Hello everybody !
I create this thread (hope it's the good place) in order to keep track of the progress of a modpack I'm creating, as well as to ask help, feedbacks, advices, etc.
Who is this dude anyway ?
To start off, I'm a junior game designer, just graduated from my school (in France), and I also hold a degree in computer sciences (but it's not my main qualification). So I can program in almost every language, I just need to learn it (btw, I never learned Lua, but it doesn't seem that difficult). I did not to make any mod for civ up until now.
I have played Civilization back from Civ II ; Civ IV and V being the ones I played the most. I currently doesn't have Civ VI (waiting for all the expansions to be released)
What is the project ?
So, this project is a set of mods each focused on different aspects of Civ V, ranging from small modifications to brand new features (hoping it's doable). I plan to release them separately in order to let players choose to which extent they want to change their experiences.
Since there will also be some utilities mods, they will also be released separately
Features :
(features are listed in the order I plan to work on them)
Well, that's it for now. I hope I don't have any new ideas during the development (but I think that's a lost cause, at least, hope they will not be interesting/doable).
New content (civ/leader/buildings/techs/wonders/etc.) is also planned, but I don't think that adding content is the more interesting thing, so it is delayed to " one day, maybe " .
Of course, any help is appreciated, I don't think I will be doing all of this alone ^^'
Releases
Current progess
Trading area visualizer
Okay, so, as I said, I'm starting by the trading area overlay. I based my script on the City Limit mod (I love this one) . The script is rather simple : show the boundaries of the area in which the caravan/cargo ship can trade. What is really difficult is to compute that area, taking into account tiles that cannot be crossed & roads that split the MC by 2. But for now, I will just show the boundaries of an area of 10 tiles (base trade area) around a caravan if it is hovered or selected and on a city tile. Computing will come later.
Ok. That didn't went so well. Mod doesn't seem to change anything, and FireTuner didn't log anything, despite my script being full of logger:info, trace or print. Thus, my mod doesn't even seem to have been loaded even though it appears in the mod screen.
I have to investigate that. I will come back once I found why. If you have any idea, feel free to share
Feel free to say anything you want, be it positive or negative feedback.
Thanks for reading,
Méta
I create this thread (hope it's the good place) in order to keep track of the progress of a modpack I'm creating, as well as to ask help, feedbacks, advices, etc.
Who is this dude anyway ?
To start off, I'm a junior game designer, just graduated from my school (in France), and I also hold a degree in computer sciences (but it's not my main qualification). So I can program in almost every language, I just need to learn it (btw, I never learned Lua, but it doesn't seem that difficult). I did not to make any mod for civ up until now.
I have played Civilization back from Civ II ; Civ IV and V being the ones I played the most. I currently doesn't have Civ VI (waiting for all the expansions to be released)
What is the project ?
So, this project is a set of mods each focused on different aspects of Civ V, ranging from small modifications to brand new features (hoping it's doable). I plan to release them separately in order to let players choose to which extent they want to change their experiences.
Since there will also be some utilities mods, they will also be released separately
Features :
(features are listed in the order I plan to work on them)
- Trade Area Overlay [utility] : show the area in which a caravan/cargo ship can trade, as with City Limits Mod
- Religion overlay [utility] : I liked the religion overlay that was in Civ IV, and I always felt sad that it wasn't in Civ V (btw, I like overlays)
- Trading system modifications [modifications] : I wanted to make trade roads have more interactions with the environment, like when it goes throught another city (not the target one), a trading post, kasbah or feitoria. I'm not sure, but I also have the impression that the road between 2 cities is not always the fastest but rather seems to be the shortest, maybe change something in that, or maybe not.
- Civilization Tradition [new feature] : this one is something completely new. It would be for a civilization, upon changing of era, to earn a small scientific bonus when searching a tech of the same category that the one that was the most searched in the preceding era.
With an exemple, let's say that Babylonians, when they go to classical era, have discovered Archery, The Wheel, Bronze Working, Animal Husbandry, Mining & Pottery. Three of them are associated with Offense (should be looking into tech flavors to be sure everything is correct, but that's an example, so as long as you see the point, it's ok), making it the most researched flavor of the Ancient Era for them. Thus, for all technologies of the next eras, they will have a small science bonus when searching Offense-flavored techs. This bonus will probably be cumulative (2 Offense eras double the bonus, etc.) with either a reset when going from Medieval Era to Renaissance or something else. - Religious schisms & victory [new feature] : well, self-explanatory. Allow upon certains conditions for a religion to schism form the original one. These conditions could be something like : having this religion has the main one in your empire and outclass the original religion civiliaztion in one of the victory types. This would cost more faith that simply founding a new religion, and some beliefs could be changed (namely, Pantheon, Founder & 1st follower would stay the same, but 2nd follower, Enhancer & Reformation could be changed for beliefs that wasn't choosed or for beliefs of another religion also present in the schism city). I think there is already a mod with religious victory, so maybe I will not do it.
- Culture (as in social or ethnic culture, maybe ethnic groups should be more proper) [new feature] : remember that small jauge in the bottom left corner of the city view in Civ IV, the city nationality ? I think we can do something good with this feature, especially with BNW and the ideologies. In my opinion, it's the most complex one, so I will not detail it now, but in a nutshell, there should be something with cities that are too far away from capital or having their own cultural center starting to feel less and less like the home civilization, and cities close to a cultural center of another civ feeling more & more like that other civ. Have something to do with tourism, domination, and religion also.
Well, that's it for now. I hope I don't have any new ideas during the development (but I think that's a lost cause, at least, hope they will not be interesting/doable).
New content (civ/leader/buildings/techs/wonders/etc.) is also planned, but I don't think that adding content is the more interesting thing, so it is delayed to " one day, maybe " .
Of course, any help is appreciated, I don't think I will be doing all of this alone ^^'
Releases
- Trade Area Overlay : https://steamcommunity.com/sharedfiles/filedetails/?id=1612027627
Current progess
Trading area visualizer
Okay, so, as I said, I'm starting by the trading area overlay. I based my script on the City Limit mod (I love this one) . The script is rather simple : show the boundaries of the area in which the caravan/cargo ship can trade. What is really difficult is to compute that area, taking into account tiles that cannot be crossed & roads that split the MC by 2. But for now, I will just show the boundaries of an area of 10 tiles (base trade area) around a caravan if it is hovered or selected and on a city tile. Computing will come later.
Ok. That didn't went so well. Mod doesn't seem to change anything, and FireTuner didn't log anything, despite my script being full of logger:info, trace or print. Thus, my mod doesn't even seem to have been loaded even though it appears in the mod screen.
I have to investigate that. I will come back once I found why. If you have any idea, feel free to share
Feel free to say anything you want, be it positive or negative feedback.
Thanks for reading,
Méta
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