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Post by Mac B December 9th 2017, 10:01 am

ringy dingy

Civs:

Civ Bonuses:

UNITS AND BUILDINGS:

TECHS/TECH TREES:
FURTHER PATCHES:


Last edited by Mac B on March 22nd 2018, 5:04 pm; edited 70 times in total
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Post by Mac B December 9th 2017, 10:16 am

like evidently its seeing the mod data but its just refusing to read it because NONE of the changes im making have been put into effect
trying to upload it to the workshop and load it there hasnt done any help either
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Post by Mac B December 9th 2017, 11:12 am

wait so it is working
i set the research time for town watch but apparently theres some cap on class los because setting the value to 40000 doesnt reveal the whole map
and loom giving villagers 1500+ hp worked too

however it's still not reading the key/language files which will be crucial for custom units
i read somewhere that they don't really work together with data file mods (non-data are enable/disable-able, data are chosen on game) but ive also been running a separate one (bungus2 folder) just for the keyfiles and it hasnt shown any signs of working i think since militia is still named militia and not nigger killer

also in the test mod the editor is geared towards the conquerers original game, theres also a setting for rajas and kangs but no setting for rajas or kangs so im not 100% on how compatibility will work for everyone that dont have both dlcs
i get the feeling you can straight up counterfit the dlc through a mod but i aint sure n im pretty sure thatd get it taken down from workshop
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Post by Mac B December 9th 2017, 1:31 pm

https://steamcommunity.com/app/221380/discussions/2/492379439674004409/

My issue is identical to this guys and theres no real conclusion
no matter what i do it invariably ends up in no changes to the text happening
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Post by Mac B December 9th 2017, 4:31 pm

was looking forward to have ELLO RANDOM PERZUN as a taunt but this is a brick wall
it's astounding how aoe2 has documentation and a sophisticated design tool but mod support is so fucking whacked that its easier to do shit in RoN
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Post by Mac B December 9th 2017, 6:24 pm

anyhow im gonna scratch up the ideas i have for custom civs in the op for when i break the fucking mold on this shit. i swear this has bugged me all day but there aint nothin i aint put the mahonkas on into working yet, god just like throwing challenges like this at me
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Post by Mac B December 13th 2017, 9:53 am

alright jesus fuckinig christ, cut one head off and two more fucking appear

so i rigged the language files to co operating, all they need is to run seperate to the data mods.
where i once had the data mods working they, for some indescernible reason because the bungus mod folder was working just fine last night, are suddenly not. saving the mod as x1_p1 loads the game but with evidently none of the changes (such as the barracks building in a second) and loading x2_p1 loads the addon civs as well but fucking crashes
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Post by Mac B December 13th 2017, 12:54 pm

got the data sets working ive been trying to get a single fucking tech to show up all day

ive went through every facet and connected it to the tech tree and everything ive modeled it after tracking and shit jesus christ i think this shit just doesnt want to co operate with me period
its a tech you research at the archery range in the feudal age
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Post by Mac B December 13th 2017, 1:36 pm

FINALLY
the issue was all the ids for the archery range it was tied to (trained at, connected techs etc. was one of the other 2 copies of the archery ranges which i guess don't function as the base
which is a pretty meticulous and easily overlookable aspect
i might try to integrate a new unit or something in a bit but for now as far as i am concerned this mod is repped up and ready to be worked on -- as soon as i get into the graphic parts of it anyhow.
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Post by him December 16th 2017, 5:57 pm

the mahonkas is the most powerful civ of all time
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Post by Mac B December 16th 2017, 6:03 pm

guardianofappaloosas wrote:the mahonkas is the most powerful civ of all time
im gonna restat it it to be less op and have more focused bonuses
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Post by Mac B December 22nd 2017, 1:23 pm

Mac B wrote:- Trees produce more wood
this is a bonus i really want to figure out how to do but to my understanding it cant be done without nigger rigging cause from what ive seen theres nothing in the base editor that modifies the amount of resources a raw resource will produce but the portugese civ mod 3 has something akin to it, i'd bet it has some shit to do with world gen scripting
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Post by him December 25th 2017, 5:28 pm

just take mayan civ bonus and limit it to wood (if you can, and i assume you can) and change it to whatever value you want
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Post by Mac B December 25th 2017, 6:54 pm

oh yeah i forgot about their resource bonus
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Post by Mac B December 26th 2017, 3:14 pm

I'll try making raw new civs but as far as can be seen (with mods that add new civs being nonsteam releases, the closest thing to a new civ mod compatible with the steam release being one that replaces a civ, most documentation on adding new civs limited to nonsteam ) it's not supported in the steam edition, but there must be a way
It'd be more plausible if the steam version wasn't so hardcoded in how it launches and reads the game.

I'll keep poking around but for now any new civs will be put over others, starting with the ethiopians and mayans.
Alternating between civs it replaces will of course be as easy as playing games without the mod, and for this i might split it in two with one being the techs and shit without the civs

Also, playing with the idea for an entirely custom civ that can train wolves for 40 food as military units. they would have to be barbarous as fuck
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Post by Mac B December 27th 2017, 6:28 pm

now the mahonkas civ is an agricultural anti-cavalry powerhouse
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Post by Mac B December 27th 2017, 6:33 pm

their idea came from a rise of nations civ i drafted some time ago that was supposed to have strong civic and farm bonuses with heavy cavalry uniques
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Post by Mac B January 22nd 2018, 11:39 am

sorcery line completed government line redone
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Post by him January 22nd 2018, 6:58 pm

ive actually got an idea for the sorcerers tell me what you think
it kind of functions as like a 3rd unique tech for some civs

Celts - Druidic Lore - 600 Food 300 Gold - Sorcerer techs 25% cheaper

Aztecs - Rituals - 700 Food 300 Gold - Sorcerers regenerate health 20% faster

Huns - Seers - 700 Wood 150 Stone - Sorcerers fire more accurately at moving targets (basically ballistics)

Mongols - Tengriism - 1200 Wood 500 Food - Sorcerers can transform into wolves, increasing health and speed, but dont have range and have a small melee attack (basically, if possible, ripping the function of packing/unpacking trebs, where they 'unpacked' form is the regular sorcerer, and the 'packed' being wolf form, and the transition being just 2 seconds. this tech's utility is to give sorcerers a chance to get away if things get dicey, or to keep up with the speedy mongol army. id say the speed of the wolf form should be roughly 1.1 or 1.2, so roughly the speed of an eagle warrior

i dont think its possible to make an upgrade give a unit a new function, but rather acting like a unit upgrade (like knight - cavalier), except the only change being the sorcerer now has the ability, if what im saying makes sense)

Persians - Magi - 500 Food 700 Gold - Sorcerers fire 20% faster

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Post by Mac B January 22nd 2018, 7:16 pm

guardianofappaloosas wrote:ive actually got an idea for the sorcerers tell me what you think
it kind of functions as like a 3rd unique tech for some civs

Celts - Druidic Lore - 600 Food 300 Gold - Sorcerer techs 25% cheaper

Aztecs - Rituals - 700 Food 300 Gold - Sorcerers regenerate health 20% faster

Huns - Seers - 700 Wood 150 Stone - Sorcerers fire more accurately at moving targets (basically ballistics)

Mongols - Tengriism - 1200 Wood 500 Food - Sorcerers can transform into wolves, increasing health and speed, but dont have range and have a small melee attack (basically, if possible, ripping the function of packing/unpacking trebs, where they 'unpacked' form is the regular sorcerer, and the 'packed' being wolf form, and the transition being just 2 seconds. this tech's utility is to give sorcerers a chance to get away if things get dicey, or to keep up with the speedy mongol army. id say the speed of the wolf form should be roughly 1.1 or 1.2, so roughly the speed of an eagle warrior

i dont think its possible to make an upgrade give a unit a new function, but rather acting like a unit upgrade (like knight - cavalier), except the only change being the sorcerer now has the ability, if what im saying makes sense)

Persians - Magi - 500 Food 700 Gold - Sorcerers fire 20% faster

Great ideas, good way to integrate the system in the game too. The Tengrilism tech would be fuckin amazing and ill look into that at once, the whole packing/unpacking function is an ingenious way to go about it too, if it's translatable which I'll look into in a bit
I don't know immediately how to translate Seers into it yet but if its possible to apply ballistics to cannon galleons then it shouldnt be impossible
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Post by Mac B January 22nd 2018, 7:25 pm

yeah its looking like werewolves will work
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Post by Mac B January 25th 2018, 3:01 pm

bada booie
best way to get supremacy without being spanish: tribes, anarchy, nationalism
best way to turn your entire citizenary populous into an army: be spanish, research supremacy, tribes, anarchy, nationalism
(result would be something like 110 health, 4/4 armor, 12 attack after supremacy)
also
goths + oligarchy + anarchy + cultural dominance = infantry nightmare
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Post by Mac B January 26th 2018, 3:32 pm

bungholio tax
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Post by salty January 26th 2018, 7:37 pm

boom!
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Post by Mac B January 27th 2018, 4:22 pm

Tax system implemented. All I have to do to finish it is make the native american and portugese tax replacement techs and put the disabling in some of the tech trees.

I'll do that later, for now I'm transitioning into the sorcery system. Starting with making the wizard graphic and unit, the former of which will probably take the longest because i cant find any decent graphics for a wizard, which is surprising.
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