modding general

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modding general

Post by Mac B on December 9th 2017, 10:01 am

ringy dingy

Civs:
The Mahonkas:

Civ Bonuses:
As this game introduces new mechanics and tech lines, some civs will get bonuses based around them.

Vietnamese - Conscripts has 50% more health and move 20% faster

Persians - Fealty is free


UNITS AND BUILDINGS:

Capital - Building used for researching governments and the future techs
Wizard Shack - Researches sorcery techs and creates wizards.
Mercenary Outpost - Enabled by having nationalism and aristocracy researched or having a team unit that is trained at it. Trains mercenaries (Heavy Axeman and Shock Cavalry)  for nationalism-aristocracy synergies.

Wizard (Bungusmod Quintessential Siege Infantry)
Base HP: 45 (50 with Paganism) (75 with Rituals)
Attack: 80 (110 with Goetia) (200 with Esoteric Order)
Armor: 1/1 (1/2 with Enchantments)
Range: 13 (16 with Runecraft)
Attack rate: 10 (8 with Trance) (13 with Esoteric Order)
Speed: .7

Imperial Phalanx (Oligarchy Nationalism Military Unique, replaces Halberdier)
Base HP: 75
Attack: 8 (+36 against cavalry) (+28 against war elephants) (+17 against camels)
Armor: 1/1
Bonus: Has .2 radius damage, giving large formations of pikemen a deathwall quality against cavalry. (Does NOT stack with Druzhina) (Watch the fuck out Darius III)

Veteran Gladiator (Republic Nationalism Military Unique, replaces Champion)
Base HP: 85
Attack: 14
Armor: 2/1
Bonus: Attacks and moves 10% Faster

Heavy Axeman (Aristocracy Nationalism Military Unique, Trained at Mercenary Outpost)
Base HP: 100
Attack: 16 (+6 vs cavalry +3 vs infantry)
Armor: 1/0
- Moves and attacks very slowly
Cost: 60 Gold 70 Food

Barbarian Cavalry (Aristocracy Nationalism Military Unique, Trained at Mercenary Outpost)
Base HP: 65
Attack: 10 (+10 vs civilians and cavalry)
Armor -1/2
Cost: 80 Food 40 Gold
High speed raiding unit. Acts as an imitation camel in that it can chase down and kill knights but due to it's fragile nature it typically has to outnumber them, especially if the civ does not have bloodlines

Gallic Infantry (Aristocracy Nationalism Military Unique, Trained at Mercenary Outpost)
Base HP: 45
Attack: 6 (+5 vs infantry +9 vs civilians +12 vs siege weapons)
Armor: 0/0
Bonus: Half population. Can cut down trees.
Cost: 50 Food 15 Gold

Shock Cavalry (Tribes Nationalism Military Unique, Replaces Hussae)
Base HP: 80
Attack: 9 (+6 vs Archers)
Armor: 0/2
Bonus: Moves and attacks faster than Hussar
Cost: 80 Food

Bogenreiter (Tribes Nationalism Military Unique, replaces Heavy Cav Archer)
HP: 70
Attack: 8 (+6 vs Cavalry)
Armor: 1/1
Bonus: moves 7.5% faster, less delay before firing

Veter (Aristocracy Nationalism Unique, trained at Mercenary Outpost)
HP: 80


Landsknecht (Teutons Cultural Dominance OR Nationalism Unique Team Unit)
Base HP: 65
Attack: 7 (Normal cavalry bonuses) (+8 vs gunpowder units
Armor: 0/2
Bonus: Moves 10% faster than a normal pikeman. +7 resistance against anti-infantry/gunpowder attacks. +1 Range
Cost: 35 Food 25 Gold. Trained at Barracks, under halberdier.

TECHS/TECH TREES:

GOVERNMENTS
The government tech tree begins in the feudal age and ends in imperial.
There are planned to be 4 total government techs per age. The cornerstone of the bungusmod

FEUDAL AGE GOVERNMENTS


Feudalism - 500 Food 300 Gold - Farms contain 15 more food, farmers work 10% faster, knights or similar stable units (camels and elephants) made 10% faster  (Edit: I realize that you don't get knights until the next age so this tech is more of an investment)

Republic - 500 Food 300 Stone- Economic-centric techs (does not include blacksmith/fort techs) 20% cheaper. (carries on to imperial age techs) Citizens build 10% faster.

