1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  3. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  4. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  5. Dismiss Notice
  6. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

UnOfficial Expansion: Rise and Fall of Empires, Alpha Release Soon

Discussion in 'Civ5 - Creation & Customization' started by Genghis.Khan, Nov 26, 2012.

  1. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
    Disclaimer: The Sid Meier's Civilization V: Gods and Kings 'UnOfficial Expansion: Rise and Fall of Empires' Modding Project is a WIP (Work in Progress) Customization of Sid Meier's Civilization V: Gods and Kings. However this Project, even if owning no completed project, includes several minor released Customizations, more commonly know as [GandK] ModMods. This thread has the purpose of providing a source of information about the Delevopment and Announcements rather than including discussion about this Moding Project.


    About the Project

    Our Purpose

    UnOfficial Expansion: Rise and Fall of Empires has grown to be a large project. Altought including only a small team of people who, with non-commercial profits, dedicate themselves, in their free time, to delevop a customization of a game they greatly apreciate. Modding is as Game Delevopment, itself, an art, requiring imagination and time, but with some unfortunate limits due to programming issues. Programming in Game Delevopment is an Art as well, and also a Science, to convert ideas into code, to make those ideas actually happen. Computers rule the world, and are resposible for a lot of our confort and are a part of our lifes.
    Gaming is a way to stimulate imanigation and as reading, to let people live new experiences, new world, alternative events, and to provide hapinness, a critical dimension of human beings. There are many people who's life goal is to reach the perfection of happiness, while others want to leave a mark, their own ideas, creations, to contrbute to this world, even if History nevers recognize them. The main purpose of this Customization of Sid Meier's Civilization V: Gods and Kings is to provide a source of happiness to every player and to the delevopers of this Mod.

    Our Goals

    UnOfficial Expansion: Rise and Fall of Empires' main goals in the Customization of Sid Meier's Civilization V: Gods and Kings are to enhance Gameplay Exprience, provide and polish Historical Accuracy, an important dimension of this game, as History is an important part of our lives, because we are not who we are just because who we are, we are who we are because of who we are and our culture, who 'we' were in the past, the past of our ancestors, provide a Challenge to all the players, stimulate their capacities to solve a situation, as there is not one option, but many, and also to increase Immersion, make the player actually being inside the game, provide a simulation with the highest possible level of realism

    Delevopment Team

    UnOfficial Expansion: Rise and Fall of Empires is delevoped by a team of three members of the Civilization Fanatics Centre. While most of the work is handled by the Lead Designer and Programmer, there are also large contributors to this project. As most of UnOfficial Expansion: Rise and Fall of Empire's work is compatibility between other existing Customizations of Sid Meier's Civilization V, there is no real author of this Mod, only of it's original content, which represents a smaller part of this Project. None of the delevopers have professional experience in Programming or Game Delevopment. Firaxis Games has made possible that customizations are easily implemented without any major knowdlege of Programming. Derek "Kael" Paxton has created the "Modder's Guide", in which consists most of the Modding experience of the developers. Even if you don't know anything about Modding, as long as you have time and want to learn and help, you have a place in this team.

    Genghis.Khan - Lead Designer and Lead Programmer (eXtensive Markup Language; Structured Query Language)

    mrc2022 - Designer and Programmer (eXtensive Markup Language)
    Main Assignment: Building Designing and Programming

    crawf0rd - Designer and Programmer (eXtensive Markup Language and Structured Query Language)
    Main Assignment: Beliefs Designing and Programming

    Special Thanks

    The UnOfficial Expansion: Rise and Fall of Empires Development Team would like to thank the following individual and entities for their contribuition to the Development of this Modding Project, If you think you should be referenced here and you are not, please, send a private message to Genghis.Khan at the Civilization Fanatics Forums.

    Firaxis Games for providing Modding Tools necessary to the Delevopment of this Mod and for making Sid Meier's Civilization V highly customizable

    Derek "Kael" Paxton for providing the "Modder's Guide", an excellent tutorial about Sid Meier's Civilization V Modding that made this Project possible

    lemmy101 for providing the Indie Stone Visual Tech Tree Editor, making the process of Technology creation much easier

    CaptainBinky for providing the Indie Stone Visual Tech Tree Editor, making the process of Technology creation much easier

    Drawmaeus/Strabo for helping and directing this Team through DLL an Lua Modding

    Thassalicus for helping and providing code in Lua Modding

    whoward69 for helping and awnsering several questions allowing more extensive Modding

    Sir Shivfngle for believing in this Modding Project right from the start and helping in Testing and Debugging and provide Suggestions to Improve this Project

    SOT_Mohawak for believing in this Modding Project from the start and providing Suggestions to Improve this Project

    PawelS for helping with the Colonies! [GandK] ModMod

    General Tsao for helping with the Colonies! [GandK] ModMod

    Gorhaaz for helping in Debuging this Modding Project

    FramedArchitect for helping and believing in this Project from the beggining

    Gedemon for helping and awnsering questions which allowed this Project to happen

    Irkalla for helping and creating the pseudocode of the Exploding Volcanos concept

    black123 for believing in this Modding Project from the beggining

    Teutonic_Rush for believing in this Modding Project from the beggining

    Craig_Sutter for helping in the pseudocode of the Dynamic History Scenario Project

