11-17-2015, 01:04 AM
I can say for certain that I've successfully made the bare bones for a functioning civilization, starting with Adam's Anachronomalous ChronoKingdom (fuck, I don't even know if I'm saying that right anymore).
Here's a small portion of XML code to show that yes, indeed, it's actually getting done, and will happen in the near future.
[spoiler][/spoiler]
It wouldn't look pretty if you were to actually play the game with it, but the bare basics such as AI, territory color, city names, and the like, the things you guys will actually be seeing, are ready to go, at least for this civ. The other 13 or so should just be some quick copy-pasting!
Depending on how much time I have, I might assign unique personality values to all of them as well...but that'd entail a lot of reading of profiles and translating words to mere numbers. Also certain values left in character would screw some civs over from the start, such as making them too non-aggressive or averted from building military units. Therefore my current course of action will be to just assign them all the most aggressive/deceptive personality currently in the game (ARC), which should provide for some interesting situations.
Also considering i've started a skeleton for each of these guys, I may actually turn this into a full-fledged mod. But that's a story for another day. First there must be a battle to the death for ultimate control of teh Omnivurse :frog:
Here's a small portion of XML code to show that yes, indeed, it's actually getting done, and will happen in the near future.
[spoiler]
Code:
<GameData>
<Civilizations>
<Row>
<Type>CIVILIZATION_CHRONOKINGDOM</Type>
<Description>TXT_KEY_CIV_CHRONOKINGDOM_DESC</Description>
<ShortDescription>TXT_KEY_CIV_CHRONOKINGDOM_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_CHRONOKINGDOM_ADJECTIVE</Adjective>
<CivilopediaTag>TXT_KEY_CIV_CHRONOKINGDOM</CivilopediaTag>
<Playable>true</Playable>
<AIPlayable>true</AIPlayable>
<Row>
<CivilizationType>CIVILIZATION_CHRONOKINGDOM</CivilizationType>
<LeaderheadType>LEADER_CHRONOKINGDOM</LeaderheadType>
</Row>
<DefaultPlayerColor>PLAYERCOLOR_RED_PLAYERCOLOR</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_RUSSIA</ArtDefineTag>
<ArtStyleType>ARTSTYLE_ASIAN</ArtStyleType>
<ArtStyleSuffix>_ASIA</ArtStyleSuffix>
<ArtStylePrefix>ASIAN </ArtStylePrefix>
<PortraitIndex>-1</PortraitIndex>
<IconAtlas>NULL</IconAtlas>
<AlphaIconAtlas>NULL</AlphaIconAtlas>
<GradientIconAtlas>NULL</GradientIconAtlas>
<GlowIconAtlas>NULL</GlowIconAtlas>
<MapImage/>
<IntroductionQuote>TXT_KEY_CIV_INTRO_CHRONOKINGDOM_TEXT%</IntroductionQuote>
<IntroductionImage>NULL</IntroductionImage>
<!-- <IntroductionAudio>NULL</IntroductionAudio> -->
<Personality>PERSONALITY_ARC</Personality>
</Row>
</Civilizations>It wouldn't look pretty if you were to actually play the game with it, but the bare basics such as AI, territory color, city names, and the like, the things you guys will actually be seeing, are ready to go, at least for this civ. The other 13 or so should just be some quick copy-pasting!
Depending on how much time I have, I might assign unique personality values to all of them as well...but that'd entail a lot of reading of profiles and translating words to mere numbers. Also certain values left in character would screw some civs over from the start, such as making them too non-aggressive or averted from building military units. Therefore my current course of action will be to just assign them all the most aggressive/deceptive personality currently in the game (ARC), which should provide for some interesting situations.
Also considering i've started a skeleton for each of these guys, I may actually turn this into a full-fledged mod. But that's a story for another day. First there must be a battle to the death for ultimate control of teh Omnivurse :frog:
