1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Pech Civilization (with custom icons) 1.0

Acquire jungle riches from the lost White City as the Pech tribe

  1. slicelonger

    slicelonger Chieftain

    Joined:
    Dec 30, 2016
    Messages:
    12
    Gender:
    Male
    slicelonger submitted a new resource:

    Pech Civilization - Acquire jungle riches from the lost White City as the Pech tribe

    Updates with v. 1.0 (release version): Removed inherent +1 food to jungle tiles for balancing. Jungle Wood Mills now provide +1 food to jungle tiles after researching the Colonialism civic.

    Read more about this resource...
     
    Last edited: Jan 21, 2017
  2. NerdByFate

    NerdByFate Chieftain

    Joined:
    Oct 7, 2016
    Messages:
    92
    Location:
    United States
    Lel, 1,000,000 gold but only 3.5 gold per turn. xP
     
  3. slicelonger

    slicelonger Chieftain

    Joined:
    Dec 30, 2016
    Messages:
    12
    Gender:
    Male
  4. alphy

    alphy Chieftain

    Joined:
    Dec 29, 2016
    Messages:
    2
    Gender:
    Male
    I feel like this civ would be actually decently balanced, and quite cool to play if you got rid of the tile bonuses on jungle. Allowing you to improve the tile with lumbermills sounds good enough.
     
    NerdByFate likes this.
  5. slicelonger

    slicelonger Chieftain

    Joined:
    Dec 30, 2016
    Messages:
    12
    Gender:
    Male
    Thanks. I'm going to look into the balancing in the next few days. I've been working on some other aspects, including getting custom icons in, fixing a couple of (cosmetic) bugs, and changing the leader bonus (giving a bonus to all units w/in home territory, instead of larger bonus within districts).

    Up next is figuring out why the civ trait info isn't showing up on the info screen -- it was working before, and I can't see any differences between current and previous versions. Update today or tomorrow.
     
  6. slicelonger

    slicelonger Chieftain

    Joined:
    Dec 30, 2016
    Messages:
    12
    Gender:
    Male
    slicelonger updated Pech Civilization with a new update entry:

    Bonus changes, custom icons, and bug fixes

    Read the rest of this update entry...
     
  7. Meaniehead

    Meaniehead Chieftain

    Joined:
    Oct 30, 2016
    Messages:
    41
    Gender:
    Male
    I just wanted to say 2 things, slicelonger. First, I love your civ. I've played it (though not through an entire game) a few times and really enjoy it. Second, I hope you don't mind that I'm using it as a skeleton to build my own first civ, Yorkshire, from. Yorkshire will function vastly differently to Pech, but your civ has sufficient information to build off and as a complete modding newbie I needed that. I will, of course, be crediting you for your fine work (and probably linking this thread) when I'm ready to upload.
     
  8. slicelonger

    slicelonger Chieftain

    Joined:
    Dec 30, 2016
    Messages:
    12
    Gender:
    Male
    Thanks for the compliments! Of course you can use this as a base; using another civ/mod is how I learned how to build this one (shout out Rob Riley)!

    I'll be uploading an update in the next few days. The jungle bonuses might be a touch too OP, so I've scaled them back a bit. I'll also be adding in some more custom artwork as well.

    Been working on a new civ that I've just uploaded (Minoan); if you'd like, please check that one out and let me know what you think too!
     
  9. Meaniehead

    Meaniehead Chieftain

    Joined:
    Oct 30, 2016
    Messages:
    41
    Gender:
    Male
    In all probability I will, though it might take a while. I still need to finish my first Yorkshire leader and I have 4 others planned too. The thing I think I'm most interested in seeing if I can make it work is that each leader further modifies my civilization's UI. Basically, I have Ilkla Moor (an important part of the county's pride granting housing, culture and food) which each leader should (if I can make it work) modify per their realm of influence (Paulinus, 1st Bishop of York, adding a faith yield; Sir Titus Salt, industrialist, adding production; Mother Shipton, historical medium, adding culture; Richard of York, noble, adding great general points perhaps though that might be too powerful; and Betty Boothroyd, politican/Speaker of the House of Commons, adding influence points). I haven't seen another civ that modifies its own UI dependent on the leader chosen, so I'm not sure if it's possible. Anyhow, I look forward to seeing more of your work.
     
