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The Classic Maya 2016-10-05

OK, I finally got the 'pedia entries for all the factions written. It would be very nice if someone took an read them and checked for typos and other oddities.

The rest of the 'pedia is mostly still a mess (except for the units), but entries have been entered for some improvements too.
 
The EGs/ LHs.
The zip file should work... anyways...

They are all on sort of a generic stone texture with the color they are assigned in the game. I could make them more clean-cut I guess...

I have two variants for Tikal; the one named Tikal is alittle more traditional; though personally I prefer the one named mutul... Caracol has the entire EG (all three parts) because I wasn't going to risk cutting off the wrong parts since the only rendition I could find deviated from the standard format...
With the eg for Tonina the more traditional main sign has become the bird's eye.

A slight problem is I won't be able to put them in the right formats so I left them as jpegs. So hopefully they can be converted to the right formats...
 

Attachments

That's great!

Now I can finish and load the rest of the stuff.

I have compressed the advisors as little as possible so hopefully it all works fine.

So this is hopefully all of the LH stuff then... ?
 

Attachments

Could you post a quick list of what the wonders do? For example, I would guess that Long Count doesn't act like the Lighthouse, even though it has the same Civilopedia entry. Or maybe I don't have the newest version of the Civilopedia, although I think I do.
 
It's supposed to end up in the 'Pedia, but between insomnia (which messes up my ability to concentrate) and intermittent attacks of real life, work is progressing quite slowly right now. So let's do a quick summary:

GWs:
Great Pyramid: Six happy faces in home city, allows city-sizes 2-3, doubles sacrifice value.
Long Count: Doubles happiness effect of Temples.
Temple of War: Barracks in all cities.
Full-Figure Glyphs: Doubles research output in home city.
Royal Trade Network: Pays maintainance for commercial improvements.
Grand Ballcourt: Ballcourt in every city.
Kaloomte'lel: Veteran ground units, one happy face in home city, allows healing in enemy territory. Has all traits and skyhigh cpt.
Glyphic Staircase: Three happy in home city.

SWs
Epic Inscription: Increased leader appearance.
B'aah Sajal Residence: Second palace.
Yajaw Maan: Increased Army value and spawns armies.
Royal Tomb: Allows city-sizes 2-3, treasury earns 5%/turn.
Council House: Allows spy missions.
 
Thanks for the list of what the wonders do. I finished playing through it last night on warlord difficulty just to see what it was like, but knowing what the wonders do will definitely help when I play it again at a harder difficulty. I think making the Palace and the B'aah Sajal Residence allow city-sizes 2-3 is a good idea. Overall very good scenario.
 
:bump:

Haven't found too much time to work on this lately, but I hope to post a new version with alot of gfx added within a week.

Allowing large capitals doesn't seem to change alot wrt gameplay, but I'm keeping it because it just feels right.
 
v0.5, with lots of added gfx and some gameplay tweaks, is to be uploaded as soon as I get ftp access from TF. Meanwhile, maybe you'd like to see a few screenies:

Piedras Negras getting beaten up by Palenque and the Mexicans:
mexico.jpg


The foreign advisor screen, with emblem glyphs for leaderheads:
mayadiplo.jpg


From the 'pedia entry for the Teotihuacano unit:
teotihuacano.jpg
 
The Last Conformist said:
I just had an idea: what do people think of having the Palace (and perhaps also the B'aah Sajal Residence) allow city-sizes 2-3, thus further emphasizing the importance of the capital?

Sounds extremely reasonable considering the attraction the capital caused (priests, slaves, trade, often because of war-bounty).

BTW nice glyphs you got here !
 
Version 0.5 is now uploaded and available from the first post!

What's new?

New static leaderheads in the forms of emblem glyphs, based on gfx by Kleptocrat.

The costs of most wonders and improvements have gone down to make them more worthwhile.

The costs of the techs at the end of the tree have gone up, keeping the most advanced units and wonders out of reach a bit longer.

A new Scout unit has been added, aiding exploration and giving you another thing to build early on.

The Putun Trader have new graphics, and almost all units have appropriate 'pedia art now.

Various additions to the 'pedia. It's still far from finished, tho.

Palaces now allow city-sizes 2-3.
 
Awesome work on this one Last Conformist,
I am going to test it right now, I kinda need some recreation from too much ST sites :rolleyes:

Thanks for this nice mod!
 
Holy Cow, what have you done with that mod, I got wiped by the mexicans after about 20 or so turns, and that a crapy regent level.

It looks like its pretty tough, or well maybe I was expanding a bit to agressiv, ... ;)

Going for another round now, ... and maybe not going to take Toninà from the start, .. though on the other hand, why not ...
 
The Last Conformist said:
Toniná is tough. Cave in to any demands from the Mexicans early on.

Better luck next time. :)

Hmm, I quite did so just in my second game, though I never had the chance to close the gap to the others. Even with the Mexicans as allys, and quite in Line regarding tech developement, I gave up when the Mexicans got crushed by the two leading sites (Tikal and Calakmul).

Well I might have stood a small chance, since I was close to complete the great ballcourt, but I had far too few cities to stand an onslaught of the two major powers.

Nevertheless was a good experience. I hate it, if I win always or too easy.
I might try a stronger tribe next time, before I go for Toninà again.
 
A question for those who've played the scen: Have you ever seen the AI build any Raiders? It never seems to in my tests, and I don't understand why. Sure, it's not the most impressive unit around, but as the only fast land unit, one'd think it'd have some attraction. Should I make it stronger, say 6(6).2.2?
 
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