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  • Idea "True Epic" Mod...

    The Epic idea is nice and all, but there is a better way to do it, I think.

    If you want everything to be more gradual, then the best thing to do is to increase the number of units and technologies (and perhaps number of improvements).

    For instance, instead of just Bronze Working and Iron Working, have:

    Blacksmithing, Bronzeworking, Iron Working, Forged Steel.

    Black Smithing gives you units using copper weapons.

    Bronzeworking gives you a couple bronze-based units.

    Iron Working gives you units that are as good or slightly weaker than Bronze-based units but cheaper to produce.

    Forged Steel would be what Iron Working is now; the Swordsman enters (though chopping down jungles might not need this).

    I think all of the unit modding could be done just by changing the textures of the current units (making a steel sword look bronze for instance). A few other small tweaks of coloring would make the units look distinct from each other.

    Then you just need to add more turns, and most of the current tech costs could stay the same. Hmm, actually I think you could take the multiplied cost of tech, and then break most techs down into 2 or 3 techs, spliting up the beakers of the "full" tech between the component techs. A "full" tech is a normal game tech, of course.

    It seems to me one could handle the unit 'realism' issue with this as well. Lower the upgrade costs of units, and then with more gradiations of units being a bit behind won't hurt as much. Sure, your WWI tanks might be inferior to those WWII tanks, but they aren't wholly useless (they just have a move of 1 and less power). In this way modern units could potentially have power ratings of 100, making them vastly superior to ancient units. Of course with cheaper upgrading and more units filling in time-gaps, the game balance issue should be solved.

    Thoughts?

    -Drachasor
    "If there's a child on the south side of Chicago who can't read, that matters to me, even if it's not my child. If there's a senior citizen somewhere who can't pay for her prescription and has to choose between medicine and the rent, that makes my life poorer, even if it's not my grandmother. If there's an Arab American family being rounded up without benefit of an attorney or due process, that threatens my civil liberties. It's that fundamental belief -- I am my brother's keeper, I am my sister's keeper -- that makes this country work." - Barack Obama

  • #2
    Subdivision of techs is not an altogether bad idea, however a tech without a reward beyond being a prequisite for another tech is somewhat annoying, and although the rewards you listed are good examples, unfortunately they would currently represent a prohibitive ammount of work without the SDK.

    To make this idea work one would need to create some sort of bait for each level of the tech, which is much easier said than done before the SDK comes out...

    Essentially tho the subdivision itself would be easy.

    Hmmm...Perhaps dividing up the techs with multiple rewards would be the easiest way to work this. One reward per level of the tech instead of all of them at once...

    This could certainly extend the heck out of the game.

    You've managed to give me some things to think about for an easy modification!
    "Ceçi n'est pas une Signature!"

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