Ngomele civilization, a modmodmod for Orbis

And I browsed the Gameinfo folder... Whatever, thanks for pointing this out :)

I will do what I said. First buildings, improving all tiles of a city at once. Then, rituals. Maybe those could improve tiles beyond the city the project is built in. I'm sure I could link this to the number of owned Nature nodes.

On another subject: how do you (everyone who might read, not just Valkrionn) pronounce Ngomele? I'm not a native speaker of English, so I pronounce it "ngo mé lé", with an "ng" which is not an "n" followed by a "g" but an actual "ng" (for technical terms, a velar nasal). "o" as in French "tôt" and "é" as in French "blé". In IPA, it simply is /ŋomele/.

I'm a linguistic geek... Forgive me for this geeky question :p
 
And I browsed the Gameinfo folder... Whatever, thanks for pointing this out :)

I will do what I said. First buildings, improving all tiles of a city at once. Then, rituals. Maybe those could improve tiles beyond the city the project is built in. I'm sure I could link this to the number of owned Nature nodes.

On another subject: how do you (everyone who might read, not just Valkrionn) pronounce Ngomele? I'm not a native speaker of English, so I pronounce it "ngo mé lé", with an "ng" which is not an "n" followed by a "g" but an actual "ng" (for technical terms, a velar nasal). "o" as in French "tôt" and "é" as in French "blé". In IPA, it simply is /ŋomele/.

I'm a linguistic geek... Forgive me for this geeky question :p

Glad to help. :lol:

Over all, I like the idea. My only issue would be if the buildings granted actual improvements rather than base tile yields... If all tiles are covered with one improvement, how do you support :food: :commerce: and :hammers:?

I've been pronouncing it 'N go meh lee'. Phonics ftw. :lol:
 
No no, when I say "improve", I mean in terms of yields. Each building will modify the terrain yields without adding improvements all over them. It will function as the Levee, for example :)
 
In that case, very nice idea. :lol: A cap for the amount of yields would be necessary though... Maybe a sliding scale? As in, up to 10 yield total... But whether you want all 10 :hammers:, or 3:food: 3:hammers: 4:commerce: is up to you. Allows for a finite cap, while letting you specialize your cities... No idea how you'd code it though. :p
 
I'll see how to make a cap. I don't know if anything has this kind of feature (just for understanding it, I'll steal later :p). However, I could also make the building so that it isn't too much. The ritual could have a duration.

I'll add production bonus too for some units. Like cow, pig or sheep for warrior units. I really like this kind of bonus and it's a shame it's not that used.
 
I've been reading it as Ngo mehl, or !omehl (! is a click)
 
@Valkrionn: I didn't see your post before answering in the Doviello+ thread. It's perfectly fine. You may end up finishing this mod before I even start mine! You crazy modder :lol:

@Darksaber1: Nice that you remarked it, since it is intended :)
 
It looks like those Zulu names in cIV, totally weird spellings
 
*I* have just been doing my best to not pronounce it as "gnome l" :p
 
I just realized I'll need to find a diplo music. After spending much of my time searching art, I'll spend it searching music :p
 
how long until we get a bare bones version?
 
I don't know. I'll work this evening, when RL will get her hands off me.
I mostly have to work the buildings and the units. There'll be some python too, so this could take time.
 
screw the music, that can come later... get buildings and python in and then I'll playtest
 
Okay, this sucks.
I just discovered that I can't modify tile yields the same way Levee modify riverside tile yields. I can't add +1:food: to all surrounding plains tiles, for example. I don't know why, I thought I could. How hard to implement would this be? (Ahwaric, I'm asking you! :p)

If I can't, I think I'll go for rituals. They could allow me to do this stuff.
 
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