11/28/2023 0 Comments Xxxivilization create new buildingsEach unit will increase the costs of all other unit’s maintenance by 10%.Units don’t start with random attributes anymore, they have a fixed boob/penis size definedAs the game progresses your enemies will get additional units for their armiesYour enemies will now also conquer your tiles if you have buildings on them, this was not the case previouslyEconomics BalancingNew resource building: Monument (produces Faith) can be built on desert & mountain tilesNew resource building: Fishermen can now be upgraded to Fishing villagesNew city building: Granary, to help mitigate the effects of bad weatherReworked the income of Knowledge from buildings and the cost of ResearchAdjusted the output of several buildings, changed their place in the tech tree, etc.You can now create buildings directly from the map view, without going into further submenus EventsĪdded a new event hain revolving around slavery, includes one new potential followerAdded a new event for conquering plains ImagesĪdded three images for the slavery event chain Bug fixesįinally fixed a bug that was in the game since a long time that caused certain events to never appear in some cases (The most promninent occurrence of this bug was that Prof. Units BalancingUnits now get experience from fighting in combat or in the arenaYou can level units to level 5, with each level increasing their body and their combat statsUnits now cost progressively more maintenance the larger your army is. Cowgirl farm)Added a new option to the patreon cheat menu: You can now give units experience Increased the output of some early game buildings:Sawmill wood production increased from 50 to 65Hunter food production increased from 50 to 75Quarry stone production increased from 50 to 75Kingdom wide attributes like Happiness, Supply limit or Defense now have a tooltip when the are mentioned, explaining their mechanismBuildings and research that require special events to occur before they are available are now hidden from the tech trees by default (e.g. Also level up costs have been adjusted to fit this changeWhen you defeat an enemy empire they lose now all their landYou can now temporarily change your gender through praying (available for male and female characters) EventsĪdded 36 new texts, all related to the Paradise event chain ImagesĪdded 12 new images, all related to the Paradise event chain Bug fixesįixed some display bugs in the settings viewMade several small improvements to dark theme displayThe weekly income projection did not update correctly after units were createdFixed some descriptions and images in the “Look at yourself” screenDomestra had no impact on the game when being appointed as economic advisorDomestra and her thugs appeared only on water and desert tiles, which should not have been the caseIt was possible to create characters with neither a penis nor a vagina, leading to confusing in-game experiencesIn some rare cases people were able to upgrade their units to a higher level than intended, causing errors in the game Other I hope this helps, but the full answer would be a multi-page guide.A new enemy empire got added to the game: ParadiseInreased map size from 15×15 to 17x17There is no level cap for units anymore, you can level them up indefinitly. I'd upload it to CivFanatics, but it's too large. If you can't find it just search for ForceSensitive from "C:\Program Files (x86)\Steam\steamapps\workshop\content". I think those numbers are consistent, but even if they're not it'll be there somewhere once you've started the program at least once after subscribing. That's actually the number for my Jedi mod. After subscribing to a mod the files appear in a numbered folder like so: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\914746869. The main code to make Holocron replace Monument is in Buildings.xml. Use it to open my Landmarks.artdef and explore before you make one for yourself. Asset Editor is the right tool for the job - Half the work and a tenth of the confusion. Whatever you do it's best to not try to get the artdef files right with ModBuddy - That is a fiddly nightmare. My Jedi mod (link in my signature) has an example of how to change a city center building that adopts the appearance of the building it replaces, the Monument in my case but the same principles apply. You'll also have to amend Landmarks.artdef to make the building show in 3D and Buildings.artdef to make it show in strategic view. It's not as simple as it looks at first glance. Simplest answer would be to look at how it's done in another mod.
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