LS Civilization Set

By the way why aren't you using this for the Hashashin symbol?
Ismail_lion_7.png

Eh, that's a symbol more for Ismailism as a whole. Given the Hashshashin civ concept isn't religion-oriented (though maybe the GG replacement should be able to spread religion? or their Citadels give some Faith since they're pretty much meant to represent the mountain fortresses anyway? Seems like piling stuff on), and how it's a somewhat busy symbol hard to make out at lower res, it doesn't seem a nice fit. The ever-noticable stylized A is a nice icon regardless of context, plus it helps to get the casual viewer to realize, whoa wait, these are like the Assassin's Creed guys aren't they? Neato, subscribing, instead of just looking like some hard to pronounce Arabian civ.

As for images to help, I kind of like this one for the Fida'i, he's not an important character but has a kind of inconspicuous foot-soldier look.

For the Rafiq, there is this artwork, though credit ought to be given even if it is to be heavily photoshopped. The leaderhead you had for Hassan seems fine.
 
I've been trying to get a few of your civs, but something's not right. If I try your Dropbox link, the download always fails (I tried several times). I tried subscribing through Steam, but they wouldn't download. I unsubscribed, then subscribed again, and it looked like Steam downloaded them, but I can't find them and they don't appear in the mod list. What am I doing wrong?

*edit*

Finally got it to download. I dunno what the issue was, but now I can enjoy the couple Civs I really wanted. Especially the Cherokee and Numidians; their UAs are awesome.
 
Wow, i just gone through the description of all the civ sets...
And realised i should've downloaded them long ago!!!!
 
Imbangala isn't working properly for me. Capturing barbarian camps has just given me brutes because of the gonzo, but no cities.
 
Much likely the brutes are the issue.
Newly created unit doesn't trigger SetXY event. Adding serialevent would solve issue for human player; in case of AI only check on the end of turn would give 100% reliability.

Copy that code to ImbangalaCore.lua file:
Code:
Events.SerialEventUnitCreated.Add(function(player, unit, hexVec, unitType)
	if Players[player]:GetCivilizationType() == ImbID then
		local bUnit = Players[player]:GetUnitByID(unit);
		if bUnit then
			OBxy(player, unit, bUnit:GetX(), bUnit:GetY())	
		end
	end
end)

@edit
I think I beat Simeon: link.
 
It's beautiful

Not sure anyone can beat Simeon though. I love the way the chandelier over his head looks like a halo.
on that topic if you ever have time, I wonder if you could make me an alternate lua file for Bulgaria that works on declaration of friendship instead of research agreements? I tried to do it myself but it turns out that mangling bits of code without really knowing what you are doing can only go so far
 
Yes, Simeon has this knee-perspective, you bow before his mayesty. He doesn't care about peasants like you, he is just sitting there in glory like a monument. Yes, just like a monument. :think: Anyway, he steals the screen everytime appearing.
On the other hand, this one isn't so dark, background quality fits the leader so I am looking forward to see it in game.

Bulgaria Civ Related.lua (open in notebook)
line 20 replace with:
Code:
if pPlayer:IsDoF(i) then
Make a backup file in case of future updates.

How do I make leaderheads? Google and photoshop.
 
Ty for the code, will test tomorrow.
Also updated Bulgaria text since I noticed I carried over [ICON_SCIENCE] rather than [ICON_RESEARCH] in the literary school desc
 
Nope, that didn't work. Gained a brute but not a city.

Also, I have some city-state replacement replacements in mind that won't clash with other mods like the following do:

For Romania, I've changed it so Bucharest's replacement is Nicosia. Though I see AgressiveWimp's Switzerland has also added it. But it's certainly better than La Paz, since Leugi's civilizations are quite prolific.

Really, the main one is Nepal to cut down on yet another Montevideo. Thimphu was once used in one of JFD's replacements before he switched it out to something European to keep the same art style and music feel. It doesn't appear to be in use now, and Kathmandu's things would work better for it than Montevideo.

Other than that, nothing else is really amiss from the sets I use other than Sofia, but my replacement will clash with other mods and Sofia's down on Bulgaria's city list anyway. Other than you have misspelled Sarnath in Tibet as Sarnarth.
 
Scythia and Tibet text uploaded.

Question about Kingdom of Jerusalem's UA (for the record, I preferred :c5goldenage: upon holy city capture to the current religion founding thing):

Is it possible to transfer the founder belief of a religion to the person who controls the holy city? And if not directly, can you remove the religion and then refound it under the name of the controller of the holy city, with all the same tenets?



Further, could you do something like: UA - upon X occuring, found a religion which comes in with its own set of beliefs already chosen. Reason being, before I actually tried Lithuania with the whole early expansion thingy that was described a few pages back (which is actually really cool), I wondered if you could have the UA as, when you found a pantheon found 'paganism' with like:
-Founder: +2 gold for cities next to forest
-Follower: +1 defence per adjacent forest
-Follower: +3 happiness per shrine (and have sacred grove as a forest UI with +faith and stuff)
-Enhancer: friendly lands combat bonus
And then you have the Lithuanian bonuses forever, balanced by the fact that you cant have another religion. Ofc the Lithuanian you made is more historical, with the strong bonuses being lost when religion comes in, whereas this is a 'what if they never converted' sort of thing. Obviously Lithuania do not need changing, but might be an idea for another civ.
 
Scythia and Tibet text uploaded.

Question about Kingdom of Jerusalem's UA (for the record, I preferred :c5goldenage: upon holy city capture to the current religion founding thing):
I think Golden Age was too similar to Tomatekh's Goths I was using. New one is also something more than yield bonus.

