modding general

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Re: modding general

Post by oaky on January 28th 2018, 10:58 am

every game we play of this is gonna end in fury on behalf of whoever comes up with the most ridiculous combo of governments
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Re: modding general

Post by Mac B on January 28th 2018, 1:27 pm

oaky wrote:every game we play of this is gonna end in fury on behalf of whoever comes up with the most ridiculous combo of governments
that's the plan
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Re: modding general

Post by Mac B on January 28th 2018, 1:28 pm

bungusmod is all about important decisions and elective technologies if you research tribes anarchy nationalism on your own volition who am i and my +2 attack cavalry hordes to stop you from mobilizing your citizenary populous as an army
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Re: modding general

Post by Mac B on January 28th 2018, 3:52 pm

in the subsequent update of bungusmod i will be adding in a chemistry tech tree (handful of techs about as big as the sorcery tree) to incentivise chemistry more
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Re: modding general

Post by Mac B on January 28th 2018, 5:36 pm

as of now researching tengriism crashes the game
ill keep trying to fuck with it but if i cant fix it its being cut for now
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Re: modding general

Post by Mac B on January 28th 2018, 6:05 pm

i got it to work but it works in reverse (the packed version is the wizard, the unpacked is the wolf) but it fucks up its behavior a little and really fucks up the projectiles for some reason
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Re: modding general

Post by Mac B on January 28th 2018, 6:17 pm

Mac B wrote:as of now researching tengriism crashes the game
ill keep trying to fuck with it but if i cant fix it its being cut for now
the only way around this has been researching tengri before making any wizards
so to safely implement this into the game, mongols will research tengri in place of sorcery to accomodate this



also, tengri wizards fire treb shots instead of fireballs now which helped the fucked up looking projectiles earlier. treb shots were the original wizard fire anyhow
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Re: modding general

Post by Mac B on January 28th 2018, 7:27 pm

regeneration as a function basically doesn't work so ill have to replace that with something
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Re: modding general

Post by He. on January 28th 2018, 7:53 pm

yo just hacked nitro type now we dumb rich just bough the BUGGATTI NIGGA
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Re: modding general

Post by Mac B on January 28th 2018, 8:00 pm

BYOB (Bring Your Own Bugatti)
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Re: modding general

Post by guardianofappaloosas on February 2nd 2018, 8:43 pm

Mac B wrote:in the subsequent update of bungusmod i will be adding in a chemistry tech tree (handful of techs about as big as the sorcery tree) to incentivise chemistry more
this is neat it'd be cool to see something possibly "compensate" for the chinese's lack of gunpowder units
although chemistry is already an extremely desirable tech because of the +1 attack and unlocking gunpowder units

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Re: modding general

Post by Mac B on February 5th 2018, 9:26 pm

drafted up a few techs to go along with the chemistry line, will post when i work around them more

fire lances will be a chinese unique tech, without revealing too much yet it'll inherit the arson effect for either chu ko nus or skirmishers - im deciding which one because on one hand fire lances+cultural dominance would mean crazy strong chu ko nus, but having badass and siegeworthy skirmishers is pretty novel. if i go with skirms though, it'll be a team bonus type deal, and it'll be different from what i had planned for the chu ko nu version save arson
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Re: modding general

Post by oaky on February 5th 2018, 9:37 pm

what ever happened to your super champ halb unit
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Re: modding general

Post by Mac B on February 5th 2018, 9:43 pm

there also seems to be another unit function called healing that heroes use - as opposed to the ones camels use (an HD only function that in my experience broke a few units when i tried to implement it) and the ones that berserks use (which is hardcoded to be just for berserks to my understanding)
ill give it a try and if it works ill find some places to incorporate it
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Re: modding general

Post by Mac B on February 11th 2018, 2:53 pm

starting the chemistry techs today

thinking after this update iill look more into getting new civs to work - that is completely adding new ones, not putting them over others. the little ive read on the matter says its impossible in HD but after getting around genie more im not so easily deterred, though i dont have many ideas beyond what i tried the first time around

also most feudal governments are going to get some type of unique unit with nationalism but this is prone to being changed around, the biggest new one being the mercenary outpost building which as of now will be for republic. im either going to draft up some unique like units or its going to be a selection of contextually in game unique units. something like being able to train genoese crossbowmen would be fun but im distant from it, its a pretty drastic way of doing it
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Re: modding general

Post by Mac B on February 12th 2018, 12:19 am

oaky wrote:what ever happened to your super champ halb unit
idk how i never saw this
the imperial phalanx you get with having nationalism and oligarchy

I'm redoing a bit of cultural dominance to even out the bonus distribution by giving civs with fewer bonuses more - to the point where each civ gets a minimum of 2 and max of 3 bonuses.
Though i foresee that in the subsequent update im going to be removing bonuses to even it out where each civ gets 2 or 1, but this is not that day
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Re: modding general

Post by Mac B on February 12th 2018, 1:48 am

redid some of cultural dominance gonna sandpaper it some more tomorrow.

One thing i definitely miss about Rise of Nations is generals. If there was a way to make a unit that has an effect on nearby units id make one. There's so much modding potential in that alone. shit like the alexander the great campaign unit general that gives cavalry +2 attack
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Re: modding general

Post by Mac B on February 18th 2018, 2:40 pm

New prices
Nationalism, Cultural dominance, revolution cost 5k food 1k gold
when one is researched the rest are increased by 3k food and 1k gold
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