[WIP] Project Civ: A Quality-Oriented Civ Pack

Could you please find a different hosting site for your pictures? When I tried to download the PSD, I kept getting pages that downloaded an FLV player I neither want nor need...and never got the PSD file itself. To make matters worse, BitDefender blocked some of the host links as unsafe adware-pushers. :sad:

Heh. I've been using adblock plus, so all I see is the download button. I'll attach a better example in a minute....
 

Attachments

Many thanks! Any help I can get in the art department is a Good Thing; I flunked art in high school and got most of my resource/building icons from Google Search. :lol:
 
Many thanks! Any help I can get in the art department is a Good Thing; I flunked art in high school and got most of my resource/building icons from Google Search. :lol:

He cateado el Español. ¿Parece ti como si fue importa?

Also, working on Placenames for Phoenicia as well

  1. Tyre or Sur
  2. Ushu
  3. Sidon
  4. Byblos or Gebal
  5. Beirut
  6. Sarepta
  7. Batruna
  8. Arvad
  9. Acre or Akka
  10. Ampi or Enfeh
  11. Amia or Amioun
  12. Irqata or Arqa
  13. Bitron or Batroun
  14. Athar or Tripoli/Tarabulus
  15. Ramitha or Latakia

And that's it for the places in Lebanon, Israel, and Syria that I know were solidly Phoenician. Now I have to turn to North Africa, Spain, Italy, and even Brazil. With the first three, I run the risk of having the Phoenicians and Carthage fight over a significant number of names.

By the way, I probably never showed off Sparta's logo that I've been working on Refining.

KktPK.png


The logo is supposed to be a stylized Lambda. It can be mistaken for a Chevron, but I kinda had that in mind anyway. You know, since Chevrons are kinda synonymous with the military. Which is what Spartans were. A Spartan doesn't live, he dies. I've got a terrible headache this evening, so forgive me if my thoughts are scattered and just kind of fall out.
 
Welp, here's how the trait is turning out. It look okay to you guys?


Lua - Click For Pastebin
Code:
[LIST=1]
[*]function Irkalla_ReturnBestInfantryUnit( city )
[*] 
[*]local plyID     = city:GetOwner()
[*]local teamTechs = plyID:GetTeam()
[*] 
[*]if teamTechs:HasTech( GameInfo.Techs.TECH_NUCLEAR_FUSION.ID ) then  -- Should I be shot for this giant if/then ?  , this thing is ugly.
[*]        return GameInfo.Units.UNIT_MECH.ID -- Giant Death Robot
[*]elseif teamTechs:HasTech( GameInfo.Techs.TECH_MOBILE_TACTICS ) then
[*]        return GameInfo.Units.UNIT_MECHANIZED_INFANTRY.ID
[*]elseif teamTechs:HasTech( GameInfo.Techs.TECH_PLASTIC.ID ) then
[*]        return GameInfo.Units.UNIT_INFANTRY.ID
[*]elseif teamTechs:HasTech( GameInfo.Techs.TECH_REPLACEABLE_PARTS.ID ) then
[*]        return GameInfo.Units.UNIT_GREAT_WAR_INFANTRY.ID
[*]elseif teamTechs:HasTech( GameInfo.Techs.TECH_RIFLING.ID ) then
[*]        return GameInfo.Units.UNIT_RIFLEMAN.ID
[*]elseif teamTechs:HasTech( GameInfo.Techs.TECH_GUNPOWDER.ID ) then
[*]        return GameInfo.Units.UNIT_MUSKETMAN.ID
[*]elseif teamTechs:HasTech( GameInfo.Techs.TECH_STEEL.ID ) then
[*]        return GameInfo.Units.UNIT_LONGSWORDSMAN.ID
[*]elseif teamTechs:HasTech( GameInfo.Techs.TECH_CIVIL_SERVICE.ID ) then
[*]        return GameInfo.Units.UNIT_PIKEMAN.ID
[*]elseif teamTechs:HasTech( GameInfo.Techs.TECH_IRON_WORKING.ID ) then
[*]        return GameInfo.Units.UNIT_SWORDSMAN.ID
[*]elseif teamTechs:HasTech( GameInfo.Techs.TECH_BRONZE_WORKING.ID ) then
[*]        return GameInfo.Units.UNIT_SPARTAN_PHALANX.ID -- May one get modded units like this?
[*]else
[*]        return GameInfo.Units.UNIT_WARRIOR.ID
[*]end
[*] 
[*]GameEvents.SetPopulation.Add( function( iX, iY, oldPop, iNewPop )
[*] 
[*]local plot              = Map.GetPlot( iX, iY )
[*]local city              = plot:GetPlotCity()
[*]local plyID             = city:GetOwner()
[*]local unit_MostCurrent  = nil
[*]local trait             = GameInfo.Traits[PlyID].UnitPerCapitalGrowths
[*]local unitAIType        = GameInfo.UnitAITypes.UNITAI_DEFENSE.ID
[*] 
[*]if ( trait > 0 &&  -- Gotta be a better way then this if/then bollocks
[*]( math.floor( iNewPop ) % trait ) == 0 ) then
[*]        if city:IsCapital() then
[*]                if iNewPop > oldPop then
[*]                        freeUnit = Irkalla_ReturnBestInfantryUnit( city )
[*] 
[*]                        plyID:AddFreeUnit( freeUnit, unitAIType )
[*]                end
[*]        end
[*]end
[*] 
[*]end )
[/LIST]

SQL
Code:
ALTER TABLE Traits ADD COLUMN 'UnitPerCapitalGrowths' INTEGER DEFAULT 0;

XML
Code:
<GameData>
	<Traits>
		<Row>
			<Type>TRAIT_WALLS_SPARTA</Type>
			<Description>TXT_KEY_TRAIT_WALLS_SPARTA</Description>
			<ShortDescription>TXT_KEY_TRAIT_WALLS_SPARTA_SHORT</ShortDescription>
			<UnitPerCapitalGrowths>1</UnitPerCapitalGrowths>
		</Row>
	</Traits>
</GameData>
 
interesting ability

Basically, you get the best infantry unit available for your time for free for every capital growth. I've tried to make it so that you can set it to 2, giving you 1 unit per 2 capital growths, 3 for 1 unit every 3 capital growths, and so on.
 
I've just taken a peek into the files of Ambrox62's Ancient Mediterranean Civilizations mod; here's what he's got for his Phoenicia city list:

Tyre
Sidon
Ugarit
Berytus
Byblos
Arvad
Akko
Kition
Tripolis
Baalbek
Sarepta
Dor
Orthosias
Irqata
Sumur
Porphyreon
Achziv
Antaradus
Amrit
Ramitha
Atlit
Phoenicus
Batroun
Safita
Amioun
Labweh
Anfeh
Myriandrus
Anqoun
Ushu
Batroumine
Ashkelon
Marion
Dhali
Afqa
Pyrgos
Jeffa
Sianut
Khaldeh
Kumidi

You'll probably have some overlap in there, but it's worth a shot
 
Basically, you get the best infantry unit available for your time for free for every capital growth. I've tried to make it so that you can set it to 2, giving you 1 unit per 2 capital growths, 3 for 1 unit every 3 capital growths, and so on.

i see :)
encourages to take tradition and play tall
maybe these units should be maintenance-free as well?
another observation: ability is exploitable. you can grow to size 3, then starve, then again and so on, unless you'll be satisfied with the amount of units you have got. to prevent this, number of received units should be saved. so if numUnits == 3 and pop has gown to 7 the player wont get a new unit (if theres a 1 unit per 2 growths rule).
 
i see :)
encourages to take tradition and play tall
maybe these units should be maintenance-free as well?
another observation: ability is exploitable. you can grow to size 3, then starve, then again and so on, unless you'll be satisfied with the amount of units you have got. to prevent this, number of received units should be saved. so if numUnits == 3 and pop has gown to 7 the player wont get a new unit (if theres a 1 unit per 2 growths rule).

I've got it checking, and it only gives a unit if the new population is less than the old.

What I need to do, is keep track of the units created, and if the population goes down to where it is divisible by the amount of growths needed, then I take away the last created unit.

Then again, is it really a winning strategy to starve your capital just to get a free unit? At the current stage, they have to starve it and then bring it back up, which, granted, is exploitable since you can do it in 2 turns.
 
