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My Fantasy Mod, Ideas anyone?

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  • #76


    still working... does anybody ahve any good photos of horses heads?...
    too unimaginative to make up a sig at present time

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    • #77
      I've had a couple of topical conversations with others about how modding is going, ideas and the like, and I thought it pertinent to put on here the General Ideas That Have evolved over time for what this mod is going to have in it, Most of this is simply ideas, and I'm unsure if All of it is going to work, If anyone knows for sure If It is indeed Going to work or NOT going to work, let me know.. Ok heres the ideas

      Tech Tree
      The Tech tree will start from Pre-historic Era,
      Either Each race will have 1 or maybe 2 starting techs that give them a terrain advantage a.k.a Dwarven race having a Lichen Farming Tech that gives them a +1 food from hills. Or the First few techs allowable will include terrain enhancing techs that will cancel each other out, so players will need to choose one advance and not any of the others.
      The Tech tree itself starts earlier in this thread
      but as you can see I've taken advantage of the 'cultural' benefits of the game, In my opinion the culture bonuses are not enough for some structures and some structures need some major negative culture affects, so Races that are forcing thier people to slave away day and night in work camps, administrative buildings, slave drivers, with no local festivals, jousting runs and taverns are going to defect to the other side if they have all the luxuries of life and little to no forced labour.
      ok off subject a bit there
      I'm going to have 5 Era's Stone Age, Bronze Age, Iron Age, Dark Age and Medi-eval Age.
      The Ages will have about 10-12 Techs required to get from one age to the next, but not much more than that, You could technically get from the Stone age all the way to the end of the Medi-eval age before 0BC, (I hope) but the applied knowledge would be little to nothing and you'd have rudimentary buildings/troops or cities really, you'd have only the discoveries themselves.
      Each Applied technology will exist outside of the ERA based CIV3, none of these applied techs will require a givem era or stage of the game, BUT they will require both the basic tech knowledge and some form of material,
      I.E. While your race may have discovered Bronze, the application of Bronze into Weapons will require prior weaponry (spears/clubs/leather shields) and of course the actual existance of Bronze.

      Some Techs will have long winding tech advance after advance that have little to no application until far reaching applications..
      E.g. farming=agriculture=plant Lore=Druidic knowledge=Druidic Cult=Sacrafical Magic=Magic=Ley Druids=Druids=Magi
      Not necissairly in that correct order, just an Example.
      But even though the first 2 would have actual applications maybe none of the others (until Magi)
      would have practical applications, This allows for races that have nothing better to do with thier time to try far reaching technological applications, but other races would skip this for something more substantial.
      Also the tech tree doesn't allow for Tech that are 'difficult' to learn, As far as I know Any tech that is available on the list will take just as long as any other tech available on the list, depending on what tech your up to, By adding in a 'false' tech you effectively 'double' the cost of the actual technology, so it takes longer to get.

      Ok another idea is to have the techs branch away from each other into Magic, Religeon, Psychic, Warfare, Economic, Exploration and Ocean(warfare/explore/economy) where each can be researched independantly of one another, This allows players multiple ways of defeating the opponent, as well as multiple ways of winning the game. This allows for more playability and more game experience, The end game gets a bit tedious if everyone is 2-3 techs within each other and your just vying for the land, who has more troops, who has more land, who can hold off who, The early game is interesting because your brand new unit with your top of the line tech is 40% better than the closest troop, as it should be, but way down at the end of the game your mech Inf is barely 10% better than a Tank.. (or something like this)
      So having the techs branch out each player can choose to follow one path as long as he wants to, or choose two or more paths and see what advantages he/she gets, or attempt to tey all paths, a jack of all trades as it were. There will be an advantage to choosing two specific paths, some paths will inter relate producing a UU or a special troop The Warlock is a Mage and a Knight, so both Magic and Warfare would have to be studied to get this speacil troop.

      Even Magic itself can be branched, producing the Necromancy, Demonolgy, Druidic and Battle magic realms for those players who wish to dabble in something specific.

      Warfare can be branched into Infantry, Mounted, Warmachines etc etc, the possibiolities are boundless if you do it right.