Oligarchy - 600 Food 200 Gold - Foot military units (barracks and range units minus cav archers) Made 10% faster, Blacksmith techs 15% cheaper

Tribes - - 300 Food 500 Wood Hunters/Foragers/Sheperds/Fishermen work 10% faster, civilians get a small hp bonus, palisade walls provide more defense.  In Imperial age, palisade walls provide as much protection as non-upgraded stone walls. (looking at you, goths)

IMPERIAL AGE GOVERNMENTS

Monarchy - 800 Food 1000 Gold - Knights/Camels/Battle Elephants units cost 18 less gold. Castle Techs are 15% cheaper, does not extend to unique techs.

Democracy - 1000 Food 800 Stone - All workers (minus hunters/shepherds) now work with more efficiency and move faster. (similar to an eco upgrade) Remaining civic and eco techs 20% faster to research.

Theocracy - 1000 Food 800 Gold - Monasteries and blacksmiths work 2x faster. Foot units 15% cheaper.

Dynasty- 1000 Stone 1200 Gold - Your unique unit is 15% cheaper and made 15% faster, your unique tech's and upgrade tech's cost is reduced by 20% if you haven't researched them yet.

Anarchy - 2000 Food - All techs are henceforth 25% more expensive but your citizens become war weathered. (+5 hp +1 melee armor +3 attack) Gold cost of siege weapons reduced by 20% (excluding trebs). Foot units are made 10% faster (The Anarchy tech in vanilla will be renamed Vagrants or something similar)

POST-GOVT FUTURE TECHS
Two government researches required. Only one can be researched per player per game, are immensely expensive, and aimed at games going beyond an hour and a half

Cultural Dominance - 10000 Food, 2500 Gold - Your civ bonuses are enhanced by 50% (Note: this is going to be a BITCH to make, and there will be some caps) (Ex: Mongolian cav archers will fire 30% faster, Persian docks will have 3x hp, Italian gunpowder units and Magyar light cav 22% cheaper, Hun trebuchets will have 45% accuracy)
Cultural Dominance Effects:

Cultural Dominance Chart
Britons get +1 range and attack on archers, 10% blast from trebs
Byzantines: 35% cheaper skirms and spearmen
Celts: Siege fires 30% faster +10% hp
Chinese: Chu ko nu gets +2 attack and +10 health. +10% wall hp
Franks: Half cost castles, cavalry gets +5% hp
Goths: Infantry half cost.
Japanese: Infantry attacks 35% faster
Mongols: Cav archers fire 30% faster
Persians,: tcs and docks 3x hp
Saracens: galleys attack 30% faster
Teutons: Teutonic knights move faster, castles get increased attack.
Turks: Gunpowder units have 30%+ HP
Vikings: Infantry has +30% hp, warships cost 30% less
Aztecs: Military units created 25% faster
Huns: Trebs are 45% more accurate. Cav archers are another 20% cheaper and 30% more accurate.
Koreans: Fortifications and mangonels get another+1 range
Mayans: Archers 35% cheaper, eagle scouts get another+10 health
Spanish: Villagers get +1/1 armor, +2 attack, and build 10% faster. Conquistadors get +1 range.
Inca: Buildings cost 25% less stone, kamayuks get +1/2 armor and +3 attack
Indians: Villagers are 30% cheaper, camels get +1/1 additional armor.
Italians: Gunpowder units 30% cheaper. Trade units cost 1/4 of their normal cost.
Magyars: Light cavalry 25% cheaper and moves 10% faster. Cavalry and infantry get +1 attack.
Slavs: Siege weapons are 25% cheaper,  druzhina radius increased by 10%, boyars get trample damage
Berbers: Stable units 30% cheaper. Camels regenerate faster.
Ethiopians: Archers fire 25% faster, torsion engine blast radius increased by 20%
Malians: Infantry get +1 pierce armor, gbetos get +2 attack, +1 range, and +5 HP
Portugese: Ships have +20% HP, units cost 20% less gold.
Burmese: Arambai get 10% more accuracy, Infantry get +1 Attack, BEs get +1 melee armor
Khmer: Battle Elephants 25% faster and get +2 attack.
Malay: BEs are 30% cheaper and get fully upgraded armor. Karambits get +2 attack, transport ships move 20% faster
Vietnamese: Archery range units get +40% HP, BEs get +10 HP, when Cultural dominance is researched, all allies get 1000 Gold.