I think that the Lambda in Sparta's icon should look more like this, strechted vertically: http://4.bp.blogspot.com/_hGucpCy9mbs/SuuK8SxJL-I/AAAAAAAAAFA/N91lO8IcEhU/s400/Sparta.jpg The current one looks a bit unnatural, weighs the icon down because the subject is off-centre and the symbol itself isn't unequivocal enough (due to the whole idea with the chevron and pretty unnecessary similarity to Frank Miller's "300"). The colours are pretty good, even though I would saturate the golden background a bit (or darken the red, there is a mismatch of luminosity).

I hope to see Sparta released soon. :) Do you need a map for it or do you have it sorted out? I'd be glad to be of service as soon as I get more free time in about a week :)
 
About the UA exploit: I think persistency for one variable is enough: the last pop you received a unit for. Only give a new unit if the population grows beyond that.

Edit: which is basically the same as what killmeplease said, nevermind.
 
About the UA exploit: I think persistency for one variable is enough: the last pop you received a unit for. Only give a new unit if the population grows beyond that.

Edit: which is basically the same as what killmeplease said, nevermind.

And if we have two spartas? I have to tie this variable to the player :P


g8wpC.png
City.GetHighestPopulation

Oh hell yeah. Gonna add this to my check, so if the city isn't at its highest population, then it won't do poop.

ur copyin offa 300

wat no

Spoiler :
I'm also totally not listening to this while I'm in ModBuddy, either.


Link to video.


Do you need a map for it

You bet your ass I do! :V Do you accept payment via civ icons? :p

Icon looks like crap


How bout this?
rqW1d.png
 
Irkalla said:
Do you accept payment via civ icons? :p

I'm cool with any payment :cool: Though probably I should now post a wall of text telling you how rewarding it is to see one's work on a couple of other player's screens blahbahblahbl

Irkalla said:
How bout this?

Excellent. Much more dynamic and eye-catching. :)
 
I'm cool with any payment :cool: Though probably I should now post a wall of text telling you how rewarding it is to see one's work on a couple of other player's screens blahbahblahbl



Excellent. Much more dynamic and eye-catching. :)

I agree.

rip in peace 300-esque spartans :(
 
Hey, it still could be an icon for Spartan UU.

Would you like me to add Phoenician map to my list as well? Just curious :)

Whatever you feel you want to do. The leader of this project is its contributors.

Also, I like my spartan officer helmet icon for the phalanx!

8zWde.png
 
Soiled my pants, that one's great.

Any idea what a plain corinthian helmet with laurels meant in the spartan phalanx? I know the standard soldier had a front to back crest, and the officer (be it a commander, the eurypontid ruler, or the agiad ruler,) would wear one with a sideways crest.

In a particular depiction, I saw two of these belaurelled warriors, each flanking the agiad king (probably Leonidas, I could tell by his shield.) Perhaps they're shield-bearers to the king?
 
Irkalla, hurry up! I want to include some of your civs in my mod... and just to annoy me you start with the ones I am not going to use :cry:

I cann't contribute, terrible coder and worst artist ever.
 
Good news, I've figured out that giving a unit the ability to settle isn't really that overpowered at all. Portugal's UU will have it. I'm also considering making Portugal's Unique Unit twofold. While they will get the Feitoria as a Unique Building, I'm thinking their unique unit can actually be two unique units.

A Bandeirante that can embark to become a Carrack. The Carrack can disembark to become a Bandeirante. To balance this, Carrack will be the primary form of the unit. This means you can only make them in coastal cities, as opposed to all cities. A Carrack is like a normal Galleass, except it can move through rival territory and can disembark to a Bandeirante. A Bandeirante is a combat unit that can settle cities, but only on foreign continents.

If this is a dumb idea, then I think what's on the chopping block is the Feitoria. I'd rather have a Carrack and a Bandeirante than to have one or the other.

Irkalla, hurry up! I want to include some of your civs in my mod... and just to annoy me you start with the ones I am not going to use :cry:

I cann't contribute, terrible coder and worst artist ever.

I just want to get things right, that's all. That, and I'm having a bit of a busy life at the moment.

xfa seja paciente
 
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