      Units
      I'm going to attempt more than 3 types of barbarians, I wish to incorprate an Idea I had seen and reproduced many times in Civ 2, the 0 movement Unit, this unit is terrain based, usually a carniverous plant or a steam vent, a volcano or even a valley of dinosaurs. The unit cannot move around the map, and is placed via the scenario editor (or If assigned as a barbarian it can 'pop' up in places) by placing then at strategic locations where players need to get to, you create a gate, only players with enough stamina may pass by the bridge of death and reach the fabled land of galgoria... lol.. This nifty unit can even be a guardian, you need to kill the guardian to gain access to the resouce, maybe the Nearby Bronze mine is infested with Giant Rats, that need to be irradicated before you can access the Bronze and build your new troops.

      I'm sure I'll remember more later on
      EFR RPG GAME Designer, E.F.R. Forums The Coyn: Fantasy Mod for Civ3:Conquests

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      • #78
        maybe barbarians could be trolls , or evil mages / dragons. barbarian ships would be good as sea serpents.

        you need a nice tech chart.

        must haves:
        witches, barbarian humans(very tough wild men), seers (can see the future, explorer types).
        Slavers - cheap workers for evil races.

        Ancient greek race - have pegasus riders, gods and heroes like hercules (expensive, immensely powerful)

        Death mage race - evil powerful magic - like black and torture. units - temptress sourcerer - beautiful , good bombard rating (charms and destroys enemies)

        Siege engines - towers, ballistas, magical cannons / shields etc.

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        • #79
          Originally posted by grooboy

          still working... does anybody ahve any good photos of horses heads?...
          These horses look nice!
          Try my Lord of the Rings MAP out: Lands of Middle Earth v2 NEWS: Now It's a flat map, optimized for Conquests

          The new iPod nano: nano

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          • #80
            My suggestion is to play Heroes 3 and Warcraft 3 for inspiration.
            Try my Lord of the Rings MAP out: Lands of Middle Earth v2 NEWS: Now It's a flat map, optimized for Conquests

            The new iPod nano: nano

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            • #81
              Re: Alls Cool in Forums

              Originally posted by Bane Star
              But when I get to beijing I have a friends scanner so I'll scan my scetches for characters and post them too
              Well I've been and gone from Beijing, Didn't have a scanner, didn't have a computer, had to go to cyber cafes, been to russia (ran outa money ), returned to Shanghai for 2 months work and going back to Russia again (working there too)... STILL haven't found a scanner access yet, so my sketches will have to wait...

              How are things going with everyone... Good to see some more leaderheads from ghengis Farb...

              Is PTW Realeased Yet?? I haven't seen a Forum yet that confirms this.....

              Anyone else attempting a Fantasy Mod??

              Dont worry, about me, My Mod is still in progress, SAM has been working in his spare time on 3D graphics and is going overboard as usual (fully rendered faces, clothing etc etc last time I checked) so who knows how many he's done and how many he hasn't.... I'm overseas still and will return Late Feb or early march, Should be enough PtW Patches and updates by then to actually start on the programming...

              To Speed things up, Is there a way to take maps from previous versions (Civ2, CtP) and 'load' them into the new version (PtW).

              Or anything else for that matter?
              EFR RPG GAME Designer, E.F.R. Forums The Coyn: Fantasy Mod for Civ3:Conquests

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              • #82
                Camels , anyone?

                I might be able to help you on this mod, good at graphics and BIC files, can do some sounds too.
                Looking at the Lord of the rings DVD is very inspiring..
                heres some ideas:

                I have used camels in my came, appear in Oasis resources in deserts(quite rare), I have a nice PCX camel icon for it (should change the resource name really).
                I made it give a camel unit.. 2.1.1 all terrain as road, carries 1. (AI can't carry things with it yet tho)
                Uses a translated Call to Power camel graphic , but needs sounds.
                Oasis is useful to give desert food too (dates.. yyum)

                You can use this in your mod if you like,
                NEW FANTASY CIV:
                how about having Arabians or Persians, with fantasy units special to them.