Nationalism - same cost as cultural dominance - Your Government's bonuses are enhanced (applies for both govts except tribes) and imperial govts get an additional bonus except for dynasty
Nationalism Government Effects:
Nationalism Chart
Feudalism: Stable units made 20% faster, farms carry another +15 food and farmers work another 10% faster

Republic: Citizens build a total of 20% faster. Workers carry 25% more.

Oligarchy: Foot units made 20% faster and move 10% faster. Halberdiers upgraded to imperial halberdiers/imperial phalanxes (essentially a champion version of halberdiers)

Tribes: citizens get +10 health (for a total of 60) and+2 attack palisade walls provide as much defense as fully upgraded stone walls.

Monarchy: Stable units get +2 attack and cost 3 less gold. You collect another factor of tax.

Democracy: You benefit from essentially another economy tech from each gathering. (More food in farms, woodcutting and mining 10% faster) Buildings get +15% hp

Theocracy: you get double gold from relics. Infantry is 20% cheaper, monasteries work 3x faster.

Dynasty:  Your UU 20% cheaper and made 50% faster

Anarchy doesn't benefit from nationalism
Note: the values listed here unless otherwise stated aren't an increase from the base value in the governments above. For example the bonus of Theocracy making infantry 20% cheaper is a flat rate of 20% and doesn't stack up to 30. The same applies to the cultural dominance effect

Revolution - same cost again - Choose a second imperial age government

Prophets - 10000 Gold 3000 food - Conversion happens unfairly faster, your units are significantly hard to convert.

Holy War - 30,000 gold - Gold cost for military units (Excluding Unique Units) that cost food are halved. Requires Faith and the Theocracy government.

Monuments - 10000 Wood and 2000 stone - Buildings are built in 1/4 of the time. Building costs are halved. Buildings have 30% more health.

Metallurgy - same as monuments - Gunpowder units are made faster and fire 5% faster. Hand cannoneers get +1 range, los, and attack. All military units benefit from what would be a next evolution in their blacksmith technology. (+1/2 armor/pierce, +2 attack for infantry/cav, +1 attack and +1 range for archers)

BARRACKS TECHS

Banditry - 100 Gold 175 Food - Melee units do bonus damage against caravans and citizens
Generals - 300 Gold 200 Food - Infantry moves and attacks 10% faster

Post Nationalism Government Techs:

When nationalism is researched, on top of the bonuses it gives, it unlocks more techs depending on your civ and government choices. Every civ gets at least one post nationalism tech, but no civ gets any more than 2 or 3 per government.
Feudalism:

Arms rights - Conscripts get +2 attack, villagers get +6 attack (Britons, Celts)

Guerilla - Conscripts move 25% faster, team bonus (Vietnamese)

Sabotage - Conscripts get bonus against buildings

Resistance - Conscripts +4 against knights

Patriotism - Conscripts get +1/2 armor

Militia - Conscripts are created almost instantly

Republic:
Assault Training - Veterans get +1 attack

Shock - Veterans move 10% faster

Segmented Plate - Veterans get +1 armor

Manuals - archers fire faster

Lock Engine - Archers +1 attack

Archery School - Archers +1 range

Oligarchy:
Military Caste - infantry slowly generate gold

Sarissas - Phalanxes get +1 range but it becomes minimum range.

Military Academy - All foot units get +10 health

Specialists - Rams can garrison 10 units, scorpions and onagers fire 1 second faster.

