Squidimp Builds

Squidimp

Apollonian Chthonian
Joined
Oct 29, 2015
Messages
73
Location
Australia
Not a large mod, just a selection of extra buildings: 39 Wonders and some vicinity bonus buildings for the Ancient Relics, Papyrus, Llama, and Guinea Pig resources.
There are two downloads. The easy one is available to those using V36, and is not recommended for earlier or later versions, including SVN releases.
To install SquidimpComplete, simply copy the contents of the folder into Assets and allow it to merge with/replace existing files.

SquidimpBitsnPieces is the slightly trickier one for those on different versions, SVN, or with their own mods.
To install it, copy the contents of the file into assets. You will then need to add the following to the MLF list (make sure not to delete anything, and it must come before z_Wonders):
Spoiler :
Code:
	<Module>
	<Directory>Alexmods</Directory>
	<bLoad>1</bLoad>
	</Module>
This needs to go after the [Modules] tag.

Finally edit the init file in Assets/Config by adding:
Spoiler :
Code:
	<load mod="AlexWonders"/>
to the existing init file in Config. This should be added within the existing list, and needs to be in line with the other load mod orders. Again, be careful not to delete anything.

It is advisable to always back up your game files before trying to edit them. :please:
 
WONDERS

Rodnovera wonders:
Spoiler :

- Kupala Day Festival
Req Floristry, Rodnovera in city, Rodnovera as state religion, Flowers. Builds faster with Culture (Russian).
+4 Culture, +3 Great Artist, +2 Happy, +2 Tourism.
City can support 1 Artist.
Starts a free Golden Age.
+10% Food in this city
Spreads Rodnovera

- Temple of Triglav
Req Divination, Classical Lifestyle, Rodnovera in city, Rodnovera as state religion. Builds faster with Culture (Polish), Gold, Silver. Obsolete with Criminology.
+4 Culture, +5 Espionage, +2 Great Spy, +2 Tourism, -10 Crime.
City can support 1 Lawyer and 1 Priest.
Free Investigations I promotion for Law Enforcement trained in all cities.
+25% chance to detect enemy spies in this city.
+2 exp for Espionage units trained in this city.
Spreads Rodnovera


Ngaiism wonders:
Spoiler :

- Herds of Enkai
Requires Livestock Domestication, Cow in City vicinity, Ngaism in city, Ngaism as state religion.
+ 2 Culture, +2 Great General
+1 free Specialist per Pasture in city vicinity.
+1 Happy from Cow, Sheep, Pig, Llama, Poultry.
+1 Commerce from all Pasture.

- Kriniyaga
Requires Livestock Domestication, Ngaism in city, Ngaism as state religion.
+ 3 Culture, +2 Great Prophet, -20 Disease.
Places Pasture animal bonuses (sheep, pig, cow) in vacant land tiles around city.
+20% Great General emergence inside cultural borders.


Jain Wonders:
Spoiler :

- Kumari Parvat
Requires Poetry, Caves in city vicinity, Jainism in city, Jainism as state religion.
+4 Culture, +2 Great Prophet, +4 Tourism.
Can turn 1 Citizen into Priest.
+30% War Weariness in this city.
+20% Great People production in this city.
Enemies gain +50% War Weariness.

- Ranakpur Temple
Requires Free Artistry, Jainism in city, Jainism as state religion.
+3 Culture, +1 Healthy, +3 Great Artist, +4 Tourism, -30 Disease.
Can turn 2 Citizens into Priest.
+10% greater chance for your units to be captured.
+1 Healthy from all Jain Temple and Jain Cathedral.
Free Effect (Ranakpur Temple) in all cities.

- Effect (Ranakpur Temple)
-5 Disease
Can turn 1 Citizen into Doctor.


