Lets build a Civ mod

Futurecraft community gaming.
Shadowcatbot
Vice Admiral
Vice Admiral
Posts:2623
Joined:Thu Dec 06, 2012 9:46 pm
Affiliation:Nivanshae
IGN:_Shadowcat_
Location:Munching on important looking wires.
Lets build a Civ mod

Post by Shadowcatbot » Sun Aug 24, 2014 9:59 pm

I've managed to finally get around to looking at Civ V modding and it is actually very simple as long as you don't start getting way out of the normal game. Theres a few complications with leader traits but we /should/ be able to work around them.
For simplicity example take a look at this:

Code: Select all

<GameData>
<Buildings>
<Row>
<Type>BUILDING_PALISADE</Type>
<BuildingClass>BUILDINGCLASS_PALISADE</BuildingClass>
<Cost>60</Cost>
<GoldMaintenance>1</GoldMaintenance>
<Help>TXT_KEY_BUILDING_PALISADE_STRATEGY</Help>
<Description>TXT_KEY_BUILDING_PALISADE</Description>
<Civilopedia>TXT_KEY_CIV5_BUILDINGS_PALISADE_TEXT</Civilopedia>
<Strategy>TXT_KEY_BUILDING_PALISADE_STRATEGY</Strategy>
<ArtDefineTag>ART_DEF_BUILDING_WALLS</ArtDefineTag>
<MaxStartEra>ERA_ANCIENT</MaxStartEra>
<MinAreaSize>-1</MinAreaSize>
<AllowsRangeStrike>true</AllowsRangeStrike>
<Defense>250</Defense>
<CityWall>true</CityWall>
<HurryCostModifier>25</HurryCostModifier>
<IconAtlas>BW_ATLAS_1</IconAtlas>
<NeverCapture>true</NeverCapture>
<PortraitIndex>32</PortraitIndex>
</Row>
</Buildings>
This is the Civfanatics modding guide example, everything between <>XX<> tags is a simple replacement, more advanced things like whole civilizations are the same way just with a larger hierarchy then this.
Im going to see about working on this while I'm still in quasi-summer mode and willing to do shit.
-------------
So I want this to include the RP factions so post your faction and a (reasonable) trait and unit/building specialty (Replace the GDR with some op unit or something like that), And pics of Leaderscreen/Flag if you can.
-------------
Right so Tajer:

Civname: Tajerian Technocratic Republic
Leader: (I don't specifically have a single leader)
Trait: Socialistic Equality - Luxuries give (15/25 maybe)% more happines / or / Trading Heritage - Trade-routes produce (number)% more gold.
Specialty thing: Still working on this, Space empahr to archaic lands is a big jump
In yo ceiling, stealin yo wires



Do not open. Ever. At all. Enter at your own risk to life and limb.
Trigger warning
Bot gore warning
Memetic biohazard
Error bait
Spoiler:
[Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted]

Vinyl
Fleet Admiral
Fleet Admiral
Posts:3217
Joined:Wed Dec 05, 2012 9:54 pm
Affiliation:Hexalan
IGN:PCaptainRexK
Location:Hexalan

Re: Lets build a Civ mod

Post by Vinyl » Sun Aug 24, 2014 10:10 pm

Civname: Hexalan Expanses
Leader: Lord of Admirals Scratchovski
Trait: Military Dominance - Combat Units cost (10 to 15)% less (or) Illegal Emigration - Workers are destroyed rather than captured.
Speciality: Something about a replacement for the Infantry unit. Maybe does more damage? Maybe has more health? Maybe both? Idk.

Colors: Gray with Orange.
Flag:
Spoiler:
Image
Leader Screen:
Spoiler:
Image
OR
Spoiler:
Image
EDIT: Added Leader Screen. It's 1280x720, in case you were wondering.
EDIT: Added a different option. IMO, this one looks better. Plus it's 1080.
cats wrote:I literally cannot be wrong about this fictional universe

Ivan2006
Fleet Admiral
Fleet Admiral
Posts:3021
Joined:Fri Dec 07, 2012 12:10 pm
Affiliation:[redacted]
IGN:Ivan2006
Location:In a universe.
Contact:

Re: Lets build a Civ mod

Post by Ivan2006 » Mon Aug 25, 2014 1:58 am

I have already started working on a Civ-V mod.
Those resources are pretty useful, thanks.
For now though, I will make the MR.
Current issues: does not show up on civilization selection screen.
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

Error
Moderator
Posts:4205
Joined:Thu Dec 06, 2012 11:49 am
Affiliation:CNI
IGN:FC_Rangefinder
Location:Sol IIIa, School of Hard Knocks

Re: Lets build a Civ mod

Post by Error » Mon Aug 25, 2014 7:13 am

Civname: Novan Commonwealth
Leader: Markus Korriman
Trait: Enhanced Living: +25% happiness from luxury goods.
Specialty thing: C.N.I. L2 (building) - spies operate 20% faster / more effectively / whatever.
Image

ACH0225
Vice Admiral
Vice Admiral
Posts:2312
Joined:Sun Dec 09, 2012 10:21 pm
Affiliation:Strigiforme
IGN:ACH0225
Location:Cuuyth

Re: Lets build a Civ mod

Post by ACH0225 » Mon Aug 25, 2014 2:40 pm

Civname: Strigiforme Empire
Leader: Leader, or Cuuyl
Trait: Mass Discipline: no revolts(idk, never played civ games)
Specialty: Infantry Conscript, converts a portion of city population to military(idk how civ works)
Image
fr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
mfw brony images
Spoiler:
Image
Image
Image
Image

Ivan2006
Fleet Admiral
Fleet Admiral
Posts:3021
Joined:Fri Dec 07, 2012 12:10 pm
Affiliation:[redacted]
IGN:Ivan2006
Location:In a universe.
Contact:

Re: Lets build a Civ mod

Post by Ivan2006 » Mon Aug 25, 2014 2:58 pm

@ACH
There's no such thing as "revolts" in Civ, but I can give you a bonus to city combat strenght and HP?
Ans specialty would be a special unit, or building.
converting poulation to production (essentially that) is already an established game mechanic.
I can give you super-shield as a special building that replaces the bomb shelter, being more effective at reducing nuke's effect and giving a bonus to city HP.
As for special unit, maybe Strigiforme bomber replacing the stealth bomber, higher demage and longer range for the cost of lower stealth value?
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

Shadowcatbot
Vice Admiral
Vice Admiral
Posts:2623
Joined:Thu Dec 06, 2012 9:46 pm
Affiliation:Nivanshae
IGN:_Shadowcat_
Location:Munching on important looking wires.

Re: Lets build a Civ mod

Post by Shadowcatbot » Mon Aug 25, 2014 3:35 pm

Ivan2006 wrote:@ACH
There's no such thing as "revolts" in Civ, but I can give you a bonus to city combat strenght and HP?
Ans specialty would be a special unit, or building.
converting poulation to production (essentially that) is already an established game mechanic.
I can give you super-shield as a special building that replaces the bomb shelter, being more effective at reducing nuke's effect and giving a bonus to city HP.
As for special unit, maybe Strigiforme bomber replacing the stealth bomber, higher demage and longer range for the cost of lower stealth value?
In the idea's I fleshed out about a few factions I figured the Strig would have some sort of unit spaminess or production from pop boost of some sort.
In yo ceiling, stealin yo wires



Do not open. Ever. At all. Enter at your own risk to life and limb.
Trigger warning
Bot gore warning
Memetic biohazard
Error bait
Spoiler:
[Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted]

Ivan2006
Fleet Admiral
Fleet Admiral
Posts:3021
Joined:Fri Dec 07, 2012 12:10 pm
Affiliation:[redacted]
IGN:Ivan2006
Location:In a universe.
Contact:

Re: Lets build a Civ mod

Post by Ivan2006 » Mon Aug 25, 2014 3:51 pm

We can give the Strigiforme a special unit replacing the infantry which basically has the same stats, but reduced cost?
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

Error
Moderator
Posts:4205
Joined:Thu Dec 06, 2012 11:49 am
Affiliation:CNI
IGN:FC_Rangefinder
Location:Sol IIIa, School of Hard Knocks

Re: Lets build a Civ mod

Post by Error » Mon Aug 25, 2014 3:52 pm

I figure Strigiforme would be slow to advance (no tech bonuses?), but with the ability to spam the living hell out of cheap, expendable units.

