NAERALITH REBORN: New Civ 5 Design and Implementation Thread

thanks RLAF :)

im struggling to add traits... we had initially planned to have multiple traits for each civ, however im not sure its possible... if anyone has any ideas on how to add traits itd be much appreciated (Ive even tried simply renaming the roman trait for Rylonia, but it causese some pretty wierd errors with te Dawn of Man loading screen :/)
 
A large number of the traits that you listed are based on functions that existed in civ 4 (foreign trade, commerce) in addition civ 5 appears to have abandoned the notion of factions and multiple traits per leader.

Therefore, unless you do some additional coding, that may or may not be possible right now, you will need to create a single trait and a single leader with the elements of those traits adjusted for the new system in civ 5. This information can be found in the traits.xml and the affects you desire added individually.

An example of this is ghandi's population growth trait that is listed as follow:

Spoiler :
Code:
<Row>
    <Type>TRAIT_POPULATION_GROWTH</Type>
    <Description>TXT_KEY_TRAIT_POPULATION_GROWTH</Description>
    <ShortDescription>TXT_KEY_TRAIT_POPULATION_GROWTH_SHORT</ShortDescription>
    <CityUnhappinessModifier>100</CityUnhappinessModifier>
    <PopulationUnhappinessModifier>-50</PopulationUnhappinessModifier>
</Row>

So first add something similar into traits then add that trait to your leader. Also you mentioned that you are running dawn of man.. is there some reason you are testing your new leaders within another mod?

Edit: After going through your trait lists, it seems like the civs are the last thing you want to work on. Many of them will require lua in addition to creating new resources, specialists (and some buildings). I would recommend starting with resources, then buildings, then a few civs that use those, then specialists and possibly mechanics, then civs that use those. Err if this is just commenting about traits working wierdly and you are actually doing all that, then ignore this ^^;
 
thanks for the reply Evalis, i was worried that would be the case with traits and its what i suspected :(

Because its been quite a few years since last i modded i had actually decided to follow Kaels guide regarding adding civs, and i figured id simply create the placeholder civs for the mean time and incorporate some of the art ive made for the mod already (civ icons). I do agree that adding civs last would be the logical thing to do, and Alzara and I also came to that conclusion but im using civ creation as a way of breaking me back into modding ;)

Also when i say dawn of man i dont mean the mod ;) i mean the 'dawn of man' loading screen or DOM :p
 
ITS ALIVE! Ive managed to get the traits for both Rylonia and Scarthia working as follows:

Rylonia:
20% extra Production to all buildings that have already been built in the capital.
+33% Gold discount when purchasing tiles. Can spend Gold to annex or puppet an allied City-State.
Birth Rate of Great Generals increased by 33% and Great General Combat Bonus increased by 15%.

Scarthia:
Unhappiness from number of Cities doubled, Unhappiness from number of Citizens halved.
Golden Ages last 50% longer. During a Golden age, units recieve +1 movement and have +10% combat strength.
Choose one more Belief than normal when you found a Religion.

basically ive mashed a few of the core civ traits together. these are obviously not balanced yet but numbers will be easy to tweek, and really, these are just placeholder traits till Al or I figure out how to implement the more complicated stuff.

Im going to keep adding in the basics for the civs for now, again just to get back into modding. then ill take a propper look at resources :)
 
Ralaeya added :D their trait acts as follows:

Gain 90 Influence with a Great Person gift to a City-State. When declaring friendship, Ralaeya and their friend gain a +10% boost to Great Person generation.
Birth Rate of Great People throughout the civilization increased by 100%.
City-State Influence degrades at half and recovers at twice the normal rate.

I toyed with the idea of dropping the GPP birth rate bonus to 40 or 50%, but im not certain.

-----------------

I also just noticed that my civ icons are working everywhere *Except* on their City info bar (ie the icon next to the AI civ city names) these icons seem to still be vanilla icons. Im not sure why this is, but ill have to have a look into it propperly after work today.
 
Newetah and Godembai are added. i even did a bit of a work around to get godembai's traits to work as i had planned (mostly) Im working on Lewenkai now.

ill post the traits up after work, this is just a quick update!
 
Newetah

Birth rate of Great People increased by 100%.
All cities start with a free Shrine.
Choose one more Belief than normal when you found a Religion.


Godembai:

75% less Unhappiness from number of Cities, Unhappiness from number of Citizens increased by 25%.
All cities get +1 food from Desert, Tundra and Plains tiles.
Melee and Ranged units ignore terrain movement penalties, and Recon units gain the 'Survivalism I' promotion.

Lewenkai

Occupied cities produce no Unhappiness.
Worked Freyalillies (just using spice as a placeholder) resources produce +2 culture and +2 gold.
Units need 25% less Experience to level up.

--------------------

With lewenkai i don't know if the -25% EXP required for level up actually works. and i would rather add in an ability that adds in a free Nobel specialist to each city. to do this i first need to actually mod in the specialists :P so im looking into how to do that now.
 