Helotry - Barracks and archer ranges are built 40% faster

Javelineer Support - Skirmishers get +1 range and +1 attack

Constitution - Infantry takes up half population

Tribes:
Gaia - Houses have double health

Split Arrows - Cavalry Archers fire two arrows.

Shamanism - Wizards cost 20% less

Gurus - Standing wizards generate gold

Cattle - Can train cows at TCs

Scouts - Buildings get +2 LOS

Burrows - Town centers have double garrison and increased attack

Aristocracy:

Patronage - Buying/selling at the market has maximum effeciency

Interstate Tax - Your team collects another factor of tax

Trade State - Trade returns an additional 10% profit for your team

Treasuries - Markets have double hp and are build 75% faster

Mercantilism - Your trade carts/cogs move 20% faster, your teams trade carts move 10% faster

Caravan Guards - Trade carts have double HP

Renaissance - Your team's techs become 10% cheaper

Monarchy:
Imperialism - knights/camels do +8 against buildings.

Anvil Tactica - Cavalry move 10% faster

Cavalryship Instructors - Knights/camels attack 10% faster

Siegecraft - Siege units cost 15% less wood

Nobility - Cavalry get +1 melee armor

Piracy - Ships do bonus damage against buildings

Democracy:
Minutemen - Hand cannons trained in half time and cost less gold

Industry - Your teams vills collects and holds 10% more resources, but the player who researched its vills move 10% slower

Representation - You collect two factors less of tax but it goes towards every other resource

Cannon Cast - Bombard Cannons get increased blast and +20 attack

Muskets - Hand cannons do +1 damage and fire faster

Settlement - Houses and towers built faster

Theocracy:
Reverence - relics generate double gold

Benevolence - standing monks generate food

Missions - monks move another 50% faster (applies to missionaries as well)

Evangelism - Monks convert faster

Theological Influence - monks convert buildings faster

Piety - doubles the effect of faith

SORCERY SYSTEM
Researching sorcery lets you make wizards (300 food 250 gold) at the castle that hurl siege fireballs, theyre basically like a weaker trebuchet that doesn't need to be packed. Researching sorcery disables chemistry. To help even the ground a bit, it also unlocks a few techs that make it possible to go against chemistry enemies, and each tech is effectively an upgrade of the base sorcery tech.
Sorcery - 1000 Food 500 Gold - Unlocks wizards
Civ Sorcery Tech - If your civ has a unique sorcery tech it appears here
Runecraft - 250 Gold 200 Stone - Wizard attack range increased by 3, blast radius increased by .2
Trance - 300 Gold 100 food - Wizards attack 2 seconds faster (reload time of 10 to 8)
Goetia - 800 Gold - Wizards get an attack boost (From 80 damage to 110)
(These techs are all needed to unlock Hermetic study, which unlocks the last techs in the tree)
Hermetic Study- 500 Food 250 Gold - Wizards' training time cut down by 20% and cost 100 less food
The last three techs in this tree are elective, picking one cancels the other.
Enchantments - 500 Food 1000 Gold - Infantry gets +5 resistance against anti-infantry attacks. Wizards get +1 pierce armor.
Paganism - 1000 Food 500 Wood - Wizards get an HP buff. (+5) Your team's standard infantry return 1/4 of resources when they die.
Esoteric Order - 1000 Food 500 stone - Wizards take 4 seconds longer to attack but it's much more devastating. (200 damage, area of effect increased)

Aztecs can't research Enchantments. Mongols, Franks, and Teutons can't research Paganism. Franks, Saracens, Turks, and Teutons can't research Goetia.

