The Touhou Mod Development Thread

Well, the problem there is that if a human player captures one of Yuuka's cities, now you have a bunch of super-overdrive sunflower fields. Is it possible to use LUA to give out civ abilities? I know those can have improvement modifiers.

You can use Lua to, upon capture of a city, check all of the city's plots for Sunflower Fields and change them to the standard version instead of the AI's version. Unfortunately, you aren't able to adjust a Civ's UA mid-game.

Also, how should I get the AI to use its actual "bonus from internal trade routes" UA, or how do I cheat to emulate its use?

I don't think there is a way to force the AI to use internal trade routes without editing the DLL to adjust its economic strategy. Plus, in this case, it could help more than hinder if Yuuka ends up crippling her economy because all of her trade routes are internal. The AI uses both internal and external trade routes normally, so I think it will use them as it sees necessary, and it may find internals more necessary with the bonuses. But I can't say for sure.

Hey Vicevirtuoso -- I added the code to my Moriya civ, and it almost worked. I finally figured out that the issue is that Mountains are neither features nor terrain (despite having a value in the Terrain types...). In order to figure out if a tile is a mountain, you need to use "pPlot:IsMountain()" instead of "pPlot:GetFeatureType() == iFeature". Figured it'd be helpful to know!

Hahaha oh Firaxis.
 
Ahhh... yeah, I made a lot of changes to them that didn't really get posted on the version uploaded here. Sorry about that!

As for the diplomats/spies issue... yes, they'll generate the money bonus as diplomats. Part of it is because I wasn't entirely sure how to differentiate diplomats from spies -- I think you can do it, since I think I've seen a civ where diplomats can still steal technology, but at the time it was adding more complexity to something that felt it was already becoming too complex. (The UA text is near the limits of how long UA text can get... :P)

The other part is that there are stories of tanuki like Danzaburou-danuki who would create illusions of living in splendid estates in what were really just holes in the ground. So it seemed like the kind of thing a diplomat-tanuki would do -- use their illusions to scam wealthy members of the populace out of their wealth and finery while schmoozing them for diplomatic purposes. :P

Congrats on the mod release!

But I don't think making the spy abilities not count Diplomats would make it more complex -- I think people would already expect the ability as written to not apply to Diplomats anyway. And, if it applies to Diplomats, then I feel like there's not a choice involved beyond "do I keep one spy in my capital to ward off tech theft", every other active spy gives you the bonus and there's no reason to keep them inactive. If it didn't apply to Diplomats, then you'd have to weigh the benefits of having a Diplomat vs the benefits of having a Spy activating your UA but not letting you interact with their votes and potentially getting caught.
 
Congrats on the mod release!

But I don't think making the spy abilities not count Diplomats would make it more complex -- I think people would already expect the ability as written to not apply to Diplomats anyway. And, if it applies to Diplomats, then I feel like there's not a choice involved beyond "do I keep one spy in my capital to ward off tech theft", every other active spy gives you the bonus and there's no reason to keep them inactive. If it didn't apply to Diplomats, then you'd have to weigh the benefits of having a Diplomat vs the benefits of having a Spy activating your UA but not letting you interact with their votes and potentially getting caught.

Well, not just the UA description... but I'd have to add even more into the code. X3

Still, I've got to put out an update to clean up the bug where some of my dummy buildings show up in the civilopedia, so I'll poke around and see how easy or not it'd be to flag diplomats...

EDIT: LastSword's Cherokee has an effect related to diplomats, so I'll have to check it out... but feeling exhausted tonight. So i'll toss up a flare and see if Vicevirtuoso has any idea how I can tell if a spy is a diplomat or not... X3
 
I do have some reservations with that. Since the thread is about converting Civ4 models to Civ5, I'm inclined to believe that the models were borrowed from Touhou Epic. If they were, I'd have to consult with Souha (provided he is still active) about borrowed use.

At the very least, if anyone does intend on using those models, I ask that you contact me in advance so that I know what's happening, and if possible, for me to draft a credits/copyrights guideline.

Yes, I used the reimu's model in Touhou Epic in a Reimu MOD shared with my friends. Now I stop publishing the MOD. If such behavior is not allowed, maybe I've to find other models.
 