You can likely use religions to simulate your ideas about alignments. They do have some diplomatic impact, positive and negative, and may be tailored to fit your needs.
Not a bad idea, assuming the code can be simplified to just keep the diplomatic influence and then add what's needed.
 
its a possibility. itd be interesting if we could run 2 systems, for alignments and religion that are separate but able to influence each other (such that a civ following infernalism would become more evil), or an evil civ is more likely to adopt infernalism.) though im not savvy enough to know the full ins and outs of all that just yet. Alignments will likely be one of the additions we leave till the DLL is released.
 
just a small update, i haven't had much of a chance to mod this week because my computer shat itself and needed to be reformatted. fortunately i was able to save the mod as it stands and all is good now. on top of this work has been pretty intense. i hope to get a lot more done this coming week. I intend to add a few more civilizations and then start work on specialists and great people.

RLAF has also offered to help out, for which i am extremely grateful for, and has been working on resources and adding the new Pigment Yield.

I am still waiting for Al to send me the Tech tree that was coded a while ago, and once RLAF finished his work on resources etc we will be able to code in a few more civs that rely on pigments, and start work on Units and buildings.
 
RLAF has also offered to help out, for which i am extremely grateful for, and has been working on resources and adding the new Pigment Yield.

I am still waiting for Al to send me the Tech tree that was coded a while ago, and once RLAF finished his work on resources etc we will be able to code in a few more civs that rely on pigments, and start work on Units and buildings.
And hopefully, I will be able to finish that up this week. I've been awful busy myself, as I had a conference during the second half of last week. I got a fair amount done on resources nonetheless, so I should be able to get it done fairly soon.
Thankfully, things will be more relaxed this week.
 
And hopefully, I will be able to finish that up this week. I've been awful busy myself, as I had a conference during the second half of last week. I got a fair amount done on resources nonetheless, so I should be able to get it done fairly soon.
Thankfully, things will be more relaxed this week.

Thats awesome news RLAF :D i look forward to adding it to the mod, itll just be a matter of adding icon graphics... and the font icons... *shudder* thats gonna be tricky from what ive seen on the forums.
 
Ok, so ive had some major (by my standards :p) breakthroughs with the mod today.

first: I have successfully added all the specialists, including sorcerer, priest, noble, and slave, and i simply updated the scientist and artist to be a sage and bard respectively. Merchant and engineer are the same as vanilla so no need to touch them :D

second: RLAF was able to add in the strategic and bonus resources to the code, and ive been busy combining it to the main mod, and tying up some loose ends. i still have a fair bit to go before they are functioning, and i have only had a brief look at modding the 3d graphics for all of them (thats going to be a tricky part i suspect!) but were getting there slowly!

third: after banging my head against a wall about adding the Pigments tile yields to the mod RLAF had also added most of the code for this as well! yay! so i spent most of today strugging to get the font icons to work so that the pigment icon displayed correctly, and after hours of trying, i finally go it to work with the aid of Whoward69's mods in his steam workshop! (highly recommended!) Now i have to look at calculating pigment yields throughout the empire and how they will be spent. i suspect this will also take quite a while for me to get my head around.

but over all im just overjoyed that i got the font icons to work :D

*happydance*
 
im so close to having added my first fully functional resource! all i need to do is be able to open and edit these accursed Gr2 files and update the texture paths!

i can almost smell the win!

EDIT: can anyone say 'WINNING'? i got fraeyalillies to work, graphics and all! :D i haven't yet tried to see if the improved versions work, but im fairly sure i did it all properly.

attachment.php


EDIT: oh yes, and the fraeyalillies do actually produce pigments, but the yield isnt working on properly yet. :p
 
Awsome! It's good to see progress with this mod. I've been following it since Alzara started the design on the Civ IV version, and it is nice to see things happening.
 
Awsome! It's good to see progress with this mod. I've been following it since Alzara started the design on the Civ IV version, and it is nice to see things happening.

i agree :D im so happy to finally be getting this ball rolling, gets me motivated which gives me inspiration which gets me more motivated :D. positive feedback loops for the win :p
 
im so close to having added my first fully functional resource! all i need to do is be able to open and edit these accursed Gr2 files and update the texture paths!

i can almost smell the win!

EDIT: can anyone say 'WINNING'? i got fraeyalillies to work, graphics and all! :D i haven't yet tried to see if the improved versions work, but im fairly sure i did it all properly.

attachment.php


EDIT: oh yes, and the fraeyalillies do actually produce pigments, but the yield isnt working on properly yet. :p

Very nice :goodjob:

It would be great if you could post the files for the Fraeyalillies graphics in the database :)
 
EDIT: oh yes, and the fraeyalillies do actually produce pigments, but the yield isnt working on properly yet. :p
See, that has me stumped. Maybe someone can give us some insight into this. I basically used the same format as the other (CivV G&K) yields in the civvyields.xml for pigments. So, the code should be correct...

Edit: Is there anyone who's familiar with the process of adding new yields that could give us some insight maybe?
 
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