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'The Awesome Collection'

Discussion in 'CivBE - Released Mods' started by Ryika, Oct 4, 2015.

  1. Ryika

    Ryika likes cookies and milk.

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    The Awesome Collection
    Has a silly name since 2014.
    Because Buzzfeed has taught us that clickbait works!
    PS: The Title above is a link.

    The appropriately named 'Awesome Collection' is a set of mods centered around the idea of making existing mechanics more interesting and adding more ways to play the game by making existing effects stronger and introducing unique effects that are strong enough to have a real impact on the game. All of the mods have a bit of an "over the top"-feel to them - because why stop when you can go 'one step further', right? Right?!

    Currently, the mod pack consists of the following mods:


    Sponsors that are designed to work with the Awesome Collection:

    All of my Sponsors have Unique Dialog, most of which probably becomes useless once Rising Tide hits in a few days. T_T But you can expect unique Communique-Messages to be added when I update the mod - it is very important to me that these sponsors are as fun to play against by making them feel like unique characters as it is to actually play them yourself.

    PS: For those who can't use the Workshop to download mods, Steamworkshopdownloader.com is a great Alternative.
     
    Last edited: Oct 21, 2016
  2. Ryika

    Ryika likes cookies and milk.

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    Some people probably have noticed that I'm currently in the process of updating these mods for Rising Tide (progress can be monitored in the post above) and no, I won't start spamming the forums with every update I make, but this one is... a bit special - so I guess it warrants its own post. I've just released a rather big Update for the initially relatively boring Awesome Stations Mod. And I'm actually quite proud about the final product, for me personally it hits the nail between making Stations relevant and (hopefully) interesting without making them the "Center of the attention" that takes away from everything else. Frankly, I personally see this as my best mod up to date. ...and I hope that's not just the post-release joy speaking. :mischief:

    So, quick rundown, what does the new version change?

    Quite a lot actually! Instead of just increasing the base yields of Stations and basically pushing them into absurd numbers (can still be done by focusing on increasing yields through other means like the Station Sentinel) new systems have been added to make interacting with Stations feel more rewarding - including being rewarded Diplomatic Capital for successful Trade Routes, a higher maximum Level for Stations with higher yields if you manage to keep them alive and an Artifact-System that allows you to collect 'Ancient Knowledge' about all of your favorite Leaders from Civilization 5!

    So check out the full description of the new Version on the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=396885414 !
     
  3. Azem.Ocram

    Azem.Ocram Chieftain

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    That's really cool! Awesome Stations looks like a mod I would enjoy so I'll have to try it out!

    I used Awesome Affinities after I became dissatisfied with the affinity mod I used before.
    I would absolutely love it if you could somehow make it even "awesomer" by reducing the severity of the affinity notches (economical term for "jumps"). Maybe (without even adding new upgrades), you could tie the strength of affinity units to the levels of their affinities? Maybe make affinity progression a tiny bit more expensive (start with costing 10 to get to level 1 then costing 12 to get to 2, increasing by 2 (maybe 3) every level instead of 1)? Maybe (if possible), you could add affinity levels 19 and 20? I would be eternally grateful if you accomplished all these things and I would gladly donate (time, effort, and art) if you managed to even-out the jumps and added Affinity Level 20 (costing 48 points (or 57) to reach from 19, if no other affinity levels were at 20) and made the expense towards leveling up lower affinities scale with difference to Dominant Affinity.

    I will gladly make the art and code for the RoButler economy, Domestic Robots (new leaf tech to Robotics), Hybrid Forests (special terrascapes), Cross Pollination (new leaf tech to Terraforming), splice and implant research (lab tile improvements, possibly other things), Techno-Xeno Augmentation (new leaf tech to Alien Sciences), Orbital Scanners (new leaf tech to Communications), satellites based off the scanning parts of the starting ship, and possibly hybrid Great Affinity Person tile improvements (though you didn't make Beyond Great Persons) and victories (including Tile Wonders) and give them to you if you improve Awesome Affinities and request me to give them to you. I will start concept art as soon as you approve of any of the features and code on approved features as soon as your Awesome-r Affinities mod is released.
     