Zoroastrism & Yoruba & Scientology wonders:
Spoiler :

- Baldeh Castle
Req Fundamentalism, Zoroasterism in city, Zoroasterism as state religion. Builds faster with culture (Persian).
+4 Culture, +4 Great General
Gives culture per unit that dies attacking this city.
+20% defence bonus.
-30% war weariness in this city.
+20% chance for your units to resist capture.
-Free City Defence to Civilians units trained in this city.
Spreads Zoroasterism

- Anansi Stories
Req Folk Music, Heritage, Yoruba in city and as state religion. Builds faster with culture (Aka).
+3 Culture, +2 Great Artist, +5 Education
City can support 1 Artist.
Free Building: Tradition (Anansi Stories) in all cities.
+3 exp for Storytellers units trained in this city.
Spreads Yoruba

- Tradition (Anansi Stories)
-1 Crime, +1 Education, +1 Culture
Free Educated 1 for Storytellers trained in this city.

- Religious Technology Centre
Requires Globalization, Computer Networks, Scientologist Cathedral in city, Scientology as state religion.
-10 Gold, +10 Espionage, +3 Great Spy, +15 Crime.
Can turn 4 Citizens into Lawyer.
+1 Commerce from Lawyer in all cities.
+10% Espionage production in all cities.
+30% faster training of Administrator units in this city.


Knightly Orders:
These were inspired by TB's awesome University wonders, and work in a similar-ish way. They should all be balanced, but probably aren't yet. Feedback on what would put these at equal strength would be great. :)
Spoiler :

- Knights Templar
Req Armoured Cavalry, Horse OR Camel, Obsolete with Economics. Builds faster with Culture (Byzantine).
+4 Culture, +6 Espionage, +3 Great Spy.
Builds Effect(Knights Templar) in all cities.
-30% War Weariness in this city.
Disables construction of other Knightly Orders.

Effect(Knights Templar)
Free Fanatic promotion for Knight types trained in this city
*****
- Knights Hospitaller
Req Armoured Cavalry, Horse OR Camel, Obsolete with Economics.
+4 Culture, +3 Great Doctor, +2 Healty, -50 Disease
Can turn 2 Citizens into Doctors
Builds Effect(Knights Hospitaller) in all cities.
+5% faster healing of Humans in this city
+10% faster construction of Health Care units in this city.
Disables construction of other Knightly Orders.

Effect(Knights Hospitaller)
Free SelfHeal1 promotion for Knight types trained in this city
*****
- Teutonic Knights
Req Armoured Cavalry, Horse OR Camel, Obsolete with Economics. Builds faster with Culture (Holy Roman).
+4 Culture, +3 Great Statesman.
Builds Effect(Teutonic Knights) in all cities.
+5% City Defence in all cities.
Disables construction of other Knightly Orders.

Effect(Teutonic Knights)
Free Forestry/Hillsman promotion for Knightly units trained in this city.
*****
- Knights of Saint Lazarus
Req Armoured Cavalry, Horse OR Camel, Obsolete with Economics. Builds faster with Culture (French) and Culture (Israeli)
+4 Culture, +3 Great Doctor, +1 Happy, +1 Healthy
Can turn 1 Citizen into Doctor.
Builds Effect(Knights of Saint Lazarus) in all cities.
Disables construction of other Knightly Orders.

Effect(Knights of Saint Lazarus)
Free Tactics promotion for Knightly units.
City rebels 15% longer.
*****
- Knights of the Holy Sepulchre
Req Armoured Cavalry, Horse OR Camel, Obsolete with Economics. Builds faster with Culture (Italian)
+4 Culture, +3 Great Prophet, +2 Happy.
Builds Effect(Knights of the Holy Sepulchre) in all cities.
Disables construction of other Knightly Orders.

Effect(Knights of the Holy Sepulchre)
Free Bard promotion for Knight types trained in this city
+20% faster construction of Missionaries.


Cannibalism/Sacrifice/Slavery related:
Spoiler :

- Garland Wars
+2 Culture, +2 Great Prophet
Req Sacrifice Cult, Worldview Human Sacrifice Active, Obsolete with Humanism. Builds faster with Culture (Aztec) and Culture (Tlatilolco)
+1 Culture from Fighting Pit, Arena, Coloseum, Altar for Human Sacrifice, Sacrificial Altar.
+15% chance to capture defeated enemy units.
-5% war weariness in all cities.

