Sid Meier's Civilization V

Sid Meier's Civilization V

Railgun Civ
Sasha 16 Jun, 2014 @ 9:11pm
Discussion for the addition of new features and Altering existing ones.
Just thought I'd set up a discussion for this mod, as it is my favorite in Civ 5, and really the only reason I've yet to play an un-modded game without it. Misaka is overpowered, that much is certain, but it's usually balanced out by the fact that you only get one of her, and she was made a bit more vulnerable in an update, which is good.

As far as things I''d like to see changed, I think the model size for Misaka and the Little Sisters is a little excessive, though I suppose I could alter that myself if I dug into the mod's folders.

The idea of a Kuroko unit is appealing, but what would she be capable of? I get the impression of a scouting/sabotage unit, which is her usual role in combat, with a melee attack and probably a unique promotion tree. I'm not sure how to incorporate her teleportation, maybe as Paradrop special ability.

I wouldn't be too concerned about the Gekota religion.

As far as the Lvl 6 Easter egg, it brings up a balance issue. I'm not sure of Misaka's Upkeep Cost, but it seems to be far too low for what she's capable of. I've taken cities in one turn and cleared entire battlefields with her, would it be prudent to increase her upkeep as she gains power with the advancement of technology? I'm not sure what a good upkeep cost would be, but there should be a drawback to the free, unstoppable unit rampaging through my enemies' capital.
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Showing 1-13 of 13 comments
cicero225  [developer] 18 Jun, 2014 @ 11:21pm 
I'd like feedback on the Misaka model size thing. Is this a general concern for people? It really is not that hard to change.

I'm shaky on the Kuroko idea now. It would be cool, but balance would be a nightmare. It would be necessary to nerf Misaka to compensate, and trhere'd be playtesting...

Misaka's upkeep is 0, actually. She's a free maintenance unit, for what it's worth...

Sasha 20 Jun, 2014 @ 11:27pm 
The massive model size is a big point for me, I don't know about other gamers. I'm not sure how to change it myself without researching it, but it does break the suspention of disbelief. As for Misaka's upkeep, I'd have it as much as a comparably powerful unit, like a tank or giant killer robot. Free is fine, but fines are real. By herself, she quickly wipes the floor of any unit in the same era and in late-game can secure entire cities and regions on her own. I would be comfortable with having a upkeep, a steep one even, to justify the massive powerhouse she is.

If you can let me know where I can make these changes, I can try them out myself and playtest it.
Last edited by Sasha; 20 Jun, 2014 @ 11:27pm
cicero225  [developer] 21 Jun, 2014 @ 1:58am 
Model size is in RailgunUnitArtDefines.xml. In there if you ctrl+f there will be a <Scale>0.25</Scale> for all 4 custom units. You can just change 0.25 to 0.15 or something.

In Units.xml, look for the unit labeled: <Class>UNITCLASS_MISAKA</Class>
<Type>UNIT_MISAKA_MIKOTO</Type>

In the section beneath it, there will be:
<NoMaintenance>true</NoMaintenance>

Change true to false (or delete the line entirely). Note that internally there are actually 3 MIsaka units, with the other two being type <Type>UNIT_MISAKA_MIKOTO2</Type> and <Type>UNIT_MISAKA_MIKOTO3</Type>. Obviously you will have to change all of those.

Unfortunately, Firaxis never coded an easy way in the xml to change upkeep costs--all units cost the same at a given point in time. Something like that would have to implemented in the lua, which would be much more involved. I don't think the extra 5-6 gpt cost will really affect the game much.

XML files can be opened in notepad or notepad++ or any text editor, really.
cicero225  [developer] 21 Jun, 2014 @ 1:59am 
"The extra 5-6 gpt for standard upkeep" is what I meant to say. With some lua work it could be more than that, but...
cicero225  [developer] 21 Jun, 2014 @ 2:00am 
If you're interested in trying a higher upkeep, ping me back and I'll write something.
Zodai 23 Jul, 2014 @ 11:06pm 
I posted this in the comments of the mod, but ran out of room. So I'm posting the full one here.

@cicero225

I play on Settler, Level four. I usually don't believe in the 'extra resources' the above difficulties get - generally prefer a fair playing field.

While total power level is also an issue, it's more the fact that she's powerful throughout the entire game - there's no particular weaknesses at stages of the game to exploit, play around or take advantage of. Even with straight-up numbers nerfs it doesn't add anything in terms of gameplay.

This would mean things like prioritizing her power to specific stages of the game, and focusing it around a single theme, as opposed to just spreading it everywhere.

Like, right now the unique units are mostly lategame based, so maybe the unique ability could be changed to something like--

'+25% Science, boost increases with research'

And then say...

Scientific Theory - 65%

Radar - 85%

Computers - 125%

This drives more power to her lategame, keeping her from being to much of a snowball in the earlier stages. It also works with the Unique units - the power spikes occur at around the same level as when you get Misaka, in adittion to the upgrades for the Sisters. It cements Misaka as a high-lategame Civ, and I think that gives her some more balance while still staying a science/military-focused Civ, and being a major threat in the final era of the game.

I actually like the Academy upgrade though, as it gives a further incentive to build Great Scientists in the earlier game, although it might need a small numbers nerf in terms of the additional science.
rkegg 25 Jul, 2014 @ 4:13pm 
I really like the idea of kuroko, but like you said, it might be a bit difficult to balance. Maybe you could make another civilization based on branch 177, having weaker esper units but more versatality. i.e. being able to set up survailence points or teleporting other units around the map. I think kuroko's a great idea, if you have time.
cicero225  [developer] 25 Jul, 2014 @ 11:44pm 
@Zodal

The thing is, great scientist points are hard to get: besides the Great Library and the Oracle, the first real source is the university, with its two science specialists, but even with the Library, Oracle, and rushing Education, you only really get 2 academies by early Renaissance. With University and National College, the +5 to each academy only ends up being about +20--significant, but not huge. That's why I was okay with giving +5. (Lategame, Misaka is designed to be a little runaway with sciece)

It's an interesting idea increasing her science bonus with the latergame techs, but I think it would be more intuitive if it was, for instance, a single jump with SCientific Theory, and not ending on something as massive as 125%. If the feeling is she is too powerful in the early game, I can decrease her early science per turn.
76561198057929251 26 Jul, 2014 @ 8:19pm 
About Kuroko, I think it's a good idea to replace the paratrooper and/or the XCOM Squad with her. That way an her teleport ability will be used instead of the paratrooper/XCOM's paradrop ability.
Last edited by Reika Kuze; 26 Jul, 2014 @ 8:19pm
cicero225  [developer] 27 Jul, 2014 @ 2:24pm 
What do you guys think of this: Kuroko replaces the attack helicopter, and has 3 moves. Can "teleport" a reasonable number of tiles as much as she wants, spending one move each time, but is fairly brittle (maybe onlt 35 combat strength, for example, with maybe 55 ranged combat strength), Used for plundering and harrassment.
cicero225  [developer] 27 Jul, 2014 @ 2:24pm 
Though of course in this case I'd mean a "teleporter", not just Kuroko personally.
rkegg 27 Jul, 2014 @ 3:32pm 
Personally, I don't just want a semi-powerful hero unit. If you're going implement her, I feel like she has to fit into her own unique role.
not raptor 23 Jan, 2015 @ 1:51am 
more like "great general" rather than "hero" will be fine...guess...
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