    NotSoGood for helping in the Dynamic History Scenario Project by awnsering Lua-related questions

    Liztiago for contribuiting to this Project's designning
     
  2. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
    Released [GandK] ModMods

    The Delevopment Team of the Sid Meier's Civilization V: Gods and Kings Modding Project 'UnOfficial Expansion: Rise and Fall of Empires' has chosen to release separate Mods including fewer changes to Players willingly to play only a slightly customizated game, and to also act as a test and bug catching tool, allowing improvements and changes to the concepts in order to mantain Game Balance, Historical Accuracy, Gameplay Enhancement, Language Accuracy and Immersion. The enjoyment and acomplishment of a Modding Project is more than the delevopment the release of the customization, allowing people to see the game within a different perspective, your own.


    Released ModMods

    We have chosen to post the released ModMods both in the Civilization Fanatics Centre Database and in the Steam Workshop, to provide different sources and allow players to reach our Customizations through different ways, not requiring a service. The first released ModMod "[RFE] Gameplay Enhanced and Slightly Improved AI" focuses in Gameplay Enhancement and providing a Challange, by imrpoving the AI to play more competitively. The second released ModMod "[RFE] Colonies" adds a whole new different concept in the game and focuses on Immersion, Historical Accuracy, by displaying a relevant part of History ignored by Sid Meier's Civilization V and Gameplay Enhancement.

    [RFE] Gameplay Enhanced and (Slightly) Improved AI

    Steam Workshop Download Link
    Civilization Fanatics Centre Download Link

    Development Information: Version 1.1 Beta
    Version 1.2 Beta in Development

    Changelist
    Spoiler :
    Cities
    Spoiler :
    Cities have less defensive strength and gain slightly less new strength with new
    Cities now only loss 10 per cent of the population when captured
    Captured Cities now only lose 30 per cent of their styrength
    Cities now heal more slowly

    Happiness Mechanincs
    Spoiler :
    Reduced growth penalty when unhappy.
    Reduced production penalty when very unhappy

    Gold
    Spoiler :
    Updgrading units is now fifty per cent cheaper

    Units
    Spoiler :
    Units are fifty per cent cheaper
    Settler has now 3 moves
    Atomic Bomb and Nuclear Missile Rnage increased (2)

    Research Agreements
    Spoiler :
    Research Agreements have now effect in 15 turns

    Puppets
    Spoiler :
    Puppets now generate more culture and science

    Policies
    Spoiler :
    First Policy cost reduced to 20. Therefore every policy is now slightly cheaper

    Starting Locations
    Spoiler :
    Players will now only start in locations with six or more land tiles
    Starting locations will now include more production tiles

    Resources
    Spoiler :
    Strategic Resources are now likely to spread in quantityy of 6

    3UPT

    AI Changes

    Spoiler :
    AI is less likely to hate warmongers
    AI is more likely to rushbuy units and buildings
    AI now is more likely to defend their land with more units
    AI should now have more units in their capital city
    AI now has less chance to form permanent wars
    AI now values much more the policies you chose (Autocracy, Freedom and Order)
    AI now values less gold per turn
    AI is now more likely to build cities on resource tiles
    AI now values hills more
    AI is more likely to accept Peace Deals
    AI is more likely to accept cooperation in War


    Specialists
    Spoiler :
    Specialists have extra yield

    City States
    Spoiler :
    Enchanced Influence Gained by Trade Missions (50)

    Promotions
    Spoiler :
    Instant Heal now grants you more health

    Barbarians
    Spoiler :
    Increased Max XP Gained from Barbarians (30)

    Culture
    Spoiler :
    Faster Culture Growth
    New Cities now increase less cost of acquiring future policies

    Diplomatic VC
    Spoiler :
    Owning the UN grants you now 2 extra votes

    Religion
    Spoiler :
    Great Prophets spam since you acquire 150 faith and have greater chance of spamming once you get 150 faith
    Pantheons now only increase costs by 3 faith

    Score Calculation
    Spoiler :
    Technologies Score Value Increased (6)


    [RFE] Colonies!

    Steam Workshop Download
    Civilization Fantics Centre Download

    Development Information: Version 1.4 Beta

    Description

    Creates the Colony Improvement which can be created by the Colonist unit, avaible at Navigation. Colonies can only be build outside your borders and cause all the adjacent tiles to be yours. Altought causing 1 :c5unhappy: Unhappiness and being slow to build, the Colony Improvement grants you 2 :c5production: Production and 3 :c5gold: Gold, and connects any resource placed on the centre tile.


