Sid Meier's Civilization V

Sid Meier's Civilization V

Madoka Magica: Wish for the World [BNW]
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Update: 17 Jul, 2014 @ 9:00am

Update:

  • Ultimate Madoka has been reactivated with new uniques:
    • UA: Magical Girls cannot become Witches. Instead, they vanish and return after 10 turns (at Standard speed), but lose all of their Promotions. Magical Girls may summon Witches to fight alongside them.
    • UU: Replaces Missionary. +1 Movement and no sight penalty. May use the "Lead Away" command to bring enemy Magical Girls under your control if their Soul Gems are in Critical condition.
    • UB: Replaces Garden. +25% Prodigy birth rate in this City. Magical Girls which are stationed in a City containing a Luminous Garden will recover 1% of their Soul Gem luster every turn. Must be built next to a River or a Lake, like a regular Garden.
  • Fixed issue which caused Homura's time stop to be unusable.
  • Mami's Tiro Musketeer has been revamped.
  • All references to the term ''Great People'' have been replaced with ''Prodigy'', to reflect how they are all potential Magical Girls who have not yet made a contract.
  • Now includes v0.14 of Pazyryk's TableSaverLoader. Performance should be increased. No longer replaces SaveMenu.lua.

Update: 9 Jul, 2014 @ 3:23pm

Bugfixes for previous update.

Update: 9 Jul, 2014 @ 10:51am

Update:

  • Great People without names (such as Great Prophets) will be given a name based off of the names of characters from other Magical Girl series. This is to ensure that every Magical Girl has a name. This will occur only if a Great Person spawns without a name. It is still highly recommended to have a mod such as Tomatekh's Great Prophet Historical Names to give Prophets names by default.
  • The above change should fix issues with persistent save data.
  • When a Civilian is captured by Hostiles, it should no longer turn into a Familiar.
  • Fix for an issue where multiple Magical Girls were being linked to the same Soul Gem data.
  • Magical Girls created by means other than expenditure of Great People (e.g. Terracotta Army) should now properly have values for their Soul Gem and will be named.
  • If you capture a Magical Girl with a unit possessing a promotion which enables it to capture units (Nanoha's Patented Befriending Method, MSF's Fulton Recovery System, units from JFD's Lithuania, etc.), it will automatically die.

Update: 6 Jul, 2014 @ 1:59am

Update:

  • Rewrote a lot of how the data for Soul Gems, Grief Seeds, etc. is saved. It should now work reliably between game saves.
  • Fixed some Lua error spam for UU scripts.

Update: 5 Jul, 2014 @ 3:42pm

Update:

Warning: This version is incompatible with previous saves!

Known issue: Magical Girls and Familiars do not properly affect a country's Military Strength calculations. This will be added in a future release of DLL -- Various Mod Components.

