Tomatekh's New Civilizations

Perhaps I should be asking in the ExCE thread, but do you think this could be solved in ExCE? The issue of not being able to improve in jungle before Optics also applies to regular improvements like plantations or mines, so it's not unique issue for your civ-mods it seems.

A unit with Immunity to Jungle Attrition is able to move into the Jungle. Don't have any knowledge of all the logic involved, but perhaps the same way that Immunity allows a unit to move into Jungle, it could be expanded upon to also unlock improving? In the civ-mods, you would then only need to include Immunity as part of the UA by default.

From wiki:
Jungle Jungle 5 damage per turn. Cannot heal. Cannot cross until Optics[2]. May lose or gain movement when a turn begins.

IIRC this was DLL problem, and so would have to be solved by G - and I don't think he had a way to do it, or we'd have seen it by now :/
 
So, should I take it that art-included builds of Poverty Point and the Mississippi are coming soon?
 
So, should I take it that art-included builds of Poverty Point and the Mississippi are coming soon?

No, that's just TPangolin making things up for his Battle Royale (the description of Poverty Point is not even accurate :p ). He wanted to include the civs in the voting and used placeholder art for the leaders.

I will be posting a build of PP soon, definitely before Christmas, but it doesn't have art.
 
Cradle City-States Pack: That shouldn't be happening, as all my mods should have JFD support. I'll look into it, but it might be the general mod issue that happens where sometimes Civ V doesn't completely unload a mod from a previous game, so then ID order and font icons are all messed up when you start a new game. I'd suggest to try it with the full Cradles Civ Pack (which also includes the city-states) and see if it still happens.

Just to follow-up on this one with recent example: had none of your civ mods loaded but decided to add the single Cradle City-State mod and then got below again (logs attached) with the screwed up city-banner. Did second test with loading the full Cradles Civ Pack as per your suggestion and this time it worked perfectly (also logs attached). So seems issue can indeed be avoided by loading the full-pack, but just in case you're interested in possible root-cause...


upload_2016-12-17_9-56-16.png
 

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  • Logs - Individual Cradle CS mod.zip
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IIRC this was DLL problem, and so would have to be solved by G - and I don't think he had a way to do it, or we'd have seen it by now :/

I can ask the question in the CP sub-forum... perhaps it's something that was forgotten while focussing on other developments..?
 
Just to follow-up on this one with recent example: had none of your civ mods loaded but decided to add the single Cradle City-State mod and then got below again (logs attached) with the screwed up city-banner. Did second test with loading the full Cradles Civ Pack as per your suggestion and this time it worked perfectly (also logs attached). So seems issue can indeed be avoided by loading the full-pack, but just in case you're interested in possible root-cause...
View attachment 461379

Thanks! This should be very helpful!
 
By the way I love your work. If you have the chance is there a way to ad a Ynaemp position for custom civs?
 
Actually I'm trying to add a Ynaemp for CBP patch WEI and SHU civs. I have the map cords for YNAEMP 24 just don't know how to get them set up. (OMG 43 civ YGAEMP with all old world civs (gonna be SOOO sweet.)
 
I've posted these in a few other places already, but to finally post them on Civfanatics:

Two builds, each with a slightly different take on the abilities. Why? Why not? Use whichever one you like.

Poverty Point (Build 1)
http://www.dropbox.com/s/26mgdou6eed036m/Poverty Point (Build 1 - BNW) (v 24).civ5mod


Spoiler :

UA: Place of Origins: Building an Effigy Mound allows you to change Spirit Guardians, each providing a unique bonus effect. Receive a free Fox-Man when you discover Trapping (this free Fox-Man can’t be used to found a Religion or build a Holy Site).
UU: Fox-Man (Prophet): Bonus changes depending on your current Spirit Guardian.
UI: Effigy Mound: +1 all Yields except Food; doubles at Astronomy. May be built by any Great Person once per Era, expending the Unit. Building an Effigy Mound allows you to change Spirit Guardians. Cannot be Pillaged.

- Old Man Above: Effigy Mounds provide double Faith. Religious Units are cheaper to purchase and may be born at lower Faith levels. Fox-Men will continue to be born even if all Religions have already been founded.
- Kneeling Woman: Cities with less than 5 Population gain an additional +1 Population whenever they grow. Fox-Men may be expended to heal adjacent land Units.
- Red Fox: Receive an infantry Unit near your Capital every 15 turns. Peace with Barbarians. Fox-Men improve the combat effectiveness of nearby land Units (this effect will stack with the Great General's Leadership bonus).
- Long Tail: Clearing a Barbarian Encampment provides bonus Science toward a Technology known by a rival Civilization. Camps provide +2 Science. Fox-Men increase the experience earned by nearby land Units.
- Stone Turtle: Land trade routes originating from a City settled adjacent to a River have a 33% increase in range. Any City, regardless of owner, receiving such a trade route has +10% Production when constructing Buildings. Fox-Men may be expended to gather Resources.
- Duck Foot: Land military Units ignore terrain costs when moving along Rivers or Coastal tiles. Fox-Men improve the combat effectiveness of nearby naval Units (this effect will stack with the Great Admiral's Naval Leadership bonus), and may embark with additional Movement.
- Beaded Locust: Culture Specialists generate an additional +1 Great Person Point of the appropriate type and Great Works provide an additional +1 Culture. Fox-Men may be re-rolled into another random Great Person type.
- Potbellied Owl: Civilian Units, excluding Great People, have additional Sight and will retreat to your nearest City instead of being captured. Fox-Men increase the Improvement construction speed of nearby Workers.
- Horned Serpent: The empire enters a Golden Age. All rival Civilizations enter Anarchy. Fox-Men may be expended to cause Resistance in a rival Civilization's Cities.


