TCS Outremer (Exploration)

TCS Outremer (Exploration) Alpha 2

thecrazyscot

Spiffy
Joined
Dec 27, 2012
Messages
3,110
On Github.

PLEASE NOTE
This is an alpha release, with several unfinished parts due to current modding limitations.
  • Unique units and infrastructure use fallback models - we do not yet have access (or have not figured out how) to define models yet
With that said, all abilities should be in place and playable.


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I don't know how to get this attached as the "Discussion" tab on the resource. Maybe @The_J can help?

Only moderators can, so I just did that :).

I hope that the release of the mod tools with the future updates will allow you to add custom graphics, that would indeed be a great step forward :).
 
Only moderators can, so I just did that :).

I hope that the release of the mod tools with the future updates will allow you to add custom graphics, that would indeed be a great step forward :).
Thank you!! And I am really hoping to be able to add graphics as soon as possible!
 
Any tips on testing when developing a Exploration Civ? I tried to boot into a game often when developing a civ and advanced starts add a lot of time to that. I guess I just need to be more careful so that things works :7unhappy:

Great Job on the Civ. I'd never heard the term Outremer before.
 
Any tips on testing when developing a Exploration Civ? I tried to boot into a game often when developing a civ and advanced starts add a lot of time to that. I guess I just need to be more careful so that things works :7unhappy:

Great Job on the Civ. I'd never heard the term Outremer before.
Thanks!

I've found that testing icons, images, and text can be done via an initial game I save and load to get everything to show up right, while testing modifiers and abilities needs to be done with a new game.

So what I did was first just get everything loaded without worrying about modifiers - test and make sure everything loads and everything shows up - then get to the more tedious actual ability testing.

With all that said, I haven't been able to really do much testing on the Crusader ability because it requires forming alliances, which takes time :crazyeye:
 
Thanks!

I've found that testing icons, images, and text can be done via an initial game I save and load to get everything to show up right, while testing modifiers and abilities needs to be done with a new game.

So what I did was first just get everything loaded without worrying about modifiers - test and make sure everything loads and everything shows up - then get to the more tedious actual ability testing.

With all that said, I haven't been able to really do much testing on the Crusader ability because it requires forming alliances, which takes time :crazyeye:
You can possibly make it easier by changing influence costs for everyone, and changing the relationship change for endeavors too.

I've tested my civics tree by making the culture costs 1 for each civic to make it much faster in game, and making UB cost 1 prod for testing UQ effects.
 
On Github.

PLEASE NOTE
This is an alpha release, with several unfinished parts due to current modding limitations.
  • Unique units and infrastructure use fallback models - we do not yet have access (or have not figured out how) to define models yet
  • I have not yet figured out how to add custom unit icons to the Tech tree
  • There are a few text areas I have not yet completed.
  • I have not yet implemented a gameplay unlock. Please review the Unlocks section below to see how to currently access Outremer.
Haven’t been able to look at your set up, but how are you doing the fall back models? Want to fix my civs to do that - haven’t figured out how to do this yet.

This looks fantastic though. It’s great to see more variety added to the game. Will be testing out
 
Haven’t been able to look at your set up, but how are you doing the fall back models? Want to fix my civs to do that - haven’t figured out how to do this yet.

This looks fantastic though. It’s great to see more variety added to the game. Will be testing out
I haven't done anything in particular, they just show up by default. The fallback models are...well, 3 colonial dudes. Perfect fit for my Crusaders :crazyeye:
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Huh...so the Alliance strength bonus for Crusaders looks to be working, but for some reason they got an extra 3 movement during Age Transition, which did not occur during my tests doing an Advanced Start in Exploration. I wonder if it's a weird synergy with granting them the UNIT_CLASS_RELIGIOUS tag?
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I haven't done anything in particular, they just show up by default. The fallback models are...well, 3 colonial dudes. Perfect fit for my Crusaders :crazyeye:
View attachment 722964
Ah, for naval fleet commanders it goes invisible sometimes, that’s why I asked.

Either way, can’t wait to test and offer feedback. I’ve been trying to solve some of these problems for my civs as well, so I’ll let you know if I crack anything
 
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