Civ Sorcery Techs:
Celts - Druidic Lore - 600 Food 300 Gold - Sorcerer techs 25% cheaper
Aztecs - Rituals - 700 Food 300 Gold - Fully upgraded wizards get a total of 75 health (+25 health)
Huns - Seers - 700 Wood 150 Stone - Sorcerers fire more accurately at moving targets (basically ballistics)
Mongols - Tengriism - 1200 Wood 500 Food - Replaces sircery. Sorcerers can transform into wolves, but fire treb shots instead of fireballs

Tax System and other civic techs
Researched at the town center starting in feudal age
Fealty 150 food 100 gold (Feudal age) - House tax provides 9 gold per minute per 10 houses (18/20 houses, 36/40 houses, 72/80 houses)
Vassals 300 food 200 gold (Castle age) - House tax provides 27 gold per minute per 10 houses (54/20 houses 100 pop, 108/40 houses 200 pop, 216/80 houses 400 pop)
Kingdoms 1000 Food 300 Gold (Imperial Age)- House tax provides 61 gold per minute per 10 houses (122/20 houses 100 pop, 244/40 houses 200 pop, 488/80 houses 400 pop)
Empire (Imperial Age) 2000 Food 1000 Gold - House tax provides 82 gold per minute per 10 houses (164/20 houses or 100 pop, 328/40 houses or 200 pop, 656/80 houses, or 400 pop)

Portugese cannot research Taxation. In place of this tech tree, they can research techs to increase the gold output of their feitorias (roughly to the effect of vassals or kingdoms with 4 or 5 feitorias.)

Except Aztecs, Native American civs cannot research taxation. However in the castle and imperial age,
they can research Bison and Arrowheads, which provide an income of stone and food between the income of vassals and kingdoms.

(Note:If I'm gonna implement a system that gives people an effectively endless amount of gold and have some civs not be able to research it, then they're going to get compensation of some kind. The way I see it, with stone being the most expensive resource this is a good way to even it out, enabling american civs to sell excess stone or be able to make fortifications faster.)

Goths can research taxation up to Vassals. Vikings can research taxation up to Kingdoms.

Persians and Britons get free Fealty when feudal age is researched.

Grain Bill - Byzantine Unique Technology - House tax also collects food at 1/2 or 1/3 of efficiency. Requires Empire.

Colonialism - 300 Gold 300 Food - Transport ships get +50% health and +1/1 armor. Town Centers Cost 150 food instead of 100 stone and are built 20% faster. Requires Kingdoms.
FURTHER PATCHES:

Paper Money increases the work rate of Markets by 20% (affects trade unit production and research at market)

Atheism has the same effect as Faith.

Upon researching Cultural Dominance, Teutons enable the landsknecht team unit which is effectively the condottiero version of the halberdier.

Manipur Cavalry gives another +1 attack to buildings to counteract the nulling brought on by architecture techs


Last edited by Mac B on February 19th 2018, 7:16 pm; edited 59 times in total
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Re: modding general

Post by Mac B on December 9th 2017, 10:16 am

like evidently its seeing the mod data but its just refusing to read it because NONE of the changes im making have been put into effect
trying to upload it to the workshop and load it there hasnt done any help either
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Re: modding general

Post by Mac B on December 9th 2017, 11:12 am

wait so it is working
i set the research time for town watch but apparently theres some cap on class los because setting the value to 40000 doesnt reveal the whole map
and loom giving villagers 1500+ hp worked too

however it's still not reading the key/language files which will be crucial for custom units
i read somewhere that they don't really work together with data file mods (non-data are enable/disable-able, data are chosen on game) but ive also been running a separate one (bungus2 folder) just for the keyfiles and it hasnt shown any signs of working i think since militia is still named militia and not nigger killer

also in the test mod the editor is geared towards the conquerers original game, theres also a setting for rajas and kangs but no setting for rajas or kangs so im not 100% on how compatibility will work for everyone that dont have both dlcs
i get the feeling you can straight up counterfit the dlc through a mod but i aint sure n im pretty sure thatd get it taken down from workshop
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Re: modding general

Post by Mac B on December 9th 2017, 1:31 pm

https://steamcommunity.com/app/221380/discussions/2/492379439674004409/

My issue is identical to this guys and theres no real conclusion
no matter what i do it invariably ends up in no changes to the text happening
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Re: modding general

Post by Mac B on December 9th 2017, 4:31 pm

was looking forward to have ELLO RANDOM PERZUN as a taunt but this is a brick wall
it's astounding how aoe2 has documentation and a sophisticated design tool but mod support is so fucking whacked that its easier to do shit in RoN
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Re: modding general