                Abilities: Scientific(Magical) Commercial(Traders)
                Special units:Flying Carpet riders (aircraft like, mobile? could be like helicopter, to get troops into secret areas and far places quickly)
                Viziers: wizard like people, specialise in illusion (invisible) and dark magic.
                Snake Charmers: like the persian rope trick, they can use all terrain as road , climbing with their rope? or just attack with poisonous snakes (hidden nationality, unidentifiable snakes).
                Camels ( varying makes, war camels, trade camels)
                Fanatics: religious warriors.
                Immortals: as civ3.

                I don't know how your doing golden ages, maybe Sinbad could trigger one. Make them hard to get though.

                Great Leaders /special special units:
                Sinbad the Sailor

                Improvements: Bazaars
                good Marketplaces, also increase luxury money output, and maybe science too. NEED Camel resource, rugs?

                Special Techs etc:
                Magic Potions : Persians get extra potions..

                Religious temples: Persian temples could increase trade and reduce propoganda, powerful culturally too.
                (maybe there can be different temple types, for different religions needing resources for certain priests/believer towns)

                Persian Wonder: Palace of Baghdad - An important city of those times (forget that suddheim hussein stuff)
                GAge for science/commercial civs. gives courthouse in every city (or acts as a palace.. might work as a small wonder but wouldn't spawn GAge) and trade in every square(collosus)

                Watch some Sinbad movies, great old harry hausen classics.

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                • #83
                  Looks like some great ideas there, Depending on what the new editor can do, will depend on the possible use of such, If I can go above 24 race types, I've heard of a possible 31 races in game??

                  EFR RPG GAME Designer, E.F.R. Forums The Coyn: Fantasy Mod for Civ3:Conquests

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                  • #84
                    PTw should be released semewhere around 6th december in most of the world. Unless, of course you´re living in america (Kinda remembers me of james brown) , ´cause thereit is out already!
                    Señor Nuclearis Winterius the III,
                    Diplomat with the Voxians, and also
                    Señor Pablo Winterius, missionary Bishop and Archbishop of the Roleplay team

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                    • #85
                      ok, some more ideas for "civs" (taken from Raymond Feist)

                      -thuns; large human/horse/lion, six-legged warlike creatures (i think, has been a while)
                      -cho'ja:insectoid race (hehe i suddenly knew the name again)
                      -pantathanians(sp?): serpent-men, mages

                      and its not the evil butterflies, its evil BUNNIES

                      and let us not forget:
                      the FROSTLINGS
                      -"people" living in the coold tundras, perhaps have untis like penguins, wolfriders, polar bears, and the likes o' that

                      And i was thinking of a Robert Jordan (Wheel of Time) based mod, but i lack all the skills to make a mod
                      though im working on a map for it, maybe it could be included in this fantasy-mod
                      Last edited by Homunculus; November 27, 2002, 03:17.

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                      • #86
                        And i was thinking of a Robert Jordan (Wheel of Time) based mod, but i lack all the skills to make a mod
                        though im working on a map for it, maybe it could be included in this fantasy-mod [/QUOTE]




                        Actually, the Wheel of Time would translate to a civ3 mod pretty painlessly, because its mainly human civilizations, But the human civilizations are also thoroughly developed in culture, etc, so its just a matter of bunging their characteristics into the editor. (plus some graphics i guess..... )
                        And Trollocs would be Barbarians anyway.
                        So all yout need is leader pics, UU graphics, and a way to use Aes Sedai.... (i'll get back to you on that one... )
                        "There are two kinds of travel book: One is a guide for tourists, and the other is almost invariably written by Bill Bryson."
                        - Sam Waldron

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                        • #87
                          well the seanchan and aiel are a little more difficult, and indeed the channelers were most of the problem

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                          • #88
                            dont let this topic be banished to page 2 or worse

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                            • #89
                              Oh yeah, didna think about all those Seanchan beasties.
                              Also, I think it'd run into problems round about the time you tried to build a second city and it was called New Caemlyn

                              ah well

                              Tolkiens world is much more fully developed, but unfortunately has the problem of strange races and so-forth which runs you into problems with graphics and making tonnes of UUs.

                              I'm just really looking for a fantasy-type mod that doesnt change things too much, like just subtle changes to the rules and stuff...
                              "There are two kinds of travel book: One is a guide for tourists, and the other is almost invariably written by Bill Bryson."
                              - Sam Waldron

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                              • #90
                                dont let the thread die completely

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