- Headhunter Cult
+2 Culture, +2 Great General
Req Warfare AND Tanning AND Mysticism, Worldview Human Sacrifice Active OR Worldview Cannibalism Active, Obsolete with Combat Sports. Builds faster with Culture (Jivaro)
+10% faster training of Strike Team.
Free Capture I promotion for Strike Team trained in this city.
-5% war weariness in all cities.
Captives can build Shrunken Heads.

- Shrunken Heads
+1 Culture, Obsolete with Combat Sports.
-5% War Weariness in this city.
+1 xp for Strike Team trained in this city.

- Agora of the Competaliasts
Requires Mosaic Working, Coinage, Slave Market, 4 Slave Markets. Requires Rock OR Bricks. Obsolete with Enlightenment. Builds +50% faster with Culture(Roman) and Culture(Greek).
+25% faster construction with Fine Stone, Marble.
+3 Culture, +3 Great Merchant, +10 Crime, +10 Disease, +1 Unhealthy.
Can turn 2 Citizens into Merchant, Slave.
+1 Commerce from Slave specialist in all cities.
Free Slave Market in all cities.

- Blood Tax
Requires Vassalage, Surveying, Slavery Active, Officium. Obsolete with Emancipation. Builds +50% faster with Culture(Ottoman). Req NOT Egalitarian.
+5 Gold, Production, -5 Espionage, +3 Great Statesman.
+2 Unhappy with Democracy, Republic.
+1 Unhappy in all cities.
Occasionally spawns Captive(Military).
+100% faster construction of Officium, Tax Office in all cities.

- Villa Rica
Requires Free Artistry, Colonialism, Slavery Active. Requires Gold or Silver or Platinum or Diamond or Ruby or Sapphire in city vicinity. Obsolete with Minority Rights. Builds +50% faster with Culture(Brazillian).
+15% faster construction with Diamond, Gold Wares, +5% faster construction with Silver Wares, Platinum Wares, Ruby, Sapphire.
+3 Unhappy with Egalitarian, Marxist.
+1 Happy with Bourgous.
+5 Culture, +2 Great Artist, +10 Crime, +10 Disease, +4 Tourism, +1 Unhealthy.
Can turn 1 Citizen into Merchant, Artist, Slave.
+1 Commerce from all Mine, Shaft Mine.
+1 Production from all Plantation.

- Anti-Slavery International
Requires Emancipation, NOT Slavery Active. Requires Officium or Modern Offices, Pop 12. Builds +50% faster with Culture(English).
+3 Culture, +4 Great Statesman.
Can turn 3 Citizens into Lawyer.
Builds Effect (Anti-Slavery) in all state capitals with Slavery Active (+3 Unhappy from Slavery Active).


Transhuman Wonders:
Note that some of the tech requirements for these are a bit strange, as I don't really know what order techs tend to be accessed in the TH era. These will likely be pushed back a bit tech-wise at some point.
Spoiler :

- Omnibotanical Compendium
Requires Genomic Encyclopedia, Ecological Engineering, Affective Algorithms, Laboratory AND Biology Lab AND Computer Network in city, Player owns 6+ Biology Labs.
+4 Culture, -50 Gold, +4 Great Scientist, +30 Education.
Can turn 1 Citizen into Scientist, 1 into Doctor.
+1 Healthy in all cities.
+5 Research from all Biology Lab.
+2 Commerce from Jungle Camp.

- Omnizoological Compendium
Requires Genomic Encyclopedia, Unmanned Naval Vehicles, Affective Algorithms, Laboratory AND Biology Lab AND Computer Network in city, Player owns 6+ Biology Labs.
+4 Culture, -50 Gold, +4 Great Scientist, +30 Education, -20 Disease.
Can turn 1 Citizen into Scientist, 2 into Doctor.
+2 Research from all Biology Lab, Zoo, Aquarium, Animal Testing Laboratory.
+1 Happy from Zoo, Aquarium, Pet Shop.