Post by Mac B on December 9th 2017, 6:24 pm

anyhow im gonna scratch up the ideas i have for custom civs in the op for when i break the fucking mold on this shit. i swear this has bugged me all day but there aint nothin i aint put the mahonkas on into working yet, god just like throwing challenges like this at me
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Re: modding general

Post by Mac B on December 13th 2017, 9:53 am

alright jesus fuckinig christ, cut one head off and two more fucking appear

so i rigged the language files to co operating, all they need is to run seperate to the data mods.
where i once had the data mods working they, for some indescernible reason because the bungus mod folder was working just fine last night, are suddenly not. saving the mod as x1_p1 loads the game but with evidently none of the changes (such as the barracks building in a second) and loading x2_p1 loads the addon civs as well but fucking crashes
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Re: modding general

Post by Mac B on December 13th 2017, 12:54 pm

got the data sets working ive been trying to get a single fucking tech to show up all day

ive went through every facet and connected it to the tech tree and everything ive modeled it after tracking and shit jesus christ i think this shit just doesnt want to co operate with me period
its a tech you research at the archery range in the feudal age
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Re: modding general

Post by Mac B on December 13th 2017, 1:36 pm

FINALLY
the issue was all the ids for the archery range it was tied to (trained at, connected techs etc. was one of the other 2 copies of the archery ranges which i guess don't function as the base
which is a pretty meticulous and easily overlookable aspect
i might try to integrate a new unit or something in a bit but for now as far as i am concerned this mod is repped up and ready to be worked on -- as soon as i get into the graphic parts of it anyhow.
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Re: modding general

Post by guardianofappaloosas on December 16th 2017, 5:57 pm

the mahonkas is the most powerful civ of all time

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Re: modding general

Post by Mac B on December 16th 2017, 6:03 pm

guardianofappaloosas wrote:the mahonkas is the most powerful civ of all time
im gonna restat it it to be less op and have more focused bonuses
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Re: modding general

Post by Mac B on December 22nd 2017, 1:23 pm

Mac B wrote:- Trees produce more wood
this is a bonus i really want to figure out how to do but to my understanding it cant be done without nigger rigging cause from what ive seen theres nothing in the base editor that modifies the amount of resources a raw resource will produce but the portugese civ mod 3 has something akin to it, i'd bet it has some shit to do with world gen scripting
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Re: modding general

Post by guardianofappaloosas on December 25th 2017, 5:28 pm

just take mayan civ bonus and limit it to wood (if you can, and i assume you can) and change it to whatever value you want

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Re: modding general

Post by Mac B on December 25th 2017, 6:54 pm

oh yeah i forgot about their resource bonus
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Re: modding general

Post by Mac B on December 26th 2017, 3:14 pm

I'll try making raw new civs but as far as can be seen (with mods that add new civs being nonsteam releases, the closest thing to a new civ mod compatible with the steam release being one that replaces a civ, most documentation on adding new civs limited to nonsteam ) it's not supported in the steam edition, but there must be a way
It'd be more plausible if the steam version wasn't so hardcoded in how it launches and reads the game.

I'll keep poking around but for now any new civs will be put over others, starting with the ethiopians and mayans.
Alternating between civs it replaces will of course be as easy as playing games without the mod, and for this i might split it in two with one being the techs and shit without the civs

Also, playing with the idea for an entirely custom civ that can train wolves for 40 food as military units. they would have to be barbarous as fuck
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Re: modding general

Post by Mac B on December 27th 2017, 6:28 pm

now the mahonkas civ is an agricultural anti-cavalry powerhouse
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Re: modding general

Post by Mac B on December 27th 2017, 6:33 pm

their idea came from a rise of nations civ i drafted some time ago that was supposed to have strong civic and farm bonuses with heavy cavalry uniques
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Re: modding general

Post by Mac B on January 22nd 2018, 11:39 am

sorcery line completed government line redone
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Re: modding general

Post by guardianofappaloosas on January 22nd 2018, 6:58 pm

ive actually got an idea for the sorcerers tell me what you think
it kind of functions as like a 3rd unique tech for some civs

