Discussion in 'C2C mod mods' started by Toffer90, May 17, 2015.
Possible but not programmed to enable it currently.
Spawn XML is date based only at the moment.
Civics - v0.1.2 - Reboot
- Only prehistoric changes.
- Extensive changes to tech tree.
- 2 new buildings: "Butchers Hut" & "Flatbread Maker"
- General balancing and tweaks are numerous.
There is already a Butchery building in the prehistoric why do we need two?
I moved the butchery to livestock domestication and made it replace the butchers hut.
Edit: Bakery replaces the Flatbread maker.
What effect does it have on the "Omega Child Crew" or whatever it is called?
That one, but also, did you look into the OLD civics, and what they affected? Meaning, things like the seed camp, and other agricultural items, because i believe, the OLD civics had alot of things involved that only were affected by these civics, and putting YOURs inplace, affected a negative on these, maybe, ?? cant remember everything??
It provides the RawMeat manufacture bonus which is needed to build the omega child crew.
@SO: I'm not following you, are you talking to me or DH in your last post?
You . . .
I've made civics affect more buildings than the OLD civics did.... Still not sure what you meant in that last post though.
what did you mean by "affected a negative on these" ? for example.
Toffer's C2C modmod v0.1.2.2
Yes, I renamed the modmod.
-Building requirement and resource revealing logic overhaul for prehistoric era.
-fixed a few odds and ends that were wrong
-increased barb activity for slower than normal gamespeed
-barb city spawn probability is now the same for all difficulties, this means I reduced it for the hard difficulties and increased it for the easy difficulties. This has nothing to do with difficulty and is an important game feature that should be right for all difficulties; not to high nor too low.
-Attempted to increase the usefulness of some of the prehistoric wonders.
PS: tested for SVN Rev.8710 compatability
Toffer's C2C modmod v0.1.3
-Refined the tech tree for prehistoric. (Like moving "Heat Treatment"/Earthenware/"Bread Making" closer to "Controlled Fire" tech.)
-Made the earliest wonders cheaper to build.
-Made some changes to the Mapuche culture. (earlier available; it's unit, "Ironwood Clubman" has been rebalanced to this adjustment.)
Hi Toffer, i'm about to play with your changes.
That is as soon as i will change all civics to your new ones, especially for the civilizations from the modmod and for my use of Azurians Empire Earth.
I think it would have been a better method to keep the civic tags and simply ername them, therefor no problems with any other modmods.
Alas, i have some spare time on my hand and will figure it out sooner or later.
In additon it would make my task easier if you can provide a list of your changes to the civics (abandonded ones and new ones).
At this point, that is a mystery even to me.... Is it the favourite civic you have to change for the additional civs? In that case you should just use your own judgment as to what might be a good fit.
This would be the new initial civic list for CivilizationInfos.xml :
A warning before you start doing alot of work, at this point this modmod more or less only covers the prehistoric part of the game. Just so you know. The rest is somewhat scrambled civic wise.
and it is the favorite civic too.
Could you tell me in addition which are the rplacement techs for earth_oven and nomadic_Lifestyle?
TECH_EARTH_OVEN I deleted; and TECH_EARTHENWARE I created So I guess you could replace all inctances of one with the other.
TECH_NOMADIC_LIFESTYLE was replaced by TECH_COOPERATION
and the old TECH_COOPERATION was replaced by TECH_ARRANGEMENT
Toffer's C2C modmod v0.1.3.1 for SVN Rev.8710
-Made Pastoral Civic require canine domestication and moved canine domestication close to cultural identity.
-Canine domestication now require "controlled fire", hunting and Cultural Identity. (this not only makes pastoral last longer before being replaced but also makes the "nomadic herd" improvement last longer before pasture is invented.)
Archeologic finding: 24,000 BC 50-metre trail of footprints made by a boy of about ten years of age alongside those of a large canid. The size and position of the canid's shortened middle toe in relation to its pads indicates a dog rather than a wolf. The footprints have been dated by soot deposited from the torch the child was carrying.
Toffer's C2C modmod v0.1.3.3 for SVN Rev.8720
-Added Earthenware maker, it is replaced by the terracotta workshop. Terracotta wares has been renamed to earthenware and is produced by the new building.
-Removed carcass manufacture bonus; really, what nation doesn't have access to carcasses...
-"Hunter's Camp" renamed to "Hunting Ground".
-"Hunter's Camp" requires a worked animal resource in city vicinity or a herd. This is the same for the Carrion. Slaughterhouse requires animal resource too but it doesn't need to be in city vicinity.
-All other "X_Animal hunter's camp" now requires the hunting ground.
-Renamed Butchers hut to Meat Chief. It now requires scavenging AND (Carrion OR Hunting Ground)
-Added a new tech after canine domestication called Herding. It enables nomadic herd improvement and pastoral civic as well as most animal herd buildings.
-Made the game start in year 200 000 BC and increased the amount of turns for it to reach 40 000 BC. It is 500 turns on eternity and 50 turns on normal.
-The amount of turns between 40 000 BC and 10 000 BC is now 1000 turns on eternity and 100 turns on normal.
-time passes by slower and slower as game progress on all game-speeds now. Before it only did this for eternity and eons. This should make the "1000 years before doubling building stat" feature more interesting again.
wait for an update; I forgot to make animals spawn before the year 50 000 BC. ^^
200,000 BC? Seriously? Anthropologists aren't even convinced that homo sapiens had evolved by then, let alone behavioural modernity (thinking and acting like modern man).
Separate names with a comma.