  4. MindXX

    MindXX Chieftain

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    'AWESOME' Work Ry!!!! Love all of your mods. Is there a tentative date for the RS update for Awesome Sponsors yet?

    Thanks for the uber-cool work.

    MindXX
     
  5. MasterEcabob

    MasterEcabob Chieftain

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    Just wanted to report that Awesome Stations plays really nice now. Started with a slow science station for +2 science in the early game, and its now +30 with station sentinel, which I actually had to build a launch complex to place for once. Also loving the Civ5 lore bits!
     
  6. Azem.Ocram

    Azem.Ocram Chieftain

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    As a side note, if you do release a version of Awesome Affinities with the highest level costing at least 45 points, I recommend having terrascapes, domes, and Floatstone quarries yielding Purity points, manufacturies, nodes, and Firaxite mines yielding Supremacy points, and Biowells, paddocks, and Xenomass (hives or wells) yielding Harmony points.

    Just do what you want. I can just use your mod as a template. It is remarkably easy to combine mods.
     
  7. gunnergoz

    gunnergoz Cat Herder

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    Playing my first game using all your updated mods and like them very much. Kudos for the great work and thank you for your labors.
     
  8. hevans900

    hevans900 Chieftain

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    Ryika... your new awesome stations update is FREAKIN AWESOME TO THE MAX
     
  9. Doviello

    Doviello Chieftain

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    I like the updated stations a lot, but i don't like the extra artifacts we get from them. I wouldn't mind the new wonders and buildings as extra options from normal, excavation artifacts, since they seem balanced, but getting civV leaders info with trade routes is meh. Any way to disable them?
     
  10. Ryika

    Ryika likes cookies and milk.

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    Yes, just delete the Artifacts-Folder in:
    Documents\My Games\Sid Meier's Civilization Beyond Earth\MODS\Awesome Stations 2.0 (v 2)\XML

    And ArtifactsPopup.lua in
    Documents\My Games\Sid Meier's Civilization Beyond Earth\MODS\Awesome Stations 2.0 (v 2)\Lua

    You will also need to edit MinorPowersSystem.lua in the Same Folder and remove this part:
    Code:
    	-- Grant Artifacts
    	local artifactType : number = ArtifactUtilities.ChooseArtifactFromCategory(tradingCityPlayer, GameInfo.ArtifactCategories["ARTIFACT_CATEGORY_RYIKA_STATION"].ID)
    	
    	if Players[tradingCityPlayer]:IsHuman() then
    		print("Human Player finished a Trade Route. Trying to grant an Artifact.")
    		if(artifactType ~= -1) then
    			print("Success!")
    			Players[tradingCityPlayer]:AddArtifact(artifactType)
    		else
    			print("No Artifacts left. :(")
    		end
    	end
    ...as well as this part:

    Code:
    	-- Chance to grant an Artifact
    	if Players[tradingCityPlayer]:IsHuman() then	
    		local artifactType2 : number = ArtifactUtilities.ChooseArtifactFromCategory(tradingCityPlayer, GameInfo.ArtifactCategories["ARTIFACT_CATEGORY_RYIKA_STATION"].ID)
    		local ArtifactRoll = Map.Rand(100, "Artifact Roll");
    		print("Trade Route Owner was human, rolling for Artifact: " .. ArtifactRoll .. " - must be <= " .. CircuitChance .. "!")
    		if ArtifactRoll <= CircuitChance then
    			if(artifactType ~= -1) then
    				print("Success!")
    				Players[tradingCityPlayer]:AddArtifact(artifactType2)
    			else
    				print("Success! ...but no Artifacts left. :(")
    			end
    		else
    			print("Failed.")
    		end
    	end 
    A bit of extra work and I haven't actually double-checked if I didn't forget anything, but it -should- work. Theoretically. ;)
     
  11. Doviello

    Doviello Chieftain

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    Big thanks! I feel it's already too easy to snowball ahead of the AI even on Apollo, an extra source of 30 or so artifacts only makes things worst.

    I noticed the mass driver (i think thats the wonder) doesn't give +1 city strike range, but free defensive perimeters or something. Is it intended? That was a cool bonus, and they fixed the "can't shoot at range 3" bug.

    Can't wait for the awesome sponsors mod btw!
     
  12. Ryika

    Ryika likes cookies and milk.

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    Not intentional, no - didn't know that the range-bug got fixed. But people have reported that the game stops working if an ocean city attacks another ocean city, so I'll leave it the way it is for now.
     
  13. Doviello

    Doviello Chieftain

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    Haha, damn this is so firaxis. Maybe make it a land wonder? Makes a little bit of sense that you'd need a stable base to place a mass driver.
     
  14. Ryika

    Ryika likes cookies and milk.

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    Well, water based cities could still move into range of land cities, I assume that would still cause the same problem. I'll leave it the way it is right now and make sure to monitor what happens when the game is patched - once these problems are gone, I'll update the wonder. Still like the idea of it being an "artillery wonder" that has more than just defensive capabilities.
     
  15. Azem.Ocram

    Azem.Ocram Chieftain

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    Disregard my request. Make the mod how you want. Don't let me or anyone else boss you around.
     
  16. Ryika

    Ryika likes cookies and milk.

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    ...well... thanks I guess? ^^
     
  17. MasterEcabob

    MasterEcabob Chieftain

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    So Ryika, do you have any plans to modify the artifact rewards for the new ruin types? There is a lot of overlap with some of them that makes it a bit boring, like the Progenator Devices either give +random affinity points or one free affinity level.

    I really loved the way you made satellites actually grant satellites rarely, as it just makes sense. This would probably be hard to code, but it would be really cool if sunken colony landers could provide a temporary movement bonus to a nearby aquatic city. Like, a big bonus where you could claim a lot of tiles early on.

    Also, Kraken nests should totally have a chance to summon a Kraken. Not a friendly one, but with idea that it can rampage a neighbor's lands or so you can leash it once you get the right tech.
     
  18. Ryika

    Ryika likes cookies and milk.

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    I've actually spent like... 2 weeks now trying to find out where I want the mod to go, so I'll skip on that for now - the version I'm working on will not have any "too out there"-bonuses and will instead mainly update the existing stuff to work with Rising Tide + change the new Bonuses so they're similar to the other stuff in my mod.

    I'll make sure to update it with more interesting stuff when I've finally updated the other mods.

    My current plans for the release that is hopefully done soon:
    - Rising Tide Artifacts are updated to have similar bonuses to the existing artifacts (mostly done)
    - Many Artifacts that always worked on the capital (Free Pop, Free Production) will now choose a random city (done)
    - A set of recolored artifacts will be introduced to double the amount of Artifacts available, as the total amount of Artifacts you can get is bigger in the Mod (done)
    - The spawn system now includes the new aliens and ocean-versions of Satellites/Ruins can spawn (mostly done)
    - Progenitor Artifacts are now hidden by default and can be unlocked via a short quest during the midgame to simultaneously tune down the affinity gain early on and make picking up ruins during the later parts of the game more viable (mostly done, haven't yet implemented an option to disable this for people who don't want to use it)

    ...and for the most part, that's it. Not too creative, but as I said... I'm sort of stuck on that mod at the moment, so I'll do the updating now and the "creative rework" at a later time, when I don't feel like I'm in a hurry anymore. :D
     
  19. MasterEcabob

    MasterEcabob Chieftain

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    Great to hear. The mid game quest idea sounds really interesting, although isn't there at least one quest that spawns a ruin? In the Eye of the Orbiter, although I haven't seen that quest in a while. Well, I am definitely looking forward to the updated version!
     
  20. Ryika

    Ryika likes cookies and milk.

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    Ah right, almost forgot about that Quest. I'll create a Dummy-Ruin so the Quest doesn't fail because the Resource isn't visible.

    /edit: Alright, Awesome Pods and Ruins has been updated for Rising Tide!
     

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