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Possible Diplogame Mod

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  • Originally posted by OzzyKP


    I think a reduction in strength for the Praetorian/Legion would be a good idea since they are getting the free combat engineer promotion (also a good idea). Just drop them from 8 to 7, it'll still be a very strong unit.
    If we do that we should drop the cost of the Preatorian to that of the swordsman.
    Modern man calls walking more quickly in the same direction down the same road “change.”
    The world, in the last three hundred years, has not changed except in that sense.
    The simple suggestion of a true change scandalizes and terrifies modern man. -Nicolás Gómez Dávila

    Comment


    • What do you think of alternately pushing the Praet/Legion back to require Math & Iron Working?
      Captain of Team Apolyton - ISDG 2012

      When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

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      • Actually Ozzy we were just going to add the promotions from scratch, I didn't even know about that mod, it did pique my interest though now that you've mentioned it.

        Honestly Ras, and I hate to be "this guy," but you aren't going to win the debate. I am not making combat engineer units for every civilization, and I am certainly not giving the upgrade to every civilization. Sorry to just rebuff you like this, but its not going to happen.

        I hardly want to give the upgrade to Praets to be honest, but I will and knock them down to a seven strength which was my original idea.

        I actually love the new promos Ozzy is suggesting, the ONLY issue I have with it is that you can't build roads until CE III. I think we could just give the Praets the ability to build roads without adding the promotion to them, and also include these promotions too, but then it would be further off until other units get to do it. Which I am not really bothered by, but some people (Ras) will probably not like it.

        Comment


        • Well the original mod has roads at CE III, but I agree with your scheme and in my suggestion moved road building to CE I. The original mod had up to CE V and some excessive things in there. So I was thinking it'd be good to streamline it for our interests. My suggestions were at the bottom of my post. I tried to incorporate both your structure and the structure from the original mod.

          I agree about not making combat engineer units for every civ.

          Also, in the original mod you can attach a great engineer to a unit (like a great general) and automatically get all the CE promotions. That might be less attractive if we go with 3 promotions instead of 5, but some variation of this idea is still a good idea I think.
          Captain of Team Apolyton - ISDG 2012

          When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

          Comment


          • I wil ltake my opinions out of the debate.

            Carry on...

            Comment


            • Ras, I'm not saying to take your opinions out of the debate entirely. I'm just saying to ask me to create thirty-something new units that have the ability to make roads because its not fair that praetorians get the ability is a little ridiculous, especially when the promotion is available to everyone anyway. We already have discussed lowering the Praetorian's strength to compensate for this.

              I understand that you want everything to be equal to rewrite history, but by that logic we shouldn't have any unique units, and that just takes away from the fun of the game in general. That's all, maybe I should have been more clear, but I was just saying that there's no way I am creating a unit for each civilization that has this ability upon creation. If I did that then I would have to make another unique unit for Rome, and then because of that I would have to make another unique unit for every other civilization too, which would mean I would have to make ANOTHER one for Rome and so on and so forth. They are unique units because they have unique abilities. I'd almost rather quash the entire issue and do away with the whole idea of giving the Praets the CE ability to begin with if this is the road we are going down.

              Part of the idea behind the mod is to keep it as close to the regular game as we can while adding the Diplogame spice to it.

              But you have to understand that what you are asking me to do is over the top.

              Comment


              • i think not enough of the DIPLO group is putting their ideas in here.


                First and foremost we should conduct survey to find out what people like about the DIPLO style and what clashes with the in game mechanics.

                The type of mod you aredevelping whilst obviously well worked and crafted and so much time and energey in it. apart from the 2 leader issue and traits for them. doesnt seem to be tackling ans issues conencted to DIPLO.

                Some of the suggestions as you point out are actually jsut fixes for the game as is, things to improve the actual enjoyable paly of normal civ.

                I know everyones ideas of DIPLO is different but surely we can work out what it is about DIPLO that doesnt work due to the GAME MECHANICS and MOD them parts only.

                Forget adding new abilitiys to certain units, or adding any new units at all.

                This is supposed to be the DIPLO MOD not the MOD of EVERYTHING.

                Do you understand what i saying.

                Comment


                • Originally posted by Pitboss Korea

                  I hardly want to give the upgrade to Praets to be honest, but I will and knock them down to a seven strength which was my original idea.

                  Yes but then like Hera says reduce their cost to that of regular swordsmen, otherwise they become underpowered.

                  Comment


                  • Well, and I will say I am mildly intoxicated so if this doesn't make sense I am sorry, we clearly have a situation and we have three different camps.

                    Firstly, the initial suggestion that we grant the Praetorians the ability to build roads.

                    Secondly, if this occurs we should demote the Praetorians to a seven strength.

                    Thirdly, if we did this we have to decrease their cost.

                    HERE IS WHAT I THINK WE SHOULD DO:

                    Not have any combat engineer promotions AT ALL. Give the Praetorians the sole ability to build roads, leave their strength the same and increase their cost.

                    That's my compromise for this.
                    "Our cause is in the hands of fate. We can not guarantee success. But we can do something better; we can deserve it." -John Adams


                    One Love.

                    Comment


                    • But increasing their cost even further might make them unaffordable.

                      Comment


                      • Capo, could you please send me further instructions about the main menu pic you'd like to have ?

                        PS : I think the road building pretorian idea was a bad one in the first place

                        Comment


                        • Well, there doesn't seem to be any way to get an agreement on this. On one hand if I give the Praets the ability to build roads without adding the combat engineer promotion people complain that they become too powerful.

                          If I do this and decrease their strength then people complain that they cost too much.

                          If I decrease their cost people will again say they are too powerful.

                          I agree with Persia that the best idea is NOT to do anything and keep them as-is. I could honestly go either way with this, I would prefer to give them the promo and take their strength down by one and leave them at the same cost. But if the other parties are not going to agree to anything I'm just going to leave them the way they are right now.

                          I'll post a few ideas for the background.
                          "Our cause is in the hands of fate. We can not guarantee success. But we can do something better; we can deserve it." -John Adams


                          One Love.

                          Comment


                          • I have a few possibilities, but this one was my favorite because it is very simple. Basically what I was thinking is you could take this image and put some cool graphic that says something like "Diplogame Mod" or "The Diplogame Mod" or like "Diplogame Mod I" or something way more creative than that. I can't really think of anything cool to call it.

                            "Our cause is in the hands of fate. We can not guarantee success. But we can do something better; we can deserve it." -John Adams


                            One Love.

                            Comment


                            • Of course any other ideas would be appreciated as well, such as a historical painting or anything that would be appropriate for the background of the Diplogame mod.
                              "Our cause is in the hands of fate. We can not guarantee success. But we can do something better; we can deserve it." -John Adams


                              One Love.

                              Comment


                              • I like the idea of something in the style of:
                                Ceeforee v0.1 - The Unofficial Civ 4 Editor -= Something no Civ Modder should ever be without =- Last Updated: 27/03/2009
                                "Just because I'm paranoid doesn't mean there's no conspiracy"

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