- Omnimycological Compendium
Requires Environmental Economics, Synergystics, Laboratory AND Microbiology Lab AND Computer Network in city, Player owns 6+ Microbiology Labs, Mushrooms. Omnibotanical and Omnizoological Compendium must be built.
+4 Culture, -60 Gold, +4 Great Scientist, +30 Education.
Can turn 1 Citizen into Scientist, 2 into Doctor.
-10 Disease, -10 Air Pollution in all cities.
+5 Research from all Microbiology Lab.

- Complete Terran Taxonomy
Requires Planetary Economics, Laboratory AND Microbiology Lab AND Computer Network in city, Player owns 10+ Microbiology Labs. Omnimycological Compendium must be built.
+5 Culture, -70 Gold, +5 Great Doctor, +50 Education.
Can turn 2 Citizen into Scientist, 2 into Doctor.
-10 Disease, -10 Air Pollution, -10 Water Pollution in all cities.
+1 Commerce from Doctor in all cities.
+5 Research from all Microbiology Lab.


Civic-related wonders:
Spoiler :

- Lubyanka Building
Requires Fascism, Communism, Intelligence Agency in city. Requires NOT Democracy OR Republic. Builds faster with Culture(Soviet).
-20 Gold, +10 Espionage, +3 Great Spy, -30 Crime.
Can turn 2 Citizen into Spy.
+25% Espionage in this city.
+20% chance to capture defeated enemy units.
Free Sneak promotion for all Law Enforcement trained in this city.

- Bastille
Requires Enlightenment. Nationalism OR Totalitarianism OR Despotism OR Junta OR Monarchy. Builds faster with Culture(French).
+2 Culture, -10 Gold, +10 Espionage, +3 Great Statesman, -20 Crime, +4 Tourism.
Can turn 1 Citizen into Lawyer, 1 into Spy.
+5 Espionage from Palace, Forbidden Palace, Kings Council, Versailles, Nonsuch Palace, Palace of Potala, Palace of Bailleu, Topkapi Palace, House of Parliament.
+3 xp to Law Enforcement units.

- Darlinghurst Gaol
Requires Colonialism, can only be built in Colony. Requires Monarchy OR Nationalist OR Mercentile OR Despotism OR Totalitarianism. Builds faster with Culture(Australian). Obsolete with Marxism.
-10 Gold, -5 Espionage, +3 Great Statesman, +30 Crime, +1 Unhappy, +1 Unhealthy.
+2 Unhappy with Republic, Democracy.
-15% food required for city to grow.
-2 Crime in all non-colonial cities.
+5% Food, +5% Production in city.
-10% Military unit production in city.

- Comintern
Requires Communism. Marxism.
-40 gold, +4 Great Spy, Builds faster with Culture (Soviet).
Can turn 2 Citizens into Spy.
+2 Happy with Propaganda.
+2 Unhappy with Pacifist.
Builds International Communist Uprising in Civs not running Marxism.
+0.5 Espionage per Revolutionary Clique in the world.

- International Communist Uprising
Requires NOT Marxism, Comintern built.
Autobuilds if conditions are met.
Increases local rebelliousness.
-1 Espionage
+1 Unhappy with Bourgeois.


Misc Wonders:
Spoiler :

- Lord of the Rings
Requires Industrialism, Expressionism, Book Publisher in City, 5 Book Shops, Obsolete with Singularity.
+6 Culture, +4 Great Artist, +30 Education.
+4 Culture, +1 Happy, from all Book Store.
+1 Culture, Gold, from all Book Publisher.
-5% War Weariness in all cities.

- Necronomicon
Requires Surrealism, Book Publisher in City, 5 Book Shops, Obsolete with Singularity.
+5 Culture, +5 Science, +4 Great Artist, +30 Education, +1 Unhappy.
+2 Science, +1 Unhappy, from all Book Store.
Can turn 2 Citizens into Scientist, 2 into Artist.
Recons trained in this city start with Visibility: Innocently Disguised Units.

- Counting Coup
Requires Warfare, Games, Tribalism, Feathers. Obsolete with Leadership. Builds +50% faster with Culture(Apache) and Culture(Sioux) and Culture(Cheyenne) and Culture(Cherokee).
+2 Culture, +2 Great Spy.
-10% War Weariness in this city.
Free Back Down I promotion for Recon (AND Movement Foot) trained in this city.
Allows Military Captives to build Local Coup.