Yes, I used the reimu's model in Touhou Epic in a Reimu MOD shared with my friends. Now I stop publishing the MOD. If such behavior is not allowed, maybe I've to find other models.

The root of the problem is that Souha relied on outside help for his graphics, and he mostly just wants to avoid headaches both for himself and the graphic artists.

As much as I'd like to support the ease of creation of mods, I'd have to ask first. Creating or asking others to create graphics for you (or better yet, all of us) is the easiest solution, and who knows, redesigns might not be that bad.
 
Making progress with my Mima and my Yumemi civilizations -- I have art and music assets working for both of them, and Mima's UU and Yumemi's UU and UI are working. I'm still struggling a bit to figure out exactly what Mima's other uniques should be -- I imagine she'll be a rather aggressive civ, but I'd like to give her a focus on "magic". I'll have to experiment a bit with unit animations to see if I can manage to make a second spellcasting UU, maybe.

Meanwhile, I think I've got a good idea of how to implement a UA for Yumemi. I'll have to see if I'm stacking too many science bonuses with her, though.
 
Given that Mima shares a stars theme with her protege, some sort of observatory replacement might make sense, assuming there's a way to make that work alongside an aggressive play style. Maybe have it give a special promotion or more exp or something. Of course, that would still limit it to cities near mountains which might lower its utility. (I've barely ever been able to use the Kappa Research Center for the same reason.)

Just some spitballing, really. It's a pretty loose connection at best.
 
I'm currently leaning a bit towards the double UU idea, particularly since I haven't made a civ that had two UUs yet. Currently, my Sorceress summons Skeletons, but I could also create a Magician unit that served as long-ranged fire support for them. The big question would be whether or not I can somehow modify the effects files for the units to make them look more spellcast-y, although in the worst case I could use the Sorceress' current ranged attack for the Magician. I might go with that for the time being, since it'd let me get more done until I can learn my way around Nexus or whatnot.

Still not sure what to do for a UA for her -- I do like the idea of borrowing JFD's Lincoln speeches code to have Mima cast spells when you go to war, but it's giving me errors I can't figure out yet. Even if I do get it working, I'd like to have a more continuous benefit... not entirely sure what her playstyle should be.

On the other hand, got the first stage of Yumemi's UA working this morning -- I'm going to be pretty indebted to Vicevirtuoso in the end, because his MGS civs have been a treasure trove of ideas and code. I just need to make some unique promotions for the second half of her UA... oh, and figure out how to make my own UI graphic. >__<;;

Currently, Yumemi is looking like this:

UA: Artificial Magic
Science buildings provide unique promotions to units built in the city. Gain a boost to research for every active war between Civilizations you have met, including yourself.

UU: Research Assistant (currently replaces the Scout)
Earns science from each unit it kills.

UI: Laboratory
Currently available with Writing, and adds 2 Science. Upon the discovery of Education, Laboratories are upgraded to one of three different kinds, depending on the terrain they are built on, producing additional yields accordingly. These yields are improved with the discovery of Scientific Theory.

(Basically, a Laboratory built on Grasslands or Plains becomes a Biolab, adding 1 Food. A Laboratory built on Hills becomes a Geolab, adding 1 Production. Otherwise it becomes a Scilab, adding 1 Gold. I haven't gotten the code fully working yet, but I'm fairly confident I can do it...)
 
I've been thinking about the scout replacement thing, and it really doesn't work for a combat related bonus. (Unless it retains that ability if you get a ruin that upgrades them to an archer, then you could have one or two around the whole game. And farm barbs with it.) Scouts just don't have the power to make use of the bonus in the time period they'd be the most useful. Not to mention that when you first start the game, you're making around 10 or so science per turn, which is what you'd be getting if your scout did somehow kill a barb. Granted, scouts being totally unsuited for combat does balance the fact that they'd be giving you a full turn of science yield when they do succeed.

It just doesn't seem useful in any real sense, unlike Kanako's faith-for-a-swordsmen or Eirin's fort building riflemen.
 
