds> and delete '<PrereqTech>TECH_ANIMAL...' line.

@BarbarianSpawn
I don't think it is related. I can't even imagine possible fatal interaction with other mod.

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It turns out the barbarian glitch was being caused by a combination of errors in other mods.
 
Whyever does Tahiti no longer have cities getting a Work Boat at Sailing? That helps get them up immensely since a lot of them are inevitably in places where the only improvements are in the water.
First reason was to simplify the ability, second was about rare scenarios, when player or, even worse, AI ends up with pointless Work Boat. Anyway, trireme with Change Port and building Fishing Boats (5 turns standard) should solve this.

I kinda figured a good naval civ for that 'maritime city-states give unique naval units' would be Croatia or Ragusa. Naples or Pisa would be okay but Eastern Europe can always do with a bit more love. (there will probably never be a Belarus civ though
Not really interested in neither Easter Europe or Italian kingdoms. I was thinking about making this ability an exploration policy.

The Zapotec could be a good New World civ! That would be a decent place to use the Ball Court - maybe a Colosseum that's at Masonry and gives extra (insert yield) based on the level of a unit stationed inside? They do have several named rulers one could use, and a handful of decent city names.
Ballcourt, colloseum, not bad. Anyway, proper civ request template:
1. An idea (gameplay). I am quite choosy though.
2. DoM text.
3. City names.
4. Spy names.

Seems harsh, but civilization may be done within two hours.

Spoiler Olmec :
33xheev.jpg
 
That's Po Ngbe.
 
Nah, Zapotecs would be something like this:
Spoiler :
kyPXHrJ.png

Defeated: 'I know what is the fate of defeated team...'


I remember that some time ago I was posting some loose ideas and one I can recall. Bonus from clearing Barbarian camp. Let's see what is made currently:
~Triple Gold (yield bonus, not really interesting)
~Chance to spawn an unit (random, meh)

Opportunities:
~bonus would be early (at least on maps I play) and have short time window, therefore it is opening option of stronger UU, UC2 or secondary UA effect.
~smashing barbarians 'smash them' mini-game early; some mobile early game UU
~AI friendly

Interesting bonus is a tricky part. So far I haven't thought up anything better than Ancient Ruin bonus (or own unique bonuses).
 
JFD pulled out of making the Zapotecs with us, and we had a full civ design + more. Interested?
 
I remember (Holy Sites, Missionaires). I am looking on the code I have sent you. Unfortunately, I have already detected one bug (city instance has no SaveData). If you haven't change the design I will have to look into it (anyway, always remember to test my code in game :p, I cannot be even sure if I close everything with 'ends').

Above ghost leaderscreen was a never used varation of Olmec, but if you want I can send you it (though you already made a leaderscreen).

You have lua, art, JFD will handle database and more lua if needed. Dunno how can I help you. Oh, unless you want my orthodox design (no unique missionares!):
UA - Holy Sites spawn land military units (not specific, copy-paste from Sioux). I would probably put this Barbarian Camp thing just because I have such desire.
UU - combat, bonus versus barbarian, converts enemy into barbarian once (remember that you wanted Wololo badly)
UB - well, creating one Holy Site nearby should be fine (restrict building to terrain type?). However, Ballcourt would be nice UB as well.


--MoreArt
Spoiler :
r0roex.jpg


Spoiler :
kGsQXqu.jpg

Background is important.
 
This Summer something begins...

Spoiler :
5b2nwy.jpg

3 hours, but worth it.
Anyway, you win cookie if you know who is he.
 
Could it be Stephen Du&#353;an?
 
I remember that some time ago I was posting some loose ideas and one I can recall. Bonus from clearing Barbarian camp. Let's see what is made currently:
~Triple Gold (yield bonus, not really interesting)
~Chance to spawn an unit (random, meh)

Opportunities:
~bonus would be early (at least on maps I play) and have short time window, therefore it is opening option of stronger UU, UC2 or secondary UA effect.
~smashing barbarians 'smash them' mini-game early; some mobile early game UU
~AI friendly

Interesting bonus is a tricky part. So far I haven't thought up anything better than Ancient Ruin bonus (or own unique bonuses).

I recall that in civilization revolution the mongols had an UA where barbarian camps became cities when cleared. Would that be codeable?
 
That background is extremely recognizable ;)
Maybe in soviet Bosnia Solitude. Anyway 3D enviroment beats photos so much that I can sacrifice people extremely familiar to some places.

Could it be Stephen Dušan?
First of all, cookies are for knowledge, not wild guesses. Though you were surprisingly close.

I recall that in civilization revolution the mongols had an UA where barbarian camps became cities when cleared. Would that be codeable?
Yes, it is. However, there are reasonable concerns about it (bad locations, a lot of cities). Maybe something like pseudo-city would work? Barbarian camp turns to your side, generating units for you, what do you think?
 
I believe it may potentially be even more broken, at least with normal cities you run the risk of them being in awful locations, balancing them somewhat, keeping them just spawning units would give you a hell of a strong army.
 
First of all, cookies are for knowledge, not wild guesses. Though you were surprisingly close.

Hmmmmmm... so it's the Balkans then?

I'm either gonna go with Skandenberg and Albania, Corvinus or someone else for Hungary, or posssibblyy Bosnia, but I couldn't guess at his name here. I'm not sure really, my knowledge is terrible, no cookies for me! :sad:
 
I believe it may potentially be even more broken, at least with normal cities you run the risk of them being in awful locations, balancing them somewhat, keeping them just spawning units would give you a hell of a strong army.
And it would be too close to Germany. Though, if bonus would be random:
{New City, Barbarian Camp joins you, ...}
It might be interesting. UU, warrior, 3 (4?) movement, barbarian bonus, detects nearby barbarian camps (6 radius?).




--No point in guesses. It is a leader you would have to known to guess, but if you know a leader then there is no guess. :)

Spoiler Upgrade :
67i1vl.jpg
 
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