Celts - Druidic Lore - 600 Food 300 Gold - Sorcerer techs 25% cheaper

Aztecs - Rituals - 700 Food 300 Gold - Sorcerers regenerate health 20% faster

Huns - Seers - 700 Wood 150 Stone - Sorcerers fire more accurately at moving targets (basically ballistics)

Mongols - Tengriism - 1200 Wood 500 Food - Sorcerers can transform into wolves, increasing health and speed, but dont have range and have a small melee attack (basically, if possible, ripping the function of packing/unpacking trebs, where they 'unpacked' form is the regular sorcerer, and the 'packed' being wolf form, and the transition being just 2 seconds. this tech's utility is to give sorcerers a chance to get away if things get dicey, or to keep up with the speedy mongol army. id say the speed of the wolf form should be roughly 1.1 or 1.2, so roughly the speed of an eagle warrior

i dont think its possible to make an upgrade give a unit a new function, but rather acting like a unit upgrade (like knight - cavalier), except the only change being the sorcerer now has the ability, if what im saying makes sense)

Persians - Magi - 500 Food 700 Gold - Sorcerers fire 20% faster


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Re: modding general

Post by Mac B on January 22nd 2018, 7:16 pm

guardianofappaloosas wrote:ive actually got an idea for the sorcerers tell me what you think
it kind of functions as like a 3rd unique tech for some civs

Celts - Druidic Lore - 600 Food 300 Gold - Sorcerer techs 25% cheaper

Aztecs - Rituals - 700 Food 300 Gold - Sorcerers regenerate health 20% faster

Huns - Seers - 700 Wood 150 Stone - Sorcerers fire more accurately at moving targets (basically ballistics)

Mongols - Tengriism - 1200 Wood 500 Food - Sorcerers can transform into wolves, increasing health and speed, but dont have range and have a small melee attack (basically, if possible, ripping the function of packing/unpacking trebs, where they 'unpacked' form is the regular sorcerer, and the 'packed' being wolf form, and the transition being just 2 seconds. this tech's utility is to give sorcerers a chance to get away if things get dicey, or to keep up with the speedy mongol army. id say the speed of the wolf form should be roughly 1.1 or 1.2, so roughly the speed of an eagle warrior

i dont think its possible to make an upgrade give a unit a new function, but rather acting like a unit upgrade (like knight - cavalier), except the only change being the sorcerer now has the ability, if what im saying makes sense)

Persians - Magi - 500 Food 700 Gold - Sorcerers fire 20% faster

Great ideas, good way to integrate the system in the game too. The Tengrilism tech would be fuckin amazing and ill look into that at once, the whole packing/unpacking function is an ingenious way to go about it too, if it's translatable which I'll look into in a bit
I don't know immediately how to translate Seers into it yet but if its possible to apply ballistics to cannon galleons then it shouldnt be impossible
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Re: modding general

Post by Mac B on January 22nd 2018, 7:25 pm

yeah its looking like werewolves will work
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Re: modding general

Post by Mac B on January 25th 2018, 3:01 pm

bada booie
best way to get supremacy without being spanish: tribes, anarchy, nationalism
best way to turn your entire citizenary populous into an army: be spanish, research supremacy, tribes, anarchy, nationalism
(result would be something like 110 health, 4/4 armor, 12 attack after supremacy)
also
goths + oligarchy + anarchy + cultural dominance = infantry nightmare
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Re: modding general

Post by Mac B on January 26th 2018, 3:32 pm

bungholio tax
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Re: modding general

Post by oaky on January 26th 2018, 7:37 pm

boom!
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Re: modding general

Post by Mac B on January 27th 2018, 4:22 pm

Tax system implemented. All I have to do to finish it is make the native american and portugese tax replacement techs and put the disabling in some of the tech trees.

I'll do that later, for now I'm transitioning into the sorcery system. Starting with making the wizard graphic and unit, the former of which will probably take the longest because i cant find any decent graphics for a wizard, which is surprising.
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Re: modding general

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