Discussion in 'Civ5 - Creation & Customization' started by Genghis.Khan, Nov 26, 2012.
considering to add a Colonial Era
Red - No Buidings, Units or Wonders yet
Yellow - Only one Building/Unit/Imprivement/Wonder
Green - Various Buildings/Units/Improvements/Wonders
1. Remove Humanism Technology
2. Upon the release of BNW include the Political Science Technology, which will enable Ideologies (if possible via XML/Lua).
3. Move Cartography to Medieval Era
4. Delete the Javalineer Unit.
working on the Colony System rigth now...
How do you guys know how to do all this stuff? Did you learn the fundamentals in school?
no, I am currently in school (Holidays now, but yeah, I've still got some years before college). I just look at other people's code, try to understand it, read some tutorials online, ask for help, and after several failed attemps do (at least something close to) what I wanted.
but that's me, I don't know how other modders work, but I pretty sure this is just my case, because, well, my age is an important factor...
P.S: About Armenia, I will upload the Alpha version today
Nice, there's hope for me then. Now that I've made some art, I'll start looking at programming.
P.S.: can't wait!
sory, it appears that today was 2 days away. Here is the Mod Download Link (still some testing before uploading it to Steam and CivFanatics): http://www1.datafilehost.com/d/c1704919
EDIT: Included every file in RFE, too lazy to do a whole new mod, but only the Armenia-related files doing something
EDIT: 6.9 MB in a compressed format and only 1/10 of the Art...
sorry, no Internet for a week. Let's see what has changed in Modding since BNW (and play a few games)
Colonies complete Alpha being tested today
just to say this Project is well alive and release will be soon (this Summer)
Units fully coded, Civilizations next...
Taxes working out in a ModMod soon
sorry for the lack of updates. Had no Internet acess for a while.
Anyway, planning release a 1.0 version at 10th August.
Surely thou meanest 10th of September? For, thou seest, thy post was posted on the 23rd of August!
Civilization Unique Abilities (revised):
Pueblo Trait - Miths of Kokopelli - Landmarks provide double Culture and Tourism per Era older than Pueblo's current Era. Newly founded Cities start with a Free Shrine.
Kongo Trait - Glory of Manikongo - Units ignore terrain cost on tiles adjacent to rivers and do not suffer a combat penalty when attacking over a river. Half of the surplus Food of your cities is added to the Food output of your Capital*.
Khmer Trait - Majesty of Angkor - Domestic Trade Route provide 50% more Production or Food, bonus doubled when City is building a Wonder. Recieve a small Culture bonus when a City is founded.
Hungary Trait - Covenant of Blood - Units have +20% Strength against Cities. Conquering a City provides Faith and extra Gold.
Armenia Trait - Crossroads of Caucasus - International Trade Routes provide Faith and Culture.
Israel Trait - The Promised Land - +1 per Specialist. Cities generate more Religious Pressure and Great Prophets increase the Combat Strength of Nearby Units.
Phoenica Trait - Traders in Purple - International Trade Routes provide extra Science to Phoenica and the Trader Civilization. Whenever a Maritime Building is built in a Phoenican city, a Naval Unit of the current Era spawns near that City
Sumer Trait - Craddle of Civilization - Starts with Pottery Technology. Cities founded next to a river start with 1 extra Citizen and City Defense is increased by 1 every 15 turns in Cities built on Plains until you enter the Medieval Era.
Tibet Trait - Dharma Kings - Civilian units generate Culture every turn and captured Tibetan cities are in Resistance for twice as long.
* maximum of 10 per turn
Love the civ choices, every single one of them!
Are you sure you want to keep it with 9 new civs?
Some of these would also make a wonderful addition:
Hittites, Mali, Sioux, Vietnam, Nubia, Khazaria, Mapuche
Especially the Hittites with an early iron bonus UA, and the Mali with an UA related to gold and enormous wealth.
With all this talk of international trade routes and other newfangled concepts, will this mod be G&K compatible, or no?
What about this, Barbarian encampments spawn units at rate "a" so after a number "b" of turns if the Barbarian encampment still exists it evolves into a Barbarian city that would spawn units at rate "a/2" or even faster
Separate names with a comma.