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Tomatekh's New Civilizations

Discussion in 'Civ5 - New Civilizations' started by Tomatekh, Aug 16, 2012.

  1. Packherd2

    Packherd2 Warlord

    Joined:
    May 24, 2011
    Messages:
    117
    Hi Leugi,

    Something indeed worked. Although the under construction graphic is still checkerboarded, the completed graphic is definitely working.

    (Also, you got me a pretty decent start. Could you work that into a mod? ;))
     

    Attached Files:

  2. Leugi

    Leugi Supreme Libertador

    Joined:
    Jan 25, 2013
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    1,673
    Location:
    Bolivia
    Excellent! I'll be updating all improvement files to fix the issue then :D ... (The construction graphic is still checkboarded because its a different model, so I need to update each model sepparately)
     
  3. turingmachine

    turingmachine Emperor

    Joined:
    May 4, 2008
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    1,438
    Just played a game with the Sioux post-patch. I'm happy to say they keep their gameplay from before bison were added. I'm curious why you didn't just move the standard bison around instead of splitting them off into wild bison.
     
  4. Tomatekh

    Tomatekh Sahib-i-Qirani

    Joined:
    Aug 6, 2012
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    The main reason... so the AI wouldn't try to constantly build camps on them.
     
  5. killmeplease

    killmeplease Mk Z on Steam

    Joined:
    Nov 22, 2007
    Messages:
    2,794
    Location:
    Samara
    how do bisons roam? do they claim tiles for the city? i think it would be fun if they did.

    and what if they acted like a cell automata? say, each X turns a bison moves, and looks at surrounding tiles. if there are > 1 bisons nearby, this bison is removed from the map. If there are no bisons nearby, an additional bison is created. If a bison can't move (no unimproved plains tiles nearby), it gets removed too.

    now look, you start with 1 bison, it roams and adds to your territory, and spawns other bisons as well. each gives 1 gold to the nearest city - they can leave 3 hex radius but still be helpful.. so the sioux would make use of open plains.

    are you interested in this idea? i can do lua coding.
     
  6. Tomatekh

    Tomatekh Sahib-i-Qirani

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    The bison do already claim neutral tiles for the civ. At the moment I'm not really looking to change the current implemented mechanic. Mainly, I want to avoid making the ability too terrain restricted. With my initial testing, I found that most maps just didn't have enough space to limit the bison to only one terrain type. Even just flat, no feature, grass/plains often had the bison get trapped and end up not moving around much. Currently the only restriction they really have (besides the obvious no water, mountains, or cities) is no hill tiles or tiles with a pre-existing resource. I let them move onto improvements (which allows the bison and improvement yields to stack) as, again, I didn't want to trap the bison by mid-game.
     
  7. killmeplease

    killmeplease Mk Z on Steam

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    Location:
    Samara
    its ok they should disappear somewhere near [sioux's] renaissanse isnt it? hunting migrating herds is a primitive economy feature isnt it.
     
  8. Tomatekh

    Tomatekh Sahib-i-Qirani

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    True, if Civ more closely followed history, but no other civ UA (except Vanilla France) obsoletes despite many being anachronistic after a certain point in the game. In general, I also find that people don't like playing civs whose abilities obsolete.
     
  9. Natan35

    Natan35 Mayor of St. Natansburg

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    Ashdod,israel
    Lol, i never liked France in civilization, but their vanilla UA was way better then the current one...:p
     
  10. killmeplease

    killmeplease Mk Z on Steam

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    Location:
    Samara
    celtic ua kinda gets obsoleted too, when you chop out those sacred groves
     
  11. Gyra Solune

    Gyra Solune King

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    But you can choose not to do that.
     
  12. Teproc

    Teproc King

    Joined:
    Sep 13, 2013
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    835
    Location:
    Lyon, France
    Their current UA is still very strong actually, its one of the easiest civs to get a culture victory with. The vanilla UA was better but that's because it was pretty busted.
     
  13. DoctorMcGann

    DoctorMcGann Emperor

    Joined:
    Nov 19, 2014
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    1,283
    Your Mali civ is really neat, but like others have reported, it crashes the game as soon as I meet them.
     
  14. turingmachine

    turingmachine Emperor

    Joined:
    May 4, 2008
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    1,438
    So, uhmm, Caral?

    Spoiler :
     
  15. Gyra Solune

    Gyra Solune King

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    Caral is being worked on yes. Probably exists in a modder-verse beta file but not finished quite. I figure it will be soon enough though. It's looking pretty neat!
     
  16. Tomatekh

    Tomatekh Sahib-i-Qirani

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    When I do the next update, I'm going to include an optional static screen and instructions how to use it instead of the animated one for people who seem to crash with the current leader. I don't know what causes it, maybe something with DX9 instead of DX10 or older cards. IDK.

    Shhh, it's a secret to everybody.
     
  17. DoctorMcGann

    DoctorMcGann Emperor

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    I'm using DX11, so that can't be it. Weirdly, it shows the entire animation, and ony crashes when exiting the diplomacy screen.
     
  18. Natan35

    Natan35 Mayor of St. Natansburg

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    Wow. There are a lot UA possibilities for caral.

    I would choose that UA:

    Utilization
    Bonus resources provide gold as if they were luxury resources. Cities connected to trade routes provide +1 happiness per every luxury resource present in city. +2 food from fish, +1 gold fro pearls, +1 production from sheep.
     
  19. Gyra Solune

    Gyra Solune King

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    Sumer with CulDiv, IV Traits, and R&R is pretty crazy. Capital starts off at a massive 6 pop and with a dip into Liberty any other cities start with 5 (sadly R&R replaces the Order policy that would bump that to 7 late-game), assuming they're all next to rivers.

    Of course it's somewhat balanced out by the Vulture being not exceptional and the Plough decision being a bit weak (but then it's likely the cheapest and earliest decision of all of them). Cuneiform works nicely with the Ziggurat though. Honestly I'd liken them most to the Maya, with a heavy science/faith focus that's harder to get off the ground since that comes in later and you can't just spam cities endlessly, but with a much higher payoff. I keep trying to be silly and use the Vultures to conquer but I'm pretty sure they're more for defensive purposes to expand where you please.
     
  20. Tomatekh

    Tomatekh Sahib-i-Qirani

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    Yay, someone is actually posting feedback in my thread :p

    You know, I think its harder and harder to decide what the appropriate balance is for a civ these days. Not only is there a large discrepancy between the official civs now (with a lot of the expansion civs stronger than the Vanilla ones) but there are so many good mods (many of which are must haves) that it's hard to decide which ones to account for when trying to balance things out. Sumer had the bonus pop ability before Cul Div also added it to the Mesopotamian group, and I really haven't played enough test games using the two together to judge if the stacking is a problem. Of course, all the extra starting population is also a lot of extra starting unhappiness (which Sumer doesn't have any innate bonus to combat).

    For various reasons related to what I'm currently working on, I've been thinking about my Sumer mod a lot recently (if it possibly needs a rework). I do really like the pop bonus UA for them. I always thought it was a simple but effective (and thematic) ability to give the civ. Actually, I think all the parts of Sumer work really well thematically. Functionally... I'm not as sure (but I'm also never fully satisfied with my work and think all my mods have problems).
     

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