Is it possible to transfer the founder belief of a religion to the person who controls the holy city? And if not directly, can you remove the religion and then refound it under the name of the controller of the holy city, with all the same tenets?
Well, it is what Jerusalem does in some way. The point is that one civ cannot have more than one religion at the same time.

Further, could you do something like: UA - upon X occuring, found a religion which comes in with its own set of beliefs already chosen. Reason being, before I actually tried Lithuania with the whole early expansion thingy that was described a few pages back (which is actually really cool), I wondered if you could have the UA as, when you found a pantheon found 'paganism' with like:
-Founder: +2 gold for cities next to forest
-Follower: +1 defence per adjacent forest
-Follower: +3 happiness per shrine (and have sacred grove as a forest UI with +faith and stuff)
-Enhancer: friendly lands combat bonus
And then you have the Lithuanian bonuses forever, balanced by the fact that you cant have another religion. Ofc the Lithuanian you made is more historical, with the strong bonuses being lost when religion comes in, whereas this is a 'what if they never converted' sort of thing. Obviously Lithuania do not need changing, but might be an idea for another civ.
It is what my Papal States do (except that beliefs are chosen from existing pool).
However, you cannot make beliefs restricted to one civ (all other civs will be able to pick those beliefs).

I wanted to make once a civ that can do schism (new religion with exact same beliefs as existing one), but there is essential issue with Reformation beliefs.
 
Nope. Brutes clearing barbarian camps did nothing in both instances. One might have been on the outskirts of the minimum city distance, but that does not excuse the second camp.
 
Nope. Brutes clearing barbarian camps did nothing in both instances. One might have been on the outskirts of the minimum city distance, but that does not excuse the second camp.
In this case, I predict the issue is not on my side and I am unable to help with current amount of information. Checking logs might help.


Be brave, it is just some text you should write. Updates.
  • Set II
    • Sioux Unique Unit can now move into rival territory, but bonus combat strength from merging is reduced from 6 to 4.
    • Sioux second Unique Component is now Tipi Camp (UI); can be built on plains; available at trapping; grants 2/3/4 random yield (combination of Food, Production, Faith, Culture; rebuilding Tipi will not trick my code so deal with 4 faith after all religions are founded) depending on distance to your nearest city (the further the greater bonus).
      I am gonna need Barbarian Camp like improvement for new civilization.
  • Set VI
    • Added hokath's text.
    • Tatars' bug may be fixed now.
    • Lithuanian UA simplified (extra defense is added to cities unconnected with capital)
  • Set VII
    • Added hokath's text.
    • Numidian UA and UB switched back...
    • Cherokee UA now triggers if civilization your diplomat is visiting have at least one unknown to you technology (so, just like spies instead being based on overall number of techs known). In addition I think I fixed it not working when not schmoozing. My bad after all.
  • Set XI
    • Added hokath's text.
    • Isreali Yeshiva grants +2 Faith, but no longer generates Free Great Person of your choice.
    • Hungarian UA grants ancient ruins bonus from clearing Barbarian camps and +15% Combat bonus against barbarians.
    • Hungarian Vegvar is no longer receiving Faith and Culture from kills.
    • Viking new leaderscreen.
    • Longship can move through ocean only for first 10 turns after built. (created land units are no longer recieving sentry promotion)
    • Berserker has +1 movement and in addition for every 15 HP missing his combat Strength is increased by 1. (well, you may not like it, but AI is not using Blitz, which was making old one quite meh)
    • I am happy with Vikings now.

Sets 8, 10, 12 have not hokath's text yet.

Anyway, the Goths are fully designed:
UA: Can destroy World Wonders in captured cities for instant bonus. (gold + one of the following: free tech, policy, great person or golden age)
UU: Gadrauhts; Spearman with no anti-mounted promotion, but can obtain (repeatedly) promotion creating additional Gadrauhts nearby and granting +1 Combat Strength.
UI: Gothic Camp; +25% defense; available instantly; cannot be built adjacent to other Gothic Camp. Destroyed if enemy enter the tile (25 gold earned). If built adjacent to city it grants additional bonus: (+10% production of military land units/+10 XP for trained military units/+2 Iron and Horse resources; maybe some more options). General concept is making cities a factory of units in cost of surrounding tiles (Gothic Camps yield no bonuses). In Starcraft II I think Terrans can add Reactors/Labs to the buildings; it may be compared to it.

Almost forget. Since I can't stand Casimir voice ("Jak Ci się podoba moja oferta" die, please) I am gonna upload Poland lead by Stephen Bathory soon (including only small changes to Winged Hussars).
 
Great work on the sets!

Anyway, the Goths are fully designed:
UA: Can destroy World Wonders in captured cities for instant bonus. (gold + one of the following: free tech, policy, great person or golden age)
UU: Gadrauhts; Spearman with no anti-mounted promotion, but can obtain (repeatedly) promotion creating additional Gadrauhts nearby and granting +1 Combat Strength.
UI: Gothic Camp; +25% defense; available instantly; cannot be built adjacent to other Gothic Camp. Destroyed if enemy enter the tile (25 gold earned). If built adjacent to city it grants additional bonus: (+10% production of military land units/+10 XP for trained military units/+2 Iron and Horse resources; maybe some more options). General concept is making cities a factory of units in cost of surrounding tiles (Gothic Camps yield no bonuses). In Starcraft II I think Terrans can add Reactors/Labs to the buildings; it may be compared to it.

Sounds really fun, will have to try a warmonger game against a few of the wonder hoarders with this guys. Do you have to decide immediately upon capturing the city whether to destroy a wonder or can you do so at any time in an annexed/puppeted city?

Obviously I haven't tried the Gothic Camp yet, but if you feel they need a buff a thought I've had for a UI would be very strong yields but only for so many turns after a declaration of war with a major civilization. As always, not sure if possible :lol:
 
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