[WIP] RoxyRiku94's Fictional Civilizations (Main/Development Page)

My, it's been time since the last post I made in this thread. Updated the Functions a bit since some Components might be next to impossible (well, for me :p) to make (Teleportation Pad requires DLL coding for RebaseEvents).
 
My, it's been time since the last post I made in this thread. Updated the Functions a bit since some Components might be next to impossible (well, for me :p) to make (Teleportation Pad requires DLL coding for RebaseEvents).

That's too bad. But I really like the SI-Production Sector Component (it's a bit situational to fire up, but if you get it, it's awesome).

But with Events and Decisions, if you enact the Nationalize the Utilities Decision, wouldn't you still get the vanilla Factory instead of the unique one?
 
That's too bad. But I really like the SI-Production Sector Component (it's a bit situational to fire up, but if you get it, it's awesome).

But with Events and Decisions, if you enact the Nationalize the Utilities Decision, wouldn't you still get the vanilla Factory instead of the unique one?

Oh right, I forgot that Events and Decisions has a Decision regarding Factories :crazyeye:... All right, thanks for bringing that up :goodjob:, but I'll check it up once the Alpha version is complete (which still takes some time as I am in Late Progress, but many core functions are still missing).
 
Just looked at E&D's code for that decision, and the way it works it adds a dummy BUILDING_DECISIONS_NATIONALISEUTILITIES that in turn has BUILDINGCLASS_FACTORY as its FreeBuildingThisCity. Since FreeBuildingThisCity references BuildingClasses rather than Buildings, it should thus automatically account for unique Factories, in the same way that if you build the Great Library as China or Assyria you'll get a free Paper Maker/Royal Library instead of a normal Library.
 
Just looked at E&D's code for that decision, and the way it works it adds a dummy BUILDING_DECISIONS_NATIONALISEUTILITIES that in turn has BUILDINGCLASS_FACTORY as its FreeBuildingThisCity. Since FreeBuildingThisCity references BuildingClasses rather than Buildings, it should thus automatically account for unique Factories, in the same way that if you build the Great Library as China or Assyria you'll get a free Paper Maker/Royal Library instead of a normal Library.

Thanks for the remark :goodjob:! I didn't know that FreeBuildingThisCity was referencing to the BuildingClass than rather the Building itself. I only knew that free Buildings from Policies (such as Aqueducts and Courthouses) are directly referred and that UB of those buildingclasses (such as Kirkwall's Undercity and Armstrong's Desperado Junta, though this one has a Lua workaround) would likely cause balancing issues in the game by granting different buildings of the same building class :confused:.
 
Might as well write an update post:
Okuni's Izumo Maiden Civilization will be added to the queue list, as Typhlomence provided me a nice Geisha Model which I can use for the Kabuki Dancer. But firstly, I really should try not to get distracted from my current project :crazyeye:.

Gohan's Civ is pretty much in the late progress and I still haven't completed any artworks yet :eek:. But there are still so many things I want to add into the mod, otherwise it pretty much gets postponed if I don't focus on the main files :sad:...
 
And another Update Post (I've been too long away now :nono: ):

Edited the WIP Section with a new,previously unrevealed civilization:

Takakage Kobayakawa's Clan is added to the WIP Section, and it looks like it might be ready for testing in a few days (Finally, I finished a Civilization which I can probably be proud of! I should make more of this momentum.)! I still got distracted from my current project :crazyeye:, but at least I managed to finish anything :lol:.
 
Update: Takakage Kobayakawa's First Testing Session is complete, no game-breaking issues (vanilla) to be found, changing to Alpha, will post Alpha Version this day soon.
Note however, that some Lua Functions may still not work, but I'll work on it!

EDIT: Beta Testers are welcome to try my mod out! If you've figured out any issues not listed on my problems thread, then you're welcome to reply!
 
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Update 1.1 Alpha (Still called alpha since Mod Support Additions could not be tested right now)
Fixed an issue where the Yumi Promotion would not update properly if standing on a Hill Tile
Fixed an issue where the CID and RTP Decisions would not show up
Fixed an issue regarding the BuildingsToNearbyImprovements.lua file
Fixed an issue which causes the BuildingToNearbyImprovements.lua file to fail
Fixed an issue, to which the Goody Hut functions do not work properly
Fixed an issue regarding the City State functions to not load

NOTE: While this issue is being currently addressed, please refrain from activating both Traits from JFD's "Cities in Development" and JFD's "Exploration Continued Expanded" together, as this will cause the game to crash.

If Beta Testers have downloaded the previous version, please update to this version (now properly addressed as "Alpha"):
https://www.dropbox.com/home/Mods?preview=[BNW]+Sengoku+Musou+-+Kobayakawa+Clan+(v+1).civ5mod
 
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