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Updated AND 2.1 Mega Civ Pack

Discussion in 'Rise of Mankind: A New Dawn' started by Maska_zgz, Feb 18, 2014.

  1. Cor'e =)

    Cor'e =) Chieftain

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    Is this another MCP error? (Sword wielding Macemen, Danish Queendom):
    Capture.PNG
     
  2. Vokarya

    Vokarya Chieftain

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    Yes, it is. Somebody chose to assign that particular model to the Maceman in the Danish art style.

    That model might be better used as an English/Viking Light Swordsman. They don't have one of their own.
     
  3. Zeta Nexus

    Zeta Nexus Chieftain

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    Basically you are right... but can you suggest something better?
    Because I was doing research but haven't found anything.
    I you have a good idea feel free to post it :)

    I'd also love to replace the Danish Guard Hussar but haven't found anything good yet. I feel GH is too modern. I'd like some rather medieval UU, something more vikingish. I like Sweden as the modernized Norse civ.
     
  4. PPQ_Purple

    PPQ_Purple Techpriest Engineer

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    2,761
    Even if I did I am done with this mod. Sorry.
     
  5. Vokarya

    Vokarya Chieftain

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    Do you want this to stick around too long? One of the issues with Ceremonial Altar replacements is they effectively count as +1 happiness for the rest of the game. Limiting the XP to Wooden Ships is good in my opinion; it puts a clock on the ability, without forcing the building to go obsolete. You may want to look at +2XP, though; +1 won't do much in many cases. I can repost the XP curve if you want.

    I agree there are too many Castle (and Courthouse for that matter) UB's.
     
  6. Zeta Nexus

    Zeta Nexus Chieftain

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    What do you suggest? Maybe CA UBs could go obsolete at some point. Perhaps at Humanism?

    I thought the same before going to sleep. Will be +2Xp :)

    How about this:

    Fiskerfartøj (Workboat)
    • cost is half of Workboat
    • +1 movement
    • ignore terrain penalty
    • can enter ocean OR can enter ocean before Astronomy
    • 1 cargo space
    Do you think this could be a good UU? I'm thinking about a sea version of the Indian Fastworker.
     
  7. Zeta Nexus

    Zeta Nexus Chieftain

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    Some other changes I have made:

    Austria:
    add Francis II (from Custom Leaderheads from Holy-Roman)
    -Grenzer
    +100% vs. Rifleman removed
    starts with Pintch I.

    Batavia:
    -Batavian Stable:
    replaces Stable (was Knight's Stable)
    +2 Xp for Mounted units (was +5)
    upgrades to Military Base (but not to Knight's Stable)
    no Health penalty
    free Batavian Horse promotion for Mounted units
    -NEW PROMOMTION: Batavian Horse
    can be acquired only through Batavian Stable
    no combat penalty for attacking from sea or crossing river
    available to Mounted Units only
    -Alae Miliaria (Horse Archer)
    strength 9 (Horse Archer is 7)
    cost 80 (Horse Archer is 60)
    removed free Amphibious promotion
    removed ramged attack ability

    Burma:
    -Mon Warrior
    removed +25% hill defense
    starts with Guerilla I and II

    Canada:
    -Hockey Rink (Stadium)
    axed +5% maintenance
    culture raised to +8 (Stadium is +4)

    Chile:
    -Copperworks (Factory)
    3 base unhealth (Factory is 4)
    1 unhealth wit Copper

    Chola:
    -Trade Workshop
    (Market)
    axed free Amphibious pomotion
    +1 commerce per river tiles
    -Kallarani
    unit class changed to Light Swordsman (was Maceman)
    upgrades to Swordsman and Heavy Swordsman
    starts with Piracy

    Czech:
    -Vysilac (Broadcast Tower)
    culture reduced to +25% (was +50% while Broadcast Tower is only +15%)

    Getai:
    -River Port (Docks)
    Health bonus removed
    flat Commerce bonus removed
    added 1 Commerce for each connected domestic city (Max 5).
    added the ability to build in coastal cities too

    Israel:
    -Maccabee

    strength back to deafault 7
    cost back to deafault 60
    Guerillia I replaced with Kanai

    Kane-Bornu:
    -Oasis --> Zango

    renamed to Zango
    replaces Caravanserai (instead of Tavern)
     
  8. Vokarya

    Vokarya Chieftain

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    I'd be really careful about letting sea units cross ocean before Astronomy. Only Caravels do that, and they show up in the LATE Medieval Era. Only the Portuguese UU can carry units across Oceans, and they are also late Medieval. With Movement Limits on, I do not think it would be too bad, but that cannot be enforced.

    I don't think a Work Boat with cargo space would be that much different from a Galley, except more fragile.
     
  9. Nyayr

    Nyayr Chieftain

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    Holland
    Would be more logical to gives it just more speed, a nice thing too might be that it can cross into none open... area like a caravel.
     
  10. Zeta Nexus

    Zeta Nexus Chieftain

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    Work boats have bNoRevealMap so they are no good for scouting distant continents (even without Movement Limits), but Fiskerfartøj would be able to go to an ocean tile to escape from barbarians.

    If it had
    <SpecialCargo>SPECIALUNIT_PEOPLE</SpecialCargo>
    <iSpecialCargoSpace>1</iSpecialCargoSpace>
    than it could carry 1 Recon, Spy, Trade, Executive, Missionary, Great People, Inquisitor, Diplomat (like Caravel) but it's not a good idea, since my goal is to carry that one worker to that small island in the city's vicinity.

    For a Fast Worker +1 movement means also faster improvement production. The same is true about Workboats but since it's consumed when building anything the affect is less significant. So it needs more things to be a good UU.