Poverty Point (Build 2)
http://www.dropbox.com/s/d77f19wppw7uzwp/Poverty Point (Build 2 - BNW) (v 1).civ5mod


Spoiler :

UA: The Adoption of Humanity: Choose a Spirit Guardian whenever you enter a new era. Spirit Guardians provide a unique bonus effect for the duration of their era.
UU: Támali (Prophet): Bonus changes depending on your current Spirit Guardian.
UB: Hálimúra (Granary): +1 Food +1 Faith on Camp Resources instead of Wheat, Banana, Deer. Additional bonus changes depending on your current Spirit Guardian. Available at Trapping instead of Pottery.

- Sun: Permanently receive a Merchant Specialist in your Capital. Specialists consume only half the normal amount of Food. Támali may be expended to increase Great People progress in your Cities. Hálimúrari provide +15% Great People generation.
- Moon: A "We Love the King Day" is triggered in your Capital. Each source of Wheat, Bananas, and Citrus provide +1 Food +1 Culture. Támali may be expended to increase the Population of your Cities. Hálimúrari provide +3 Food.
- Wind: A Scout appears near your Capital and Naval Units gain +1 Movement. Camps provide +2 Science. Támali may be expended to provide bonus Science. Hálimúrari provide +10% Science.
- Rainbow: The empire enters a Golden Age. -10% Unhappiness from Citizens in non-occupied Cities. Támali may be expended to initiate a Golden Age. Hálimúrari provide +2 Happiness.
- Thunder: All current military Units level 5 and under reach their next promotion level. Garrisoned Cities have +25% Ranged Combat Strength. Támali may be expended may be expended to provide XP to all adjacent Units. Hálimúrari provide +8 City Defense.
- Fire: A Worker appears near your Capital and Tile Improvement construction speed is increased by 20%. Quarries provide +2 Production. Támali may be expended to hurry Production in a nearby City. Hálimúrari provide +10% Production.
- Water: A Trade Unit appears near your Capital. River Tiles provide +1 Gold. Támali may be expended to perform a trade mission. Hálimúrari extend Trade Route length by +25%.
- Old Man: A Religious Building is constructed in your Capital. Cities generate +25% religious pressure. Támali may be expended to convert an empire's Cities to the Támali's Religion. Hálimúrari provide +4 Faith.


Like the Mississippi, the build is missing most major leader and icon art. However, it does have unit and improvement models. Everything else, including mod support, should be there.

A quick note with regard to Build 2, the UA actually triggers the turn after you switch eras. I was having some issues with GameEvents.TeamSetEra. Switching to the next turn should hopefully address the random crash it was experiencing.

Credits go to Reedstilt for design ideas, Sukritact for the map and rendering some of the icon art, JFD for interface lua, DJSHenniger for converting the models, TPangolin (?)/CL Team (?) for the Dene LS that this build borrows until it gets its own art.

And, just so everything is in one place:

The Mississippi
http://www.dropbox.com/s/zypwqeyinsea0sv/The Mississippi (Brave New World) (v 18).civ5mod


Spoiler :

UA: Maize Economy: Your highest Population Cities form Regional Centers which increase Food and decrease Building Maintenance in nearby Cities.
UU: Falcon Dancer (Longswordsman): If trained in a Regional Center, is significantly quicker to produce (+50%) and will begin with bonus XP equal to the City's Population. Does not require Iron.
UB: Mound Temple (Temple): Provides Faith and Science based on the latitude of the City. Centers the equator on the world map. No maintenance.


The end? Thread closed? :p
 
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Really cool!! I'm a fan of the 1st build.. I guess it's being able to actually have the Mound Improvements on the map that stands out for me and that the 2nd doesn't have. Can't wait to try and see what it looks like!!

Hope you're able to gather the missing art for both Poverty Point and Mississippi... the "until it gets its own art" sounds at least promising :)

And, hopefully not the end... :)
 
Poverty Point's music (from Canyon Trilogy) seems to have some quality issues in places. I have a cleaner rip of that album if you'd like me to post it somewhere.
 
Hmm, I swear the tracks were okay when I added them, but I can definitely hear the issues you're talking about (especially with the war track).

IDK, maybe I compressed them at some point and didn't check the quality. It was a while ago.

If you could post better versions of the tracks, I'd appreciate it. They were "Song for the Morning Star" and "Homage to the Ancient Ones". Thanks!
 
Hopefully this does the trick. Glad I could help out.
 

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Playing a game with Harappa but the "trade luxury goods" feat of the bullock cart doesn't work for me on a opium resource (required for a festival) in a friendly city-state territory. If I understand the definition of "friendly territory" correctly, this should work, right?

Am using CP, all JFD gameplay mods, EE, E&D, HR and PeC (all latest versions). Attached the log just in case. Thanks!
 

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