    Downloading Issues and Bugfix

    Downloading Issue - [RFE] Gameplay Enhanced and (Slightly) Improved AI

    Reported by: Gorhaax
    Causes: Unknown
    Consequences: After Downloading An Empty Folder was Created
    Fix: Issue fixed by Downloading a zipped version of the [GandK] ModMod, which can be found here
     
  3. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
    Concepts Index (in progress)

    1. Civilizations
    1.1. Unique Abilities
    1.2. Unique Components

    2. Buildings
    2.1 National Wonders
    2.2 World Wonders
    2.3 Regular Buildings

    3. Units
    3.1 Melee Units
    3.2 Ranged Units
    3.3 Naval Units
    3.4 Special Units

    4. Technologies
    4.1 Technology Tree

    5. Colonialism
    5.1 Colonists
    5.2 Benefits
    5.3 Revolts

    6. Balance Changes
    6.1 Gameplay Changes
    6.2 Building Changes
    6.3 Units Changes
    6.4 Civilization Changes
    6.5 Miscelanneous Changes

    7. Emmigration

    8. Global Warming

    9. Taxes
    9.1 Benefits

    10. Technology Diffusion

    11. Cultural Diffusion

    12. Slavery
     
  4. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
  5. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
  6. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    789
    Location:
    Missouri
    This looks like a large project with some great changes!

    I don't think you need a converter for the art you mention here. You just need a program that can open png files. Photoshop reads pngs and since this is kind of an old format, probably many other art programs will, too. Once the file is open you can save as a dds if you have the add-on. This goes for any file type actually - jpg, psd, tiff etc.

    Btw, are you still working on the Rome project?
     
  7. turingmachine

    turingmachine Chieftain

    Joined:
    May 4, 2008
    Messages:
    1,434
    I'm curious why you seem to be limiting the new civs in your mod to only those planned by Irkalla, when there are quite a few other high quality civ mods by other authors also available.
     
  8. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
    Thanks :)

    My problem is not read .png files is make them fit the circles and save it as a .dds file.

    Yeah, I plan to add it as one of the scenarios

    @turningmachine

    I might maybe include more new civilizations, maybe Hukkah's or other but I am a huge fan of Irkalla's project I think it is a great gamelay balance + historical accuracy + art (at least for what I've seend of the icons) combo, so I am going to include it
     
  9. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
  10. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
  11. KnelRivendare

    KnelRivendare Chieftain

    Joined:
    Jan 13, 2012
    Messages:
    271
  12. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
  13. snipperrabbit!!

    snipperrabbit!! Chieftain

    Joined:
    Nov 23, 2006
    Messages:
    3,396
    paintdotnet !
     
  14. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
  15. Sir Shfvingle

    Sir Shfvingle Chieftain

    Joined:
    Feb 12, 2010
    Messages:
    46
    Location:
    The Planet Vulcan
    Holy crap this is a dream mod. Basically all the problems I had with Civ V are addressed here. Thank you SO much for putting your effort into this!
     
  16. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
    :) Thanks. Guess I am going to have an Alpha Tester :goodjob:

    Btw I worked with the Tech Tree Editor Using the autosaves .xml files... It is great, done with Techs by now
     
  17. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
    List of Planned Scenarios:

    Rise of Rome [Alpha Release]
    Alexander's Conquests [Stable Release]
    The Discoveries (1415 AD) [Beta Release]

    Maybe I'll have to include them in separate Mods, dunno how to create a ModPack including Scenarios :sad:
     
  18. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
  19. S.O.T MAHak

    S.O.T MAHak Chieftain

    Joined:
    Jul 27, 2005
    Messages:
    171
    PLZ re-make industrial techs!!!
    Dynamite before railroads?, c'mon Firaxis even the Civilopedia tells you thats wrong.

    The last bonus for the Internet. "Technologies already acquired cost 30 per cent less"? is that if other civs has acquired them?

    The "Abolish death penalty" isn't that more of a SP thing?! It seems a bit odd that you have to have a prison in all cities for you to abolish capital punishment(the US should have abolished it years ago if that was the case). Maybe rename it to The Alcatraz, San Quentin, Spandau or Stammheim. Or another famous prison. Sotta like the Oxford University is a british university that all nations can build.

    Otherwise I'm looking forward to this "expansion"!

    P.S. one could argue that the TV station improvement should give a penalty to culture instead:rolleyes:
     
  20. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
    Yeah, I might reconsider changing some things.

    Maybe Include Abolish Death Penalty in my New Social Policies... I already have a lot of happiness buidlings, so I might just well delete it.

    The Internet... Yes, but I will look if I can see it...

    Btw I am considering adding a few units/buildings from Technologies that Already Exist:

    Nuclear Central (Nuclear Fission). +8 :c5production:, +5 :c5science: . Requires 1:nuke:
    Nuclear Fusion Central (Nuclear Fusion). +15 :c5production:, +10 :c5science:. Requires 2 :nuke:

    Maybe some:

    Globe Theatre (National Wonder). Requires a Theatre in all Cities. +10 :c5culture:, + 25% :c5culture: in every city.

    And Improvements (If That Is Possible).

    Mine Field (Avaible at Dynamite). Demages enemy Units in X HP per Turn
     

Share This Page