  • Magical Girls have been introduced!
    • All Civilizations (except Demon Homura) earn Magical Girls after expending Great People.
    • In contrast to the original Rebellion Civilization Pack, Magical Girls now have Strength equivalent to 2/3 of the Strength of the strongest Melee or Gunpowder Unit of your current Era.
    • Temporarily, the Magical Girls have the same promotion trees as in the Rebellion Civilization Pack. An overhauled promotion tree is coming in a later update. However, they do not have the ''inherent'' promotions from the Rebellion Civilization Pack based on the type of Great Person used. This functionality will be represented when the new promotion trees are added.
    • Magical Girl Strength values update upon reaching a new Era rather than upon researching specific Technologies. Unlike previously, this happens regardless of where your Magical Girls are located.
    • Magical Girls now have a Soul Gem counter.
      • The cleanliness of the Soul Gem is represented by a percentage in the Unit Panel.
      • It automatically decays by 1% per turn.
      • If the unit is damaged, it will recover 10% of its current damage automatically each turn. For example, if a Magical Girl is at 40 HP, that means she has sustained 60 damage and will recover 6 HP. The minimum recovery is 1 HP, unless she is at full health. However, this causes the Soul Gem to corrupt an additional 1% for each HP healed!
      • The Magical Girl will fight more or less effectively depending on how clean her Soul Gem is.
      • The Soul Gem may be cleaned with Grief Seeds. Grief Seeds recover 40% at Standard speed. The amount recovered scales with Game Speed, and is reduced if Raging Witches (Raging Barbarians) is on.
      • The Magical Girl will gain increases or decreases to her Combat Strength based on how clean her Soul Gem is.
      • If the Magical Girl's Soul Gem gets to 0%, she instantly becomes a Witch.
      • Magical Girls have a smaller chance each turn to become a Witch if they have less than 10% remaining on their Soul Gem.
  • Barbarians have been renamed to Hostiles, and consist mainly of Witches and Familiars (though Naval Barbarians remain unchanged).
    • Both Witches and Familiars are Melee Units. Familiars are quite weak, but Witches are very tough. Witches fortified inside a Barrier will be a very difficult undertaking for a single unit; a force of two or three units is recommended to go Witch hunting. Witches born from players' Magical Girls are even tougher than regular Witches!
    • The first unit which spawns in a Witch Barrier (Barbarian Encampment) will be a Witch. Subsequent units will be Familiars.
    • If a Familiar survives for 20 turns (at Standard speed), it becomes a new Witch.
    • Witches (not Familiars) drop Grief Seeds when they are killed.
    • The strength of Witches and Familiars increases as the game progresses.
    • The number of Familiars which can be spawned by one Witch Barrier is high, but the Witch Barriers will automatically disappear after a set amount of time (45 turns on Standard) to prevent easy farming.
    • Witch Barriers do not provide Gold, but instead provide a boost of 15 XP to the unit which clears it. This is not affected by the experience cap against Hostile units.
    • Askia and Bismarck have received updated traits to be compatible with the new system:
      • Askia now receives double XP from clearing Witch Barriers, instead of triple Gold (since Witch Barriers do not provide Gold).
      • Bismarck will convert all Familiars within 2 tiles of a Witch Barrier when he captures one. Captured Familiars cannot become Witches.
      • Any mod Civilizations which utilize the relevant portions of Askia's or Bismarck's trait will receive these effects instead.
    • The ''Heathen Conversion'' Reformation Belief has been removed.
  • Demon Homura has been reactivated with new uniques.
    • UA: Lovevil -- Prodigies do not become Magical Girls. Magical Girls below Level 5 suffer attrition in your territory. Any Magical Girl you kill or Prodigy you expend permanently improves the Yields of your Palace.
    • UU 1: Incubator Slave -- replaces Worker. +25% build speed. Is destroyed when captured.
    • UU 2: Clara Doll -- replaces Great General. Does not become a Magical Girl (or grant Palace Yields) upon consumption. Any Unit standing directly on the same tile as the Clara Doll gets a +75% bonus vs. Magical Girls.

Update: 25 Jun, 2014 @ 2:40pm

Update:

Warning: This version is incompatible with previous saves!

  • Now requires v.53 of DLL - Various Mod Components.
  • Kyouko: Now gets 50 Stolen Food from sacking Trade Routes.
  • Kyouko: Removed mention of gaining Stolen Food from Fishing Boats, as the function will not work for water tiles.

Update: 25 Jun, 2014 @ 12:34pm

Update:

  • Sweden: Adjusted some errors with the new trait.
  • Sweden: Free Great General moved to Military Science (was Combined Arms).
  • Sweden: Promotion from Trait no longer displays TXT_KEY errors.
  • Kyouko: Stolen Food from Improvements halved.
  • Kyouko: Now gets Stolen Food from pillaging Fishing Boats and Terrace Farms.
  • Kyouko: The game will attempt to find any unique farm-based improvements added by other mods and automatically add them to the table of Improvements which grant Stolen Food upon pillage. However, this is not guaranteed, as it is reliant on how the other author coded his or her mod. Tested effective on my Hatsune Miku mod without explicitly defining its Spring Onion Farm improvement.
  • Kyouko: Now gets 50 Stolen Food from sacking Trade Routes. This functionality has been coded into my mod, but it currently causes CTDs in DLL - Various Mod Components. This will be implemented with the release of the next version of DLL - Various Mod Components.
  • Kyouko: Now only Melee, Mounted, Gunpowder, and Naval Melee Units may steal food.
  • Kyouko: Added simple AI logic to use Stolen Food if possible.
  • Kyouko: No longer has Grassland start bias, since its UB is no longer reliant on Resources which spawn near Grassland areas.
  • Homura: Freezing Time will reduce enemy city attack radius to 1 for the duration. Currently looking into how to completely disable city ranged attacks.
  • Homura: Corrected AI logic for using Time Stop.

Update: 24 Jun, 2014 @ 3:48am

Update:

  • Fixed SocialPolicyPopup.lua. You can now select policies properly again.
  • Gave Oriko and Kirika a ''diplomacy screen.'' I tried. When there's no suitable official art, you gotta do what you gotta do...
  • Oriko and Kirika now have diplomacy dialog.

Update: 19 Jun, 2014 @ 10:05pm