Hi guys, I don't know where to ask so i just ask here.
When using touhou mods that I got from here or from workshop I realize that civ custom sound won't work unless it's replace the existing civ.
Any idea how to fix this? Sorry for bothering. Delete if you please
 
I've been thinking about the scout replacement thing, and it really doesn't work for a combat related bonus. (Unless it retains that ability if you get a ruin that upgrades them to an archer, then you could have one or two around the whole game. And farm barbs with it.) Scouts just don't have the power to make use of the bonus in the time period they'd be the most useful. Not to mention that when you first start the game, you're making around 10 or so science per turn, which is what you'd be getting if your scout did somehow kill a barb. Granted, scouts being totally unsuited for combat does balance the fact that they'd be giving you a full turn of science yield when they do succeed.

It just doesn't seem useful in any real sense, unlike Kanako's faith-for-a-swordsmen or Eirin's fort building riflemen.

Now that I've got the graphics working, I'm moving ahead with playtesting Yumemi, so I'll have to see how it works. Originally I had the Research Assistants set to a whopping 100 power, so they were easily defeating barbarians and ratcheting up my tech output, but toned down to a more proper level I suspect they'll contribute a lot less. So there is something of an issue there.

My current plan is to try making them like the Shoshone's Pathfinders -- Scouts with the strength and cost of Warriors, so they can fight a bit more effectively. They won't get the "pick a reward from goody huts" thing, but will generate research from kills. I can try increasing the research bonus so that if/when they do kill someone, you get a nice bonus from it... although I'd have to see how that played out in the later game. Another idea I was tossing around was having them increase in power as you researched techs, so they'd stay at a respectable power level through the early game.

At the moment, I like the idea of the Research Assistants serving as an early game tech boost, with the Laboratories kicking in in the mid- to late-game to keep tech going. So that's one reason why I like them as a Scout replacement. On the other hand, I could move the Laboratories to being more early-to-mid-game. Since they max out with Scientific Theory, the same time that Scouts become obsolete, I have considered making the Research Assistant a late-game successor to the Scout that could have more respectable combat ability. I'll have to see how they play out...

Hi guys, I don't know where to ask so i just ask here.
When using touhou mods that I got from here or from workshop I realize that civ custom sound won't work unless it's replace the existing civ.
Any idea how to fix this? Sorry for bothering. Delete if you please

Which version of Civ do you have?
 
Which version of Civ do you have?

should be BNW.
edit: for example, got palace of earth spirit v4, the custom sound worked. also the leader greetings are the custom one.
but when I got the v5 from steam, when i play new game, there is no BGM, only sound effect.
this affect Great Fairy Alliance and other Civ I Download which don't replace the existing Civ. well some are don't but many are like this.
 
Having finally gotten my Kanako update published, and with Shinki and Yumemi in the playtesting stage, I figured I'd just bump this thread. :P Once I've gotten those two published, I'll likely make a thread for myself in the New Civilizations forum, since there's an increasing number of fictional civ threads there.

If anyone wants to take a shot at playing with either Shinki and Yumemi to give me some feedback, let me know.

should be BNW.
edit: for example, got palace of earth spirit v4, the custom sound worked. also the leader greetings are the custom one.
but when I got the v5 from steam, when i play new game, there is no BGM, only sound effect.
this affect Great Fairy Alliance and other Civ I Download which don't replace the existing Civ. well some are don't but many are like this.

Hmmm... that's odd. Last fall there was a patch update for BNW that made sound modding finally possible, so a lot of civs changed from being replacements to becoming standalone civs, and I was wondering if that might've been part of the issue. I'll try and see when the last version updates went through.

Unfortunately, Civ is something of a fickle beast, so I'm not entirely sure what the source of the problem could be...
 
I'm always up for messing around with WIP civs. (Especially letting the AI give them a shot as well.) And I'm especially interested in looking at Yumemi's stuff since I want to try the science scouts first hand, after being critical of them initially. :p

Also you should totally do what ViceVirtuoso did and have fake "TSL" locations for YNAEMP. You'd probably run into the same problem as him regarding not having them all in Japan though.
 
Also you should totally do what ViceVirtuoso did and have fake "TSL" locations for YNAEMP. You'd probably run into the same problem as him regarding not having them all in Japan though.

I dunno, I'd hardly call the hilarity of having Ultimate Madoka start in Jerusalem a "problem." :lol:
 
I dunno, I'd hardly call the hilarity of having Ultimate Madoka start in Jerusalem a "problem." :lol:

When I get around to making a Byakuren civ, if I ever give her a fake TSL I should have her start in Jerusalem as well~ :P

(I'm sure they'd get along!)

I'm always up for messing around with WIP civs. (Especially letting the AI give them a shot as well.) And I'm especially interested in looking at Yumemi's stuff since I want to try the science scouts first hand, after being critical of them initially. :p

Also you should totally do what ViceVirtuoso did and have fake "TSL" locations for YNAEMP. You'd probably run into the same problem as him regarding not having them all in Japan though.

All right, can you give Shinki a try? I still need to work on her diplomatic text, and I think the Travel Agency is still missing some of its text, but most of the functionality should be working now. I managed to find a model to use to give her Crystal Forests a unique UI model, rather than the reskinned Gems I was using before.

2014-06-18_00003_zps8c06aad8.jpg


(Okay, I'm just showing off...)

Anyways, I'm mostly wondering if the current "demon spawning" UA is acceptable. The mechanism works -- I'm still building up an army of demons to liberate Nanoha from the cruel clutches of Shaka in my own test game. But I'd like other people's input on whether or not they're balanced at the current spawning rates and such.

The current version of Makai can be found here.
 
I gotta say, I like the new Crystal Forest graphic. It'd be cool if it was possible to have them be a different color based on which terrain they're made on. (Or maybe "random" colors, like how the poulder has a few different renders.)

I'll also note that I never got a single Demon unit for 270 turns. (Even in the endgame when making 450+ Tourism/700+ Culture a turn.)

Some screencaps from the one game I played. (Mostly the postgame stats and the somewhat excessive modlist.)


The colors are a little hard to look at. Maybe make the background a less saturated shade of pink or purple?

I'd definitely agree, although it's somewhat common among several of the touhou civs. I wouldn't say Shinki's colors are awful on terrain but anything else is kinda glaring.


and one last note:

SHINKI Yasaka and Suwako MAKAI sound oddly familiar. :p

Spoiler :
kwQ2C2f.jpg
 
I'll also note that I never got a single Demon unit for 270 turns. (Even in the endgame when making 450+ Tourism/700+ Culture a turn.)

That's completely my fault... DarkScythe pointed out I was getting Lua errors, so it's likely the Lua script didn't load. ;__; I must have fixed them on my working copy on the other computer, and not made all the changes I needed to on this copy...

If you're willing to give it another shot, I've posted the updated copy here...

As for the color, I suppose I could make it a lighter lavender?
 
Well, I can confirm the Demons do now spawn, and I'm a big fan of the fact that they don't cost maintainance, given that I spent the majority of my game at war with Attila and not making any money. They do not, however, get the EXP from buildings in the city they spawn at. (Personally, I'm kinda sad there's no ranged one of a mage variety either, though I suppose that'd crowd in on Mima's turf.)

I also lost said game, because apparently on standard with several city states being taken out of the game, the diplo victory only asks for like 10 delegates. If it weren't for that, it might have been possible to win, although I don't think I got everything I needed. (Also the aforementioned lack of any money thanks to Attila, good neighbor that he is.)

Regarding Shinki's terrain bias, I have to say that desert is SO much better than tundra and snow. desert has Petra to assist living in it, but there's nothing like that for the arctic terrain and without some way to improve that terrain beyond literal tile improvements, I honestly think it could in most situations be better to run Shinki from a jungle or grassland than snow. (And that's WITH a mod that gives a cursory food to snow. >__>)

It'd be nice if she had some way to improve her lesser terrains, even if it was say, adding a small bonus after building the travel agency in a city. (Which, unlike Petra isn't really something you can beeline for in the early game.)

Otherwise she seems like a pretty good culture victory civ, although I'm not the type to fully utilize her late game free army for conquest.
 
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