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  • New Mod

    Hi, I'am Strates and I have a mod for you guys that I will soon upload once I squash all those bugs.

    Things in my mod:

    AI:
    -AI will settle land faster and is more protective.
    -AI will use sea sttlers and have bigger navies.
    -New AI personality focused on growth and infrastructure.

    ADVANCES:
    -Diealectic Materialism
    -Profesional Armies
    -Egelitarianism
    -Code of Honor
    -Advanced Mathematic

    UNITS:
    -Legion
    -Cataphract
    -Arquebuisher
    -Granaider
    -Crusader (Theocracy special unit)
    -Revolutionary (Communism special unit)
    -Other units I don't know how to spell
    -Bombard Cannon

    GOVERNMENTS:
    -Socialism
    -Egelitarianism
    -Communism is better, but it's later in the tech tree
    -Facsism is made more facsist

    FEATURES:
    -When a revolution is started in a city, other cities join in (In Progress)

    MORE STUFF...


    Any suggestions:
    You scare me- DinoDoc
    Carlos Jr. Sez:" There is life after the gold."
    Carlos Jr. Sez: "I survived the 1984 olympics"

  • #2
    I remember suggesting this others-cities-join-revolting-city feature before. And i do think it is a amazing idea.
    Cant wait to see this mod ready.
    "Kill a man and you are a murder.
    Kill thousands and you are a conquer.
    Kill all and you are a God!"
    -Jean Rostand

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    • #3
      Good to see you decided to post here, Strates The mod's looking good...
      Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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      • #4
        Yeah. Some great ideas there.

        I almost had a coronary when I saw Dialectic Materialism as an advance though. There's a poster using that name who is one of the most hateful people I have met online.
        Concrete, Abstract, or Squoingy?
        "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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        • #5
          Strates: Looking forward to seeing this mod. . .

          Comment


          • #6
            I would love to know if this mod is still alive


            AI will settle land faster and is more protective.
            -AI will use sea sttlers and have bigger navies.
            -New AI personality focused on growth and infrastructure

            I like very much specially no.2
            Oxygen should be considered a drug
            Tiberian Sun Retro
            My Mod for Tiberian Sun Webmaster of
            http://www.tiberiumsun.com

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            • #7
              Hi, I would like to propose to make new Mod. as symbiosis of CtP2 and Civ3 good features and remove misfit one.
              This Mod. could be named as "Civilization as it should be".
              I like to play via LAN and therefore will see on these games as LAN-gamer.
              What I dislike in Civ3 (and guess future "Play the World") as LAN-gamer?
              1. Railroad with unlimited movepoints. It allow to my opponents very quick army dislocation.
              2. Units can see at least on 2 square.
              3. You can see even one square off your country boarder, even no one your unit can't see enemy's unit.
              Where is my secretive naval descent?
              4. Aviation. They can rebase across whole world on unlimited distance. These make airbases unwanted.

              But I like all other Civ3 features, and want to have many of them in CtP2 Mod. Especially Civ specific units amd resources. Does anybody know is it possible?

              BTW I don't like stack combat in CtP2 now. Before I liked it very much, but later I found that stack combat forced gamers to make "Run to 12" because otherwise your adversary could win battle almost without losses.
              For ex. if your have equal quality army and only 8-10 units vs. the 12 the same enemy units, then enemy will kill all your units and lose just a few own.

              Comment


              • #8
                [SIZE=1] Originally posted by Iroquois [/SIZE
                For ex. if your have equal quality army and only 8-10 units vs. the 12 the same enemy units, then enemy will kill all your units and lose just a few own.
                I agree bigger or even unlimited stack sizes would be more accurate and open for the player, but frankly any nation can have any amount of 12 stacks that they want. Since when did all