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Post by primax on Nov 20, 2005 22:13:05 GMT -5
I have started on a Future mod for cIV. So far I have added in the king unit and the regicide victory condition.
This is in the very early stages but I thought I would ask some peoples opinions.
Is this what people want? C3c style future teamers?
Should I change anything or just completely copy the original?
I for one think the regicide victory condition is a must for any good future game.
Is there a need for this in the ladder community or am I just wasting my time?
Primax
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Post by tommynt on Nov 21, 2005 5:33:46 GMT -5
if your scenarios is good it ll be played - i think i can gurantee that
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Post by ghost on Nov 24, 2005 5:58:17 GMT -5
i would luv to see a future regicide for civ 4
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Post by primax on Aug 1, 2006 10:16:21 GMT -5
Well, I've been away for awhile, But I am now writing this mod again.
So far its coming along nicely, here are some features:
completed so far:
* ALL civ's start with Settler, king and default mech unit. * All civs start with all tech except satalites * When King Dies player loses and all cities are destroyed * Explorer can move 5 * Workers can build airbase * Workers can build on resource's outside culture borders
TODO:
* bombers can use airbase/carrier and can damage units * make default "resourceless unit" TOW * Mech inf require aluminum * Buildings can trigger GA
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Post by whiplash on Aug 1, 2006 13:53:58 GMT -5
Will/can you also be making Wonders that generate GA?
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Post by primax on Aug 1, 2006 15:43:59 GMT -5
Great idea! have now updated in previous post.
EDIT: I have tested and I can indeed make a GA from a wonder/building. any ideas on which should trigger ga for whom? maybe combined like in civ3?
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Post by Tony on Aug 1, 2006 21:22:52 GMT -5
This sounds REALLY cool primax, i didnt know how much of this was possible with CIV4. Here are a list of things i think should be included im not sure how possible some of this is, but take a look: civ4players.proboards44.com/index.cgi?board=mmsftl&action=display&thread=1146494208On a side not, i love regicide but if you can see into cites kinda makes it too easy. I dont mean to discourage your efforts, but it just seems mod do not catch on amoung civ4players, they prefer doing the same thing game in game out. But if this plays as good as it sounds i for one will try my best to get players to play it. As for wonders triggering GA's this is kinda a gray area, beacuse there are limited wonders avalible in future, some of them are so cool already that GA triggering could be match deciding. Also with the use of Great engineers you can get a get a ga with 1 great person. I think the GA idea is good but it think it takes too much thinking and may maake the mod just tooo alien. Also i would fiddle around with calture values 1 expasion = fairly easy to get 2 expansions = hard to get only happens to major cites late in the game 3 expasions = pretty much only can happen in capital and very late in the game 4 expansions = not possible This would mean tinkering great artists too. I think future is currently sooooooo broken maybe too much work is needed to make it good,
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Post by primax on Aug 1, 2006 23:39:11 GMT -5
I checked out that link and will update my done/todo list with some of the ideas I agree future is really broken in civ4 thats why I decided to make this mod ( I decided this probably 2 days after installing civ4). I originally wanted to make it identical to civ3 future reg but thinking about it I think just taking it close enough will be fine. eg with your comment about seeing into cities making it to easy, this could infact make it more exciting and bring about more strategies. the core elements to me are: * must be able to get resources outside borders * must be able to build airbases * bombers need to be able to use airbases/carriers * bombers need to damage units * must start with 1 settler, 1 king, and not sure if in civ3 you started with a tow? * mech's must require a resource * slower expansion via penalties or some method I know what you mean about people trying new things in civ4. I think this has to do with the fact that large proportion of the core ladder players remained behind in civ3 The best bit about future reg in civ3 was the teamwork. once you had a core base of players playing the mod it was great setting up 8 player games with the regulars. In civ4 there is not a great sense of community like in civ3 where everone was in gamespy chatting and fowarding the community. I just want to make it fairly basic and hopefully fun. any ideas, comments and suggestions are welcome and encouraged as I'm not really making this mod for myself so much as for you guys
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Post by Tony on Aug 2, 2006 19:36:47 GMT -5
No primax you didnt start with tow in civ3 future, infact you never started with anything other then worker and settler in ALL eras (and king if you play regicide).
I would be interested to play and test out the draft copy, in say a weeks time?
Some things that a fogot was artillery and those other artilery you can build with alu, were very useful for a skilled player. But now this would not work for a string of reasons.
The biggest draw back of CIV4 is how limited war and battle is, expansion and science seems to have got alot of work done to it but war and battle has been watered down to a pretty looking game of rock sissors paper IMO anyway. Ladder love war, and as a result alot of player have not converted to civ4
PS:: Those that have never played civ3 future MP will never understand how far short off the mark we currently are! Just to give you a hint 4 years after it came out, civ3 is clocking almost as many reports as civ4, largly due to future!
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Post by whiplash on Aug 2, 2006 23:52:54 GMT -5
Largely due to Future and one heck of great gamer, Wtiberon, who wrote the scenario. Miss you, bud!
I should add that playerxxcc is a CIC3'er whose also put together a very nice future scenario.
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Post by primax on Aug 3, 2006 5:44:46 GMT -5
yup, played with both those people. aswell as whip It is possible to add artillery aswell. I am going to work on adding that in too. you can pretty much add anything but they are all basically just hacks. for instance colonies I had to implement by hijacking the add improvements events and initiating a city that has 0 population and doesnt expand culture or add anything to the civ. I had made it so you can build the improvement outside your culture but i had not found a way to make that improvement "belong" to a player. It may take me a while to get this off the ground the way I want it. I can give you the test builds along the way if you like so you can play test and whatever. I wouldn't want you to be dissapointed tho I am currently just adding as many features as i can and then plan to go back through it all and make it all properly. I certainly need help with graphics. (at the moment I am using warrior graphic for king, carrier for airbase etc).
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Post by Canucksoldier on Apr 3, 2007 20:41:34 GMT -5
I'd like to jump start the discussion on a future regicide mod for Warlords, we are all getting a little tired of the same old games and if we all can state here what we think is needed for a fun future game I'm sure that Primax can do something for us. Let the games begin.
CS
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Post by DrShot on Apr 3, 2007 21:15:56 GMT -5
* bombers can use airbase/carrier and can damage units with the way planes can already be shot down/damaged/destroyed a collateral dammage would be good for attack. Having a direct attack vs a unit , like a tank vs mech would be very powerful. Precision strikes kicked asz though. Overall I believe less is more. Tow, how I miss them Seeing a King is not bad, the lowest health units are usually the last to defend, best I know(in a city/stack). This simply makes it imparitive to keep trak of your surroundings and strenght for the kings guard. I have only played about 2 c4 future games, mostly not pleased with them. I did play a 'few' more civ3 future games.
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Post by primax on Apr 4, 2007 1:11:15 GMT -5
I'd like to jump start the discussion on a future regicide mod for Warlords, we are all getting a little tired of the same old games and if we all can state here what we think is needed for a fun future game I'm sure that Primax can do something for us. Let the games begin. CS Thx for reviving the thread CS, I am happy to work on this mod if the community wants it and contributes. It would be great if people could post what they would like or not like to see included. With the release of the sdk ALOT more is possible including the hiding of the king if need be. It would be great if I could get someone to create some new unit graphics, if noone can do it from here. I will ask over at civfanatics.
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Post by Canucksoldier on Apr 4, 2007 21:11:03 GMT -5
I'll ask Nolan she is the only ladderite that I know of that has dabbled in the skins for units etc.
CS
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Post by primax on Apr 4, 2007 23:46:18 GMT -5
ok thx, also I really need people to test the MP code with. I'm pretty sure it OOS's atm, But I need to playtest to get logs etc.
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Post by Canucksoldier on Apr 5, 2007 0:55:28 GMT -5
Do you have a link to your current version? So people can test it?
CS
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Post by primax on Apr 6, 2007 1:44:04 GMT -5
Yep, I will put one up in the next couple of hours. Please bear in mind this is really early and is only meant to be tested for OOS and some gameplay idea's and is not a reflection on the final product I'm sure you will like where it is headed however. Current implementations: * Regicide function * King Unit - using Modern Warlord graphics * Airbase - using Carrier graphics * Removed unused units * Changed resources needed for some units * New Era: Future Ladder added * Can build Airbase outside borders * Can build on resources outside borders
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Post by primax on Apr 7, 2007 8:56:01 GMT -5
I have a build ready for testing. Remember its only early days yet. This Mod is zipped up with directory structure so simply extract into your warlords directory and overwrite all files (this will not overwrite any file but will install in its correct mod folder) After loading the mod please start a MP game / HotSeat with 5 AI players. 2 on your team and 3 on enemy team. Change Era to "Future Ladder" set to always war and add timer of maybe 150 turns? This will give you an idea of where the mod is heading and allow you to give me constructive advice on what to tweak, add and remove. If possible it would be great if someone could test in MP human games and let me know of any OOS or errors (I can be available to test if needed). Click Here to download from CFC
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Post by Canucksoldier on Apr 7, 2007 17:10:40 GMT -5
Here is an installer version of the Future Regicide beta mod, please use it to avoid any installation problems. Future Regicide installerCS
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