- Local Coup
Requires Counting Coup. Obsolete with Leadership.
+1 Culture.
+1 xp for Recon trained in this city.
Free Back Down I promotion for Recon (AND Movement Foot) trained in this city.

- Stick Maps
Requires Canoe Building, Myth of the Coral Reef, Shellfish AND (Wood OR Bark OR Bamboo) AND (Rope OR Vines). Builds +50% faster with Culture(Polynesian). Builds +25% faster with Clam, Murex. Obsolete with Cartography.
+2 Culture, +2 Great Merchant.
Free Shell Maps promotion for Naval units trained in all cities. (Double movement through Coral)

- Ammasalik Wood Map
Requires Canoe Building, Myth of the Reef, Wood OR Prime Timber. Builds +50% faster with Culture(Inuit). Builds 25% faster with Prime Timber. Obsolete with Cartography.
+2 Culture, +2 Great Scientist.
Free Ammasalik promotion for Naval units trained in all cities. (Double movement through Rocky Reef)

- Weriyeng
Requires Sailing, Sail Weaver. Builds +50% faster with Culture(Micronesian). Builds 25% faster with Prime Timber. Obsolete with Naval Tactics.
+2 Culture, +2 Great Merchant.
Free Navigation I to Naval units trained in this city. Free Navigation II if leader has Trait: Seafaring.
+2 xp to Naval units trained in this city.

- The Prince
Requires Political Philosophy, Books, Culture enough to build Town Hall. Builds +50% faster with Culture(Italian).
+4 Culture, +4 Great Statesman.
+5% espionage in all cities.
+1 Espionage from all Noble.
+5 xp to Diplomats trained in this city.
Can be built by Great Statesman.

- Movile Cave
Requires Ecology, Extreme Sports, Biology Lab OR Microbiology Lab, Caves in city vicinity.
+4 Great Scientist, +1 Culture, +5 Research, +10 Water Pollution.
City can turn 1 Citizen into Scientist.
+3 Research from all Spelunking Site.
+5 Research with Seismology, Genomic Encyclopedia, Molecular Scanning, Subterranean Exploration.
+3 Production with Designer Microbiology, Nanomining, Abyss Colonisation, Bacterium Engineering.
+4 Gold, Culture, Tourism with Gaia Ecology.
-5 Water Pollution with Designer Microbiology, Bacterium Engineering.
+100% faster construction of Spelunking Site in all cities.

- Center for Inquiry
Requires Counterculture, Computer Networks, Books OR Computers, Modern Offices or Officium, Population 20+. Req Secular OR State Atheism.
+3 Culture, +3 Great Scientist, +20% Research, +50 Education.
Can turn 1 Citizen into Scientist, Lawyer.
+1 Unhappy from all Cathedral and Cathedral analogues globally.
+1 Unhappy in all cities under State Church, Free Church, Intolerant or Divine Cult or Prophets.
Can be built by Great Statesman.

- The Age Of Reason
Requires Liberalism, Printing Press. Req Secular OR State Atheism OR Folklore.
+5 Culture, +3 Great Statesman, +30 Education.
-1 Production from all Priests globally.
-25% Anarchy length.
Can be built by Great Statesman.

- Cloaca Maxima
Requires Sanitation, Paved Roads, Cement OR Waterproof Cement, Sewer System, Coastal, Fresh Water. 50% faster construction with Waterproof Cement. Builds faster with Culture(Roman). Obsolete with Environmental Engineering.
-15 Gold, +3 Great Engineer, +2 Healthy.
-50 Water Pollution, -50 Disease.
+1 Healthy with Waterproof Cement.
+25% faster construction of Sewer System in all cities.


All wonders are subject to change. Feedback on balance is appreciated! ;)
 
What I have seen so far looks interesting.

To install it, copy AlexMods into the Assets/Modules. You can copy the MLF into the same folder, or if you have other mods installed just add
Spoiler :
Code:
	<Module>
	<Directory>Alexmods</Directory>
	<bLoad>1</bLoad>
	</Module>
to the bottom of the existing list in the MLF. This needs to go before the [/Modules] tag, and be careful not to delete anything!

Ah no! It can't be the last in the MLF the last one must be zMovieFix otherwise the game "forgets" to play the movies part way through a game.

edit also to be sure your movies aren't forgotten you need to put your movie definitions inside the zMovieFix define file.

Knightly Orders:
These were inspired by DH's awesome University wonders, and work in a similar-ish way. They should all be balanced, but probably aren't yet. Feedback on what would put these at equal strength would be great. :)

Not mine TBs. I would have done them slightly differently;) Btw haven't checked but there were models out there for the different knights done for a Crusades mod.

edit2
1) It does not overwrite other mods if they are installed in the My_Mods folder.

2) not sure but it looks like it may not play nicely with Pepper2000's mod, which is in the My_Mods folder - or I have a corrupt version. I am checking that out now.
 
Didn't know about the z_Movies thing? That sounds like a weird bug. I should probably change download then, but I'm not actually sure how to alter the attachments I've already uploaded :think:
I'll change the uni credit then ;) Not sure why I thought they were yours.
 
These wonders looks neat. IMO we can merge it with mod.
 
These wonders looks neat. IMO we can merge it with mod.

We already have castle wonders for each of the Crusader Knights. They don't do much though.

It was RoM and C2C that had the individual Crusader units. They were originally available to all but people complained that they should be restricted to nations with the state religion of Christian. This made that religion over powered and they were removed until someone would make equivalent type units for the other religions which never happened.
 
I decided not to make them limited by religion. There are already plenty of religious buildings that are available to everyone (e.g. Hagia Sophia and Spiral Minaret).

IIRC the older crusader wonder for Christianity spawned free units that were fairly powerful, and simply overwhelmed every other player. I don't recall any individual monastic orders though?

I was also going to make a Shrunken Heads building that Captives could build if you owned Headhunter Cult, but then I realised I'd need AI for it :shifty:
 
It was RoM and C2C that had the individual Crusader units. They were originally available to all but people complained that they should be restricted to nations with the state religion of Christian. This made that religion over powered and they were removed until someone would make equivalent type units for the other religions which never happened.

Why not make the Crusader units available to all. Then those Civs running the Christian religion get a free unique promotion, that maybe gives extra strength and some other promotion benefit, that fits in with the Crusader ethic.
 
Why not make the Crusader units available to all. Then those Civs running the Christian religion get a free unique promotion, that maybe gives extra strength and some other promotion benefit, that fits in with the Crusader ethic.

Given the power of some religions, I don't think it would be overtly too powerful to give Crusaders to any who declare Christianity and have the tech and resource prereqs. It may have made Christianity OP back when we didn't have Hellsmouth Dogs, Loki Fists, Ra Knights and so on but in C2C, with these kinds of features in play, it makes sense to reinstate the unit as Christian in general.
 
Given the power of some religions, I don't think it would be overtly too powerful to give Crusaders to any who declare Christianity and have the tech and resource prereqs. It may have made Christianity OP back when we didn't have Hellsmouth Dogs, Loki Fists, Ra Knights and so on but in C2C, with these kinds of features in play, it makes sense to reinstate the unit as Christian in general.

Actually we did have all those units as well.
 
There are quite a few religions that have special promotions, and some religions give science bonus. Neither is true for Christianity, I think. Andeanism and Bahai have strong science boni, since their temple gives science, not just their monastery. And Christianity comes far too late in the tech tree, 33 AD (at the latest) is not medieval. 313 AD (Edict of Milan) is not medieval, and that's the point when the persecutions ended.

Yes, Christianity offers a few special wonders (so do a few other religions), but it is certainly not overpowered.
 
@Squidimp

I think there is an error with the MLF you included for your mod. It is missing the Custom_World_Views which means I am getting errors in your mod because the Slavery world view is missing

edit you don't need the <init/> line in your config XML file it causes errors at the moment

Yes, Christianity offers a few special wonders (so do a few other religions), but it is certainly not overpowered.

But it is with 5 specialist knights. It currently just has one.
 
@ Dancing Hoskuld
I don't think I changed either of those things? They aren't in my backup, are they from after the v37 release? I'm not receiving any errors either :hmm:
All this stuff is based on v37, since the SVN is apparrently no-go at the moment.

@ tmv
Christianity has the Crusader promotion, which is arguably one of the best in the game, since it gives the ability to use enemy's roads. Andeanism is pretty OP though, and Christianity does come wierdly late (this is a vestige of vanilla which hasn't been changed, IIRC).

To anyone:
I can't figure out how to change attachments, can someone help me so that I can update the download with the zMovieFix? :confused:
I might need to get on the SVN to figure out what problems DH is having.
 
@ Dancing Hoskuld
I don't think I changed either of those things? They aren't in my backup, are they from after the v37 release? I'm not receiving any errors either :hmm:
All this stuff is based on v37, since the SVN is apparrently no-go at the moment.

To anyone:
I can't figure out how to change attachments, can someone help me so that I can update the download with the zMovieFix? :confused:
I might need to get on the SVN to figure out what problems DH is having.

Yes, I am using yours with the latest SVN version and yes I moved Slavery into Custom_World_Views since v36 (v37 has not been released yet).

To change the attachments, edit the post, go advanced, manage attachments, remove old and add the new. You may need to have a different name for the new for it to work. I usually remove the old, save, then edit and add the new, but it is probably not necessary to go that far.
 
Updated above posts.

Download now interacts properly with zWonders.
Dowload instructions are simplified.
+3 new Wonders, +city vicinity buildings for Papyrus.

Note that you will need to use the second method and download to avoid issues if you are not using V36.


Also: if there is any conflict between my Knight wonders and the existing Christian wonders, I could always change them to the name of various national orders (e.g. Order of the Weasel, Order of the Dragon).



Update 2: Electric Boogaloo
Fixed some issues with the Civilopedia caused by a variety of weird things.
Knight wonders should now work without overwriting the combat classes of the units involved.
+4 new Wonders for the Future eras.

Update 3: Update Harder
Improved button graphics, fixed a weird bug in the Omnizoological Compendium.
Added +6 new Wonders.

Update 4: Update Another Day
A few graphical improvements to old buttons.
Comintern now works more-or-less as intended.
New city vicinity buildings for Guinea Pig and Llama; lots of South American animals to hunt!
+4 new Wonders related to Slavery.

Update 5: Revenge of the Update
Global buildings work as intended - Comintern hopefully fixed for real this time.
+9 new Wonders.
Wonder movies removed, for now.
 
I haven't had a chance to play with the new wonders, but just from the Civilopedia it looks good. I like the building designs and icons. I appreciate that you designed unique effects for each wonder, in some cases writing Python code to do so.

One relatively minor thing: I play with low quality textures, and this causes your icons to appear small or blurry. The nvdxt tool (free download) gets rid of the low quality mipmaps, improving the appearance of icons for people like me who have old, creaky systems. You can do it as follows:
Code:
nvdxt -file [filename].dds -nomipmap -dxt3 -fadeamount 0 -output [desired filename].dds

A couple of other minor things:
- In the Civilopedia entry for Ranakpur Temple, it says +[ICON_HEALTH]...
- Steamboat Port is obsolete by the time you can build Omnizoological Compendium.
 
@pepper2000
Thanks for the feedback :)
- I'll have to check out nvdxt, there're a few buttons I wanted to redo anyway.
- I must have forgotten to fix ICON_HEALTH, I thought I'd already done that.
- The Civilopedia doesn't seem to correctly display the +:) tag I'm using for Omnizoological Compendium. It should only give +:) from pet shop, zoo, and aquarium, but it keeps displaying weird things. Even stranger, it seems to be displaying different random buildings for you than it is for me :crazyeye:

I'll look into these things as soon as I get the time ;)
 
I don't suppose you know how to change a set of images using nvdxt? Rather than doing each image individually :scared:

I've solved the other issues. I'm just waiting on figuring out nvdxt.
 
You can use wildcards. Put in *.dds for the input to change all dds files. By default, the output will be the same name with an underscore (_) at the end.
 
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