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Lets build a Civ mod
Posted: Sun Aug 24, 2014 9:59 pm
by Shadowcatbot
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.
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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.
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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
Re: Lets build a Civ mod
Posted: Sun Aug 24, 2014 10:10 pm
by Vinyl
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:
Leader Screen:
OR
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.
Re: Lets build a Civ mod
Posted: Mon Aug 25, 2014 1:58 am
by Ivan2006
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.
Re: Lets build a Civ mod
Posted: Mon Aug 25, 2014 7:13 am
by Error
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.
Re: Lets build a Civ mod
Posted: Mon Aug 25, 2014 2:40 pm
by ACH0225
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)
Re: Lets build a Civ mod
Posted: Mon Aug 25, 2014 2:58 pm
by Ivan2006
@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?
Re: Lets build a Civ mod
Posted: Mon Aug 25, 2014 3:35 pm
by Shadowcatbot
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.
Re: Lets build a Civ mod
Posted: Mon Aug 25, 2014 3:51 pm
by Ivan2006
We can give the Strigiforme a special unit replacing the infantry which basically has the same stats, but reduced cost?
Re: Lets build a Civ mod
Posted: Mon Aug 25, 2014 3:52 pm
by Error
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.
Re: Lets build a Civ mod
Posted: Mon Aug 25, 2014 6:15 pm
by Shadowcatbot
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.
Re: Lets build a Civ mod
Posted: Mon Aug 25, 2014 11:19 pm
by Crash Override
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
Re: Lets build a Civ mod
Posted: Mon Aug 25, 2014 11:22 pm
by Vinyl
Crash Override wrote:Leader: Unknown
You can't be a Civ in Civ V and not have a leader.
Re: Lets build a Civ mod
Posted: Tue Aug 26, 2014 6:25 am
by Ivan2006
I can call the leader "[redacted]" and make the portrait the council representative from XCOM?
Re: Lets build a Civ mod
Posted: Tue Aug 26, 2014 7:11 am
by Error
Cheesy.
But hey, it might work for you leaderless plebians.
:P
Re: Lets build a Civ mod
Posted: Tue Aug 26, 2014 7:25 am
by Ivan2006
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