    Why would it be useful for a work boat? :confused:
     
  11. Vokarya

    Vokarya Chieftain

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    As long as you keep NoRevealMap, then yes, I think you can keep "Can Enter Ocean".

    If you want a unit to just carry Workers, you could define a SPECIALUNIT_WORKER. That would allow you to specify Workers as a type of cargo for your boat. Worker units don't currently have a special unit type.
     
  12. Zeta Nexus

    Zeta Nexus Chieftain

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    Thought of that but I'd rather not mass with it. SPECIALUNIT_WORKER is too general to be in a module IMO.
     
  13. Vokarya

    Vokarya Chieftain

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    Actually, I think we should do this in the main mod.

    The reason is that the Expansive trait boosts the production of Workers/Clones/Android Workers, but it has to call out each unit by name. If we define a special unit type for Workers, then we don't need to call the types out individually, and if a modmod adds any worker units, they can be covered by Expansive as well.

    Otherwise, special unit types don't do anything unless you specifically add XML for them. The current uses for special unit types are to determine what units can carry the chosen type (by adding it to the carrying unit's XML), what AI routines the carrying unit will use, if the unit can only be loaded onto a carrier in a city, and if a trait boosts the production of that unit type, which currently is done in the Orion's Grand Inquisitions mod. In that mod, Seafaring boosts the production of naval fighters by 100%, which is any unit with SPECIALUNIT_FIGHTER type.
     
  14. Zeta Nexus

    Zeta Nexus Chieftain

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    More changes in mind:


    Malagasy:
    -Salegy Hall (Opera House)
    removed +1 :) from Dye
    added +1 :) from Hit Singles
    cost down to 120 (Opera House is 180)

    Mamluk:
    new button and flag graphics
    -Exhibition renamed to Antique Exhibition
    -Mamluk Warrior
    replaces Rider (instead of Noble Knight)
    Heraldry is not required
     
  15. Zeta Nexus

    Zeta Nexus Chieftain

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    I've got this idea for New Zealand:

    Woolshed
    • replaces Textile Mill not Grocer
    • +1 :) with Sheep
    • +1 food, production, commerce with Sheep in city vicinity
     
    Last edited: Aug 8, 2017
  16. Zeta Nexus

    Zeta Nexus Chieftain

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    Question:

    Some of the leader heads are not historical figures but politicians still alive.
    I recall at least 2 instances: Yulia Tymoshenko (Ukraine) and Vladimir Putin (Russia). I think it's not very good to include in this mod persons that are still active in politics. So the question is:

    Should we remove from the mod leaderheads that represent persons that are still alive and may be active in everyday politics?
    If there will be no persuasive objections I will do so.
     
  17. Arakhor

    Arakhor Dremora Courtier Moderator

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    Probably sensible, yes.
     
  18. 45°38'N-13°47'E

    45°38'N-13°47'E Chieftain

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    Just wonder...
    I don't think so, I would let them, especially if someone wants to play "the real world". If someone doesn't want them, they can remove them by themselves
     
  19. Zeta Nexus

    Zeta Nexus Chieftain

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    Hmmm... I'd like to hear at least one more opinion.
    Vokarya?
     
  20. Zeta Nexus

    Zeta Nexus Chieftain

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    _____________________
    ***SPLIT OF THE MOD***



    The MegaPack will now split into 12 sub-modules so players can chose more easily which civs they want in their game and which don't. Division is based on area first and then on time.


    • Europe (Early)
      • Batavii
      • Etruscans
      • Getai
      • Minoa
      • Mycenae
      • Troy

    • Europe (Mid)
      • Albania
      • Anglo-Saxon
      • Bulgaria
      • Czech
      • Denmark
      • Frankish (HR renaming)
      • Goths
      • Hungary
      • Huns
      • Ireland
      • Latvia
      • Lithuania
      • Langobards
      • Norway
      • Picts
      • Poland
      • Scotland
      • Switzerland
      • Vandals
      • Venice
      • Wales

    • Europe (Late)
      • Armenia
      • Austria
      • Belgium
      • Croatia
      • Finland
      • Georgia
      • Italy
      • Romaia
      • Serbia
      • Slovak
      • Sweden
      • Ukraine

    • Asia
      • Burma
      • Champa
      • Chola
      • Majapahit
      • Tibet
      • Uyghur
      • Vedic
      • Xiongnu
      • Bangladesh
      • Vietnam

    • Middle-East (Early)
      • Akkad
      • Baktria
      • Harappa
      • Hurrians
      • Israel
      • Khazaria
      • Parthia
      • Phoenicia
      • Scythia
      • Seleukia
      • Seljuks
      • Timurid
      • Yemen

    • Middle-East (Late)
      • Mamluk
      • Iran
      • Iraq
      • Kazakh
      • Maghreb
      • Pakistan
      • Uzbek

    • Africa
      • Ashanti
      • Benin
      • Congo
      • Kanem-Bornu
      • Malagasy
      • Mande
      • Mutape
      • Nigeria
      • Nubia
      • Somalia
      • South-Africa

    • America (North)
      • Anishnaabek
      • Aniyonega
      • Apache
      • Dinnehih
      • Mississippi
      • Piliwni
      • Sioux (renaming only)

    • America (South)
      • Mapuche
      • Moche
      • Olmec
      • Toltec
      • Tupi

    • America (Late)
      • Argentina
      • Brazil
      • Canada
      • Chile
      • Colombia
      • Cuba
      • Mexico
      • Venezuela
      • West-Idnies

    • Australia and Islands
      • Aborigines
      • Australia
      • Indonesia
      • New Zealand
      • Philippines
      • Polynesia
     

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