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"Drunktard" - Your soldiers are 10% less effective
"Coward" - You may not select your own social policies or fight against enemy religion
Special unit: "Civilian with keys" - 0 attack 1 tile movement 1 health
for example, i will very much like to make this working. Any idea how can i do it? Only part with water mill, where it changes river to false is working :(
<Buildings>
<Update>
<Where Type="BUILDING_WATERMILL"/>
<Set River="false"/>
</Update>
<Update>
<Where Type="BUILDING_WATERMILL"/>
<Set Culture="2"/>
</Update>
<Update>
<Where Type="BUILDING_GRANARY"/>
<Set Happiness="4"/>
</Update>
<Update>
<Where Type="BUILDING_GRANARY"/>
<Set GoldMaintenance="0"/>
</Update>
<Update>
<Where Type="BUILDING_GRANARY"/>
<Set Culture="2"/>
</Update>
</Buildings>
I'm not really working on civ 5 modding anymore, but if I move into civ 6, I'll have to consider it!
Hello! first of all, nice work for this mod! i have one of my funniest game with this civ!
but, i was a little disapointed with the vysadkar... not really a worthy unit, and czech paratrooper are not really renowned.
since you want a post wwii unit i was thinking for the Vz. 77 DANA, The DANA is the first modern wheeled SPG ever conceived and is one of the best vehicle of his class.
for the game he can replace the Missile launcher with a movement advantage of 1 with an fighting/defensive bonus in hill.
what do you think?
still, great job with this work, will send czech in space again!
They don't get the research boost that Korea gets, and their bonus only applies to two specialists, not all, so I think they're a solid sidegrade from Korea.
And I understand that the paratrooper is kind of irrelevant. What I had hoped for was to make an early paratoorper that replaced the Marine. They'd drop 5 tiles (down from 9) and have stats comperable to Great War Infantry, but I can't figure out how to make a shorter paradrop. And thanks for pointing out the flavor text, I'll look into that on my next pass through.
Fixed the issue. We both named our leader scene Vaclav_Scene.xml for obvious reasons. I changed mine to Vaclav_Havel.
Let me know if the issue persists.
I'm sure you can do that, but I don't know how to modify based off of tile improvements.
You'd pretty much make a new mod that's America's ability but instead give it those effects. It'd be something like
<ImprovedSpecialistYield>
<Specialist_Scientist>
<Yield_Production>1</Yield_Production>
</Specialist_Scientist>
<Specialist_Engineer>
<Yield_Production>1</Yield_Production>
</Specialist_Engineer>
</ImprovedSpecialistYield>
Something like that. That is NOT the code for it, but look for a section that would represent that sort of code. Korea and the Hubble Telescope are a good thing to look for because one gives Science an the other gives Production so you can see what modifiing those attributes looks like.
or just +1 production for specialists in general
damn, i must be blind! completely blind! damn it! and... time to fix it :)
Thanks for the support! I never thought it'd get such praise!
Anyway, I wans't aware of that mod and haven't made any plans to support it. Currently I'm going to say no, but who knows what I'll do in the future.
If I'm not mistaken, all your 'Where Type' tags need a closing '>' bracket.
I can't help you here.
Look up a guide. Kael's Modding Guide is where I started.
okay, my first mod is out. but... it is not working. i made it and enabled it, but it does not give any bonus when playing in game. can you help me?
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 3/2/2016 7:58:50 AM -->
<GameData>
<!-- TODO: Insert table creation example here. -->
<!-- TODO: Insert table data example here.-->
<!-- Enter your Game Data here. -->
<GameData>
<Buildings>
<Update>
<Set Happiness="2"/>
<Where Type="BUILDING_GRANARY"
</Update>
<Update>
<Set YIELD_PRODUCTION="2"/>
<Where Type="BUILDING_MONUMENT"
</Update>
<Update>
<Set YIELD_FOOD="2"/>
<Where Type="BUILDING_SHRINE"
</Update>
<Update>
<Set River="False"/>
<Where Type="BUILDING_WATERMILL"
</Update>
</Buildings>
</GameData>
</GameData>
Go to your steam library and find "Tools". In there you'll find "Side Meier's Civilzation 5 SDK".
Everything you need is in there.
and another thing, how can i make a blank map? for example, there are maps, that have a lot of forests. or desert tiles. but how can i make a map, that will have nothing else?
http://knihy.rs-design.sk/knihy/narody-v-hre-civ5
http://pastebin.com/5UbkyWf0
(musím cez pastebin, viac ako 1000 znakov)
also, here is my "Dream" civilization, that will perfectly fit my favorite game style
trait: if you create a religion, your holy city get +5 food (so it grows rapidly)
unit: sharpshooter (replaces composide bowman, with promotion to improve damage. it will work on upgraded units as well)
building: holy relic (replaces garden, provides +2 faith and classic garden bonuses, can be build anywhere)
great, that was my first thinking about a Slovakia civilization. In fact, it is a little bit hard to make a civilization based on this country, because we are... i dont know... not so great? anyhow, i believe that cultural victory should be the most logic path for Slovakia. Okay, here is another possibility:
trait: Free granary in every city (similar to carthage); starting with tradition policy tree enabled;
unit: Partizán (not changed)
building: Salaš (replaces zoo, provides +10 percent tourism from the city)
of course i hope that this civ will not have too big bonus.
Thanks for the ideas
-Happiness per horse in-savings is interesting. It could be interesting, but I feel like we can do something more with it.
-Bread and Circuses would be interesting. Also would be pretty simple.
-I think it is actually pretty common to make an observatory replacement with no mountains
-That is simply Deity AI. They get the 4 techs for free from difficulty alone.
-The Japanese Samurai can build fishing boats, so I can see a warrior building farms. Though they need something more.
About your Slovakia civ: I absolutely hate 'free' tourism. A modifier for helping culture victory is one thing, but to get a flat amount of tourism is just broken. You have 10 cities, that's 20 tourism by the time you start unlocking museums, 40 once you get your zoos out, and by that point you're probably leading the ideology race and dominating the weakest civ in the game. Look at Australia and see what I mean. They get tourism for trade routes and it is pretty much broken.
leader - donno (Tiso is a bad example, in my opinion, and Kiska is still alive. Fico is very bad idea as well... so... Móric Beňovský, king of New Zealand? :D)
unique trait - +1 tourism and +1 culture from every castle; free granary in every city.
unique unit - Partizán (replaces Great War Infandry, with bonuses in forest and no unkeep)
unique building - Salaš (replaces zoo, +2 turism)
Slovakia is a cultural civilization, that can produce tourism from buildings. another interesting trait is a good starting population growth in cities, so any victory is possible. possible the best will be cultural and science victories, because of trading with other civilizations, that can provide science for being influenced by tourism.
any tips? :)
few ideas about civilizations...
1) civilization, that have bonus for horses. +1 hapiness for each unused horses. so a civ, that will buy them, instead of selling them when not needed
2) bread and games - civ, that have food bonus from colloseums and hapiness from granaries
3) science civilization, that can make a building similar to observatory, but anywhere, not only near a mountain
4) civ, that can start with all 4 starting technologies (mining, animal husbandry, pottery and archery) and also start with a free archer as well
5) civ, that can use basic warriors to build farms
That's why I divided their ability between science and production. The Czechs are known for their firearms, and I figured that production would make a descent amount of sense to represnt that industrial capacity. The science half is then for a lot of the RnD that would go into that, as well as some other discoveries.