席德·梅尔的文明VII

席德·梅尔的文明VII

Chiliad's Francia - Exploration Age
13 条留言
Chiliad  [作者] 10 月 27 日 下午 6:25 
@DerpyPineapple Then yeah. I think I know what is happening there and it should be a simple fix on my end when I get the time to look through it this week. Thank you for bringing this up.
DerpyPineapple 10 月 27 日 下午 4:16 
@Chiliad I play without any DLC/Napoleon and it doesn't matter what vanilla leader I pick, it'll break either way.
Chiliad  [作者] 10 月 27 日 下午 12:12 
@DerpyPineapple Do you play with the DLC/Napoleon or not? I might have an idea of what is causing this but I would need some more info.
Chiliad  [作者] 10 月 27 日 下午 12:10 
@Icthiolavarunt There are leader biases that I think work. If you have not seen leaders choose Francia over a few games let me know and I can look into it.
DerpyPineapple 10 月 26 日 下午 7:21 
Hi, your mod seems to have some conflicts with others that prevents a new game from being started. It gives the error "Content Configuration Validation Failed" and seems to do with the DLC Leaders and Napoleon? I'm not very good with reading error logs, but if you could investigate that'd be great, I really wanna try this civ.
Icthiolavarunt 10 月 22 日 上午 6:27 
Hi, I really like the look of this mod, but I was wondering if it was available for the AI to use as well as the player (as in, what leaders get biases towards using this civ)
Garebear 10 月 19 日 下午 3:15 
Awesome possum!
Chiliad  [作者] 10 月 19 日 下午 2:58 
@Garebear Thank you for all of the info. I will be adding the building types to their description when I role out the update that adds the Esprit de Corps ability. I knew of the visual remapping but I didn't want it to push back releasing the mod given that it wasn't necessary. Though I will take another crack at it with the template you provided.
Garebear 10 月 19 日 下午 2:47 
Oh! I also want to say that, while we can't add new models at the moment, we *can* remap existing ones. So if you wanted the Gendarme to have an existing model, rather than the default bunch of great people, you can!

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<Database>
<VisualRemaps>
<Row>
<ID>REMAP_OIKISTES</ID>
<DisplayName>LOC_REMAP_OIKISTES</DisplayName>
<Kind>UNIT</Kind>
<From>UNIT_OIKISTES</From>
<To>UNIT_SETTLER</To>
</Row>
</VisualRemaps>
</Database>

That's the file (example given is my unique unit for a mod that's in the works rn) and then you plug that into

<UpdateVisualRemaps>
<Item>data/visual-remaps.xml</Item>
</UpdateVisualRemaps>

in the current age you want (so in this case it would be "exploration-age-current" with the game scope.
If you knew or don't care to do it, just ignore this message asjldgb
Garebear 10 月 19 日 下午 1:23 
Hey! Excited to try out this Civ, transitioning into them now, and I just wanted to let you know that the Manor and Vineyard in the shell don't say which type of buildings they are (Happiness, Diplomatic, Food, etc.) I also second the esprit de corps idea
Za Ukrainjhiu 10 月 18 日 下午 2:54 
Is it possible to add custom music themes for modded civilizations? I haven't seen any mod did it so far
Chiliad  [作者] 10 月 18 日 上午 9:41 
I agree that the maintenance deduction for the Gendarme is ill-suited. I sort of needed another benefit and couldn't think of one that was somewhat unique and easy to make. I do like the high moral idea through the Posion ability, so I will look into changing that when I add another suggested civic bonus. Thanks for the feedback.
SpatialX 10 月 18 日 上午 2:50 
Nice work
But I'm a bit unsure about the Gendarme abilities. Their uniqueness was that they were a professional standing army in a time were mercenaries was the standart.

While the longer training is understandable, the cheaper maintenance is not, having to constantly pay your armies and standarsizing them is much more costly than only having to pay them in time of war.

I think the Gendarme ability could be "Esprit de Corps", being a standing army made out of nobility and having close ties with the king through their captain, gendarmes had high morale. This ability could give the unit more combat strength when it is wounded.

To do that I would copy the Poison ability and give it to all combat units, but give it a negative combat strength instead, and only activating the ability if the opponent is a Gendarme.