Like, the hordes descending upon you, spam.
Image

Shadowcatbot
Vice Admiral
Vice Admiral
Posts:2623
Joined:Thu Dec 06, 2012 9:46 pm
Affiliation:Nivanshae
IGN:_Shadowcat_
Location:Munching on important looking wires.

Re: Lets build a Civ mod

Post by Shadowcatbot » Mon Aug 25, 2014 6:15 pm

Forum wrote:I figure Strigiforme would be slow to advance (no tech bonuses?), but with the ability to spam the living hell out of cheap, expendable units.

Like, the hordes descending upon you, spam.
Maybe like half strength/half cost strig units that replace each version of warrior to infantry, a proper production setup could spam those a lot and add in maybe autocracy and honor and the gold costs become even less. Along with the fact that multiple units can surround and swarm enemies preventing them from escaping would make that pretty deadly to anything but a fortified position with range and AI unit spam.
In yo ceiling, stealin yo wires



Do not open. Ever. At all. Enter at your own risk to life and limb.
Trigger warning
Bot gore warning
Memetic biohazard
Error bait
Spoiler:
[Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted][Redacted]

Crash Override
Lt. Commander
Lt. Commander
Posts:781
Joined:Fri Dec 07, 2012 5:00 pm
Affiliation:Darkstar Security CO
Location:Brazil.

Re: Lets build a Civ mod

Post by Crash Override » Mon Aug 25, 2014 11:19 pm

Civname: Darkstar Corporation
Leader: Unknown
Trait: Savage Capitalism - [Never played civilization,but something about aquiring FRIKKING BIG PRODUCTION AND RESOURCE INCOME for a amount of time]
Specialty thing: Spec Ops Center - Spies operate 20% better / Special Unit - SPECTRE [I dunno,super-infantry with sabotage abilities?]


The last Civ that i played was Civ II
" We explore... and you call us criminals. We seek after knowledge, and you call us criminals.We exist without skin color, without nationality, without religous bias... and you call us criminals.You build atomic bombs, you wage wars, you murder, cheat, and lie to us and try to make us believe it's for our own good, yet we're the
criminals.Yes, I am a crimial. My crime is that of curiosity."

EMPRAH * BRUVA

Vinyl
Fleet Admiral
Fleet Admiral
Posts:3217
Joined:Wed Dec 05, 2012 9:54 pm
Affiliation:Hexalan
IGN:PCaptainRexK
Location:Hexalan

Re: Lets build a Civ mod

Post by Vinyl » Mon Aug 25, 2014 11:22 pm

Crash Override wrote:Leader: Unknown
You can't be a Civ in Civ V and not have a leader.
cats wrote:I literally cannot be wrong about this fictional universe

Ivan2006
Fleet Admiral
Fleet Admiral
Posts:3021
Joined:Fri Dec 07, 2012 12:10 pm
Affiliation:[redacted]
IGN:Ivan2006
Location:In a universe.
Contact:

Re: Lets build a Civ mod

Post by Ivan2006 » Tue Aug 26, 2014 6:25 am

I can call the leader "[redacted]" and make the portrait the council representative from XCOM?
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

Error
Moderator
Posts:4205
Joined:Thu Dec 06, 2012 11:49 am
Affiliation:CNI
IGN:FC_Rangefinder
Location:Sol IIIa, School of Hard Knocks

Re: Lets build a Civ mod

Post by Error » Tue Aug 26, 2014 7:11 am

Cheesy.

But hey, it might work for you leaderless plebians.

:P
Image

Ivan2006
Fleet Admiral
Fleet Admiral
Posts:3021
Joined:Fri Dec 07, 2012 12:10 pm
Affiliation:[redacted]
IGN:Ivan2006
Location:In a universe.
Contact:

Re: Lets build a Civ mod

Post by Ivan2006 » Tue Aug 26, 2014 7:25 am

Oh, also, Lightspeed, just a clearification: Traits are permanent, passive bonuses to your entire civilization. Active abilities don't work. Keep in mind that special buildings and units have to replace other units and buildings. Maybe refer to http://civilization.wikia.com/wiki/Civi ... Games_Wiki for information on those. More specifically, http://civilization.wikia.com/wiki/List ... ts_in_Civ5 and http://civilization.wikia.com/wiki/List ... gs_in_Civ5
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

Post Reply