  10. slicelonger

    slicelonger Chieftain

    Joined:
    Dec 30, 2016
    Messages:
    12
    Gender:
    Male
    It should be. My Pech civ creates a UI (jungle wood mill). In my case, bonuses are tied to a civilization trait, but it should be just as easy to tie to specific leaders instead.

    If for some reason that doesn't work, you could just have each leader have its own completely separate UI, but just use the same iconography, name, description for them all, so it would appear to players as all the same UI.

    But I think the first one will work. If it helps, I gave the Minoans bonuses to fishing boats in certain circumstances, if that can give you a head start on things.
     
  11. Meaniehead

    Meaniehead Chieftain

    Joined:
    Oct 30, 2016
    Messages:
    41
    Gender:
    Male
    The thing I'm not sure about working is that I have a basic UI which DOES work, however each leader must amend that ui itself. I've already found several checks for the presence of resources, improvements etc are missing from the basic game coding. The guy who did ToT (Hormel I think) brought that to my attention when I was struggling with adding a gold to farms and showed me his code so I could mimic that new check insertion. However, all those checks rely (I think) on items that already exist in the game. I suspect that I SHOULD be able to check for my own UI exists on a tile, but I'm not sure. I'm also wondering if I need to load the files in a certain order so the definition of the UI exists when the definition of each leader is inserted. I know that was the case with several old programming languages but have never even seen xml before.

    If what I'm saying about leaders modding the UI doesn't make sense, let me give an example of how I see it working:

    UI=Ilkla Moor, basic is +1 food, +1 culture, +1 housing (I might reduce that to half housing)
    Ilkla Moor under Paulinus is +1 food, +1 culture, +1 housing, +1 faith
    Ilkla Moor under Betty Boothroyd is +1 food, +1 culture, +1 housing, +1 influence
    Ilkla Moor under Sir Titus Salt is +1 food, +1 culture, +1 housing, +1 production
    etc
     
    Last edited: Jan 17, 2017
  12. slicelonger

    slicelonger Chieftain

    Joined:
    Dec 30, 2016
    Messages:
    12
    Gender:
    Male
    You should be good. Defining an improvement inserts a row into the Improvements table, so the game can check for it just like any other improvement. You'll have to add a custom Requirement set, but this is in place in the game code (in Beliefs.xml):
    <Requirements>
    <Row>​
    <RequirementId>REQUIRES_PLOT_HAS_FISHINGBOATS</RequirementId>
    <RequirementType>REQUIREMENT_PLOT_IMPROVEMENT_TYPE_MATCHES</RequirementType>
    </Row>
    </Requirements>

    <RequirementArguments>
    <Row>​
    <RequirementId>REQUIRES_PLOT_HAS_FISHINGBOATS</RequirementId>
    <Name>ImprovementType</Name>
    <Value>IMPROVEMENT_FISHING_BOATS</Value>

    </Row>
    </RequirementArguments>

    Instead of IMPROVEMENT_FISHING_BOATS, use IMPROVEMENT_ILKLA_MOOR (or whatever you name it), and you'll be good.

    File order seems not to matter, from my experience with the game.
     
  13. Meaniehead

    Meaniehead Chieftain

    Joined:
    Oct 30, 2016
    Messages:
    41
    Gender:
    Male
    Yup, that's what I'm thinking. That's what I had to do (under guidance from the ToT guy) to check for farms. Good to know my thinking should be good though. Anyhow, sorry to take up so much of your thread discussing my work. Great work from you again. And much appreciation for the help.
     
  14. slicelonger

    slicelonger Chieftain

    Joined:
    Dec 30, 2016
    Messages:
    12
    Gender:
    Male

Share This Page