Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
great mod!
Yesterday I thought a bit more about my suggestion of separate "count" variables and I realized you'd need separate "cumulative faith" variables for each city as well.
Even worse, for each turn you'd have to add/delete columns (rows?) in your array since the # of cities may have changed since the previous turn (all while preserving the data in specific columns, which may not be in order). For example, if you originally had 3 cities but City #2 gets conquered, then you'd need to decrease array size by 1 AND take out column #2 while preserving columns #1 and #3. Sounds like a pain.
end
else if pCapital:IsReligionInCity() and (not pPlayer:HasCreatedReligion()) then
should be either
1) change" else if" to "if"
end
if pCapital:IsReligionInCity() and (not pPlayer:HasCreatedReligion()) then
or 2) use "else if" and take out "end" (but then you don't need the 2nd condition)
else if pCapital:IsReligionInCity() then
In short, it's a simple if/else if syntax error.
1) "count" decreases only when global faith is greater than or equal to 50, so only turns with 50 or more global faith count towards those 10 turns
2) Food is added based on the global faith when count = 0 (the "10th turn"; see point #4 for why this is in quotations). So, for example, if you spent all your faith on a Great Prophet the turn before, then you get very little food on the "10th turn" and essentially wasted that "10th turn".
3) Food is added only to the city in which "count" decreases to 0 (see #4 for why this is a problem)
To fix #4 (and hence #3), I would assign a separate "count" variable to each city. Maybe make an array with the same # of elements as the # of cities and insert "count" into each element (I don't know how arrays work in lua, so can't help you there). To fix #1 (and #2), you can maybe use the average global faith over the 10 turns.
When did the game crash? Was it while the game was loading, or was it while you were playing the game?
@Jake from State Farm When you say it "messes up your saves", what exactly is going on?
In the meantime, I've made sure that the alternate download link does indeed link to a non-vanilla version of the mod. The link is here: http://forums.civfanatics.com/downloads.php?do=file&id=23107 , and you can also find it in the description.
I will say, though, that having the Dragon's Table as a Temple replacement strikes me the wrong way, given that it's one of the most notable historical locations throughout the entire series (it used to be known as the Dragon's Altar, and plays a critical role in Mystery of the Emblem as well as events happening around 1100 years before that game). Having one show up in every city just seems... wrong, in a way.
I do like the concept of the building from a mechanical standpoint, though. But from a lore perspective, it's perhaps a little suspect. To give completely unasked for feedback, I would either recommend that you turn it into a national wonder (perhaps replacing the Grand Temple with a similar effect...?) or rename it, to something like Sacrificial Altar.
I could easily change the Dark Mage into a Composite replacement in this version of the mod, but it's impossible in the Vanilla version, mostly because Composites don't exist in Vanilla. I want to make a similar balance change in Vanilla, but I don't know how to do that yet.
I'd also like to change the Janissary healing bonus into a "true" Fire Emblem Nosferatu effect, where the unit heals itself half the damage it deals in combat, but I don't know how this would affect game balance.
Thanks for the feedback.
As a suggestion, Composites available at Philosophy with both of the Ottoman Janissary bonuses (bonus while attacking, healing from destroying a unit) would make make for a good balance change.
A Robin-led Plegia doesn't currently fit my interests, as I have at least three other Continent of Ylisse Civs and a potential scenario to do before I start thinking about anything else.
@Mister Bubbles I approve your approval.
That suggestion is a very viable possibility, but I haven't decided if I'll do Valm yet. Probably will, but not soon. I'll remember this, though.
@[NWA] Zingiber It's not supposed to be a .rar file at all, so you shouldn't be changing the extension. I don't know if it should be a .CIV5MOD file or a folder with all the mod files, though - I'm not terribly experienced with Steam Workshop downloads and how they work. But, if it's not a .rar, don't change it to one, because that's not what it's supposed to be.
...Five bucks says Valm's special unit is Walhart, replacing Great Generals. Why? I dunno...I don't see the Conqueror NOT fighting his own battles!
To manually unpack .rar files, you need a program called WinRar. It's a free program with a free download. You use that to extract the contents of the .rar file to My Documents/My Games/Sid Meier's Civilization 5/MODS. You may have to create a folder in there called "Theocracy of Plegia (G&K_BNW) (v 5)" to put all the mod files in, if that folder's not part of the .rar file.
Robin, I never really thought about. He's not really a leader of a country; all he is is the Shepherds' tactical advisor. It's not impossible, and there are probably some cool traits and unique things his civ could have that tie into his tactical prowess. However, if someone did make a civ of him, it probably wouldn't be me.
@Sharkworm3 Thank you very much! I'm glad you like it.