Sid Meier's Civilization V

Sid Meier's Civilization V

Age of Mythology Civs
Počet komentářů: 48
danthemanwells3 23. bře. 2020 v 18.11 
Thanks a bunch!
manlethamlet  [autor] 23. bře. 2020 v 6.45 
Egypt's science bonus is in Egypt's leader XML file (AoMEgypt_Leader.xml) under <Trait_YieldModifers> (line 298). The coded value is 10 and changing that to 100 would mean double science. For the Norse, the faith bonus is in AoMNorse_Leader.xml under <Trait> (line 290). Specifically, 296 is <FaithFromKills>100</FaithFromKills>.
danthemanwells3 22. bře. 2020 v 13.18 
So this is an odd question, but I am subscribed to a hilarious "joke" mod that severely breaks the game by multiplying all UA's and UB's and Wonder powers by 10. I've been able to manually adjust most of these civ's numbers to "match" that mod's, but I'm wondering how is Egypt's science discount coded? (For that matter I couldn't find the Norse's faith bonus either) NOTE: I'm extremely new to files/coding/modding, so dumb it down as much as possible. Thanks!
RoachCoach(cndk99) 13. kvě. 2019 v 0.38 
I am a simple man. I see age of mythology, i press like.
Zeus 5. kvě. 2019 v 4.45 
this mod has the same pic as me lol
manlethamlet  [autor] 18. bře. 2019 v 15.36 
Automata replace Longswordsmen, so they will still upgrade to Musketmen
af17317596 18. bře. 2019 v 14.37 
or is it longswordsmen?
af17317596 18. bře. 2019 v 14.36 
hmm alright but will they still upgrade to musketmen?
manlethamlet  [autor] 18. bře. 2019 v 14.30 
No, only the Bireme's upgrade carries on.
af17317596 18. bře. 2019 v 12.05 
does the automaton upgrade carry to the next tier for them? for musketmen?
Kaiser Nhyla 6. bře. 2019 v 12.23 
Ah, well no harm in asking then I suppose. Thanks for the reply
manlethamlet  [autor] 6. bře. 2019 v 12.07 
Well, I've never actually played AOE3 (or any AOE, really), so right now there's not that big of a chance. Maybe sometime in the future, though.
Kaiser Nhyla 6. bře. 2019 v 9.55 
This is awesome! The Norse theme still gives me chills. Any chance we could get an Age of Empires III one like this?
Clodsire 5. bře. 2019 v 1.00 
Now it works. Thanks!
manlethamlet  [autor] 4. bře. 2019 v 13.54 
This mod is pretty big so it's probably a problem with Steam downloading it, which tends to happen with larger mods. Try restarting Steam or deleting your mod cache; it's usually Documents\My Games\Sid Meier's Civilization 5\cache\Civ5ModsDatabase.db
Clodsire 4. bře. 2019 v 2.35 
It somehow doesn't show up in my mods screen. Anyone know how to fix this?
Fetcher 2. bře. 2019 v 12.09 
THOSE ARE KAMOS'S PIRATES
DarthTater127 25. úno. 2019 v 23.39 
Yes!
louis.beer 25. úno. 2019 v 8.46 
You are a legend
manlethamlet  [autor] 24. úno. 2019 v 11.22 
The diplo screens are kinda low quality, I had to upscale screenshots of game cutscenes to make them work, so yeah they're not the best especially since they're 1600x900, lol. The unit icons are taken directly from AoM so those are upscaled and edited. But I'm glad you're enjoying the mod!
Dezmond_Here 24. úno. 2019 v 10.16 
After playing as all the civs added in this mod, I can safely say that is mod is super fun to play. Every civ has a unique play style. Also I love civs that early game bonuses so this mod really hit home with me. Only negative I have is that most of the leader screens and some pictures of the units/building are incredibly low quality. Idk if this is just me or for everyone though.
JK 24. úno. 2019 v 7.22 
I've been waiting for this.
manlethamlet  [autor] 22. úno. 2019 v 22.16 
I could make a different civ for each major. I'd definitely have to split them all up into different mods as they'd go over the 100 MB size limit. There'd also probably be some overlap between them and vanilla civs - for example, Egyptians might use Spearmen, War Elephants, Chariot Archers, or Slingers. Not much of an issue but they'd just use the same names as the vanilla units... Spearman replacing the Spearman. :lilimok:

Religions would be easy to make. They could be called simply "Odin Worship", etc. and the icons might be silhouettes of their artwork or something.
sirnori 22. úno. 2019 v 21.41 
Would a different civilisation for each major god be an option? As in the different cultures have the same symbol, but have different colours, abilities and unique components. Maybe also add a religion for each major god?
sirnori 22. úno. 2019 v 14.47 
I've been waiting for this.
Giga Vivian 21. úno. 2019 v 23.34 
And of course there is always the intentionally Op Boss Civ that you can see around the Workshop. Not of course Gaban or Gary, but meant to be beatable, like Nuclear Utsuho.
Giga Vivian 21. úno. 2019 v 23.32 
Ya for Civ they'd be impossible to ballence between countless faithful set backs like I listed, between being actually being useful, as they were almost useless on island maps unless you REALLY needed defence, or really needed to kill ONE and only one enemy's island. In which you had to build a heavy firebase just for it. I mean with all the setbacks I thought of, in the end will there even be a point to them unless they do have stupidly high str? XD
manlethamlet  [autor] 21. úno. 2019 v 20.27 
Titans would be SUPER overpowered if I wanted to make them accurate, lol. Maybe a GDR replacement that needs to be bought with Faith, or appears after building a unique and expensive gate wonder. If I did that I'd definitely want to port the Titan models for it and post it as a separate add-on mod.
manlethamlet  [autor] 21. úno. 2019 v 20.26 
And the part about Arkantos being Atlantean is very true. I decided to use him as the Greek leader because he "speaks" Greek, helped the Greeks win the Trojan War, and later becomes a Greek/Olympian god. But his character in TT speaks Atlantean, so I guess it's not that concrete. Kastor seemed like a better choice for an Atlantean leader to me since he's the protag for their campaign and becomes ruler of Atlantis at the end.
manlethamlet  [autor] 21. úno. 2019 v 20.26 
It requires Denmark because the Norse use Denmark as a base. It's mostly the Ulfsark using the Berserker model. If I knew anything about modeling I'd port the models for each unit then use those, so Camelry would be riding actual camels and Axemen would be holding axes instead of swords.
Giga Vivian 21. úno. 2019 v 19.03 
But otherwise, very good job. Any plans for the Titans? Obviously would have to be op, but what if you made them a "free unit" that can only gained with a renaissance National Wonder of temples? It would then work exactly like original's, and to not only balence them more but be more faithful to the original: they can't embark, can never heal under any circumstances and dispite their size, can't hit and maybe also have a weakness to air units. With so many set backs, you could make them as substancal and potentially game ending as they were in the original,HIGH Strength, bonus against towns like their crush attack type and a special promotion that reflects their infamous jump!
Giga Vivian 21. úno. 2019 v 18.48 
I also have a problem with Arkantos: He is not the Greeks leader/Figurehead, he is Atlantian and is sent to the Greeks to finish Troy, while really chasing Gargarensis across the world.

Each of the cultures had their own leader,Arkantos was just touring and gathering them together with us. If anything he's the player's leader while AJAX was the actual Greek leader, being a historic Greek of course, fighting the war of Troy for years, and came up with the campign chapter ending plan like the other leaders do (Sortive, he said it out right but being the comedic lovable idiot through out the game,didn't relize what he said and never understood any of the chapter ending plans XD).Only thing Arkantos has for Greek is Atlantis used the Greek's style in the first mission and the last missions, but only because they did not make it into it's own race before the expansion, only the first 3 existed (playably as opposed to Gargarensis)
Giga Vivian 21. úno. 2019 v 18.47 
I would LOVE and get this myself...but why does it require Denmark???
Your Local Democracy Officer 21. úno. 2019 v 16.04 
That looked like Theris. Fighting old battles again?
manlethamlet  [autor] 20. úno. 2019 v 16.13 
Then, I should go fix it and change it to +1 food. While I'm doing that I'll probably also add more diplomacy text and maybe change the Norse UA as well (replace the prod. bonus with faith from kills to make it more unique and fit the Norse playstyle; maybe extend it to include mounted).
just.nuke.em 19. úno. 2019 v 23.59 
Agreed on Amanra's UA. +2 food on desert means Petra + her = 3F 1P on desert without any improvements, which is nuts in early game.
manlethamlet  [autor] 19. úno. 2019 v 14.23 
Arkantos isn't the civ; he's the leader, a figurehead to represent the civ. The Greeks are based on Hades who is a ranged/defensive god which is why the trait is geared towards defense and archers.

If the Norse had gotten the Egyptians' trait but for snow it would've been the same outcome. Both give no yields besides production from hills. +2 food just makes them the same as grasslands. Either way they'd both have high growth but low production.
KatArus 19. úno. 2019 v 10.40 
I've only looked through the first few and this sucks. Arkantos had nothing to do with ranged units, he's a hero admiral. He should've gotten military unit XP bonus when advancing eras, stronger ships or heroes/admirals and something like 'Athena's wisdom' giving temples +2 science or faith/culture on kills. Amanra's +2 food on desert is extremely op and should've been Norse bonus for Snow tiles etc.

Props for the work, but this does suck.
The Grimwar 18. úno. 2019 v 15.58 
I'd like to aff the option to sack or just plunder cities. you don't permanently occupy the city or destroy it, you just go in there, take a lot of stuff and leave. It'l only destroys a few buildings, and there are other changes.
manlethamlet  [autor] 18. úno. 2019 v 14.28 
Looks good so far! What are you planning to change to the war mechanics?
The Grimwar 16. úno. 2019 v 12.16 
I'm not done adding the changes to the civ's abilities, but here's some of what I got so far!

Egypt: On top of their wonder production bonus, cities that are located on the same river will connect the cities as if they have roads as long as neither the Fog of War or another civ’s territory is between them.

America: On top of their normal abilities, borders can see one extra tile, great person production is increased by 25%, and culture costs to acquire new tiles is reduced by 50%

There's another part to America's ability, but i'm leaving that out due to the changes to the war mechanics that aren't implemented.
manlethamlet  [autor] 16. úno. 2019 v 12.00 
Yeah, I could work on the traits and things.
The Grimwar 15. úno. 2019 v 17.10 
I think you'll do good with changing up the Civ's Abilities, can you?
The Grimwar 15. úno. 2019 v 17.09 
Ok, cool! So...the overhaul mod I'm working on is called Civilized to Savagery. It' basically an overhaul mod to make certain aspects of the game more enjoyable. It's aim is to make all of the civs more balanced and fun to play as.
manlethamlet  [autor] 15. úno. 2019 v 16.40 
Ideally the civ as I don't know too much about making overhauls, but I could try to help on some aspects of it.
The Grimwar 15. úno. 2019 v 14.39 
Ok, cool! Which one? The overhaul or the civ?
manlethamlet  [autor] 15. úno. 2019 v 12.27 
Sure thing, I can help out with your mod.
The Grimwar 15. úno. 2019 v 6.30 
Heyo! Mind helping me make an overhaul mod?

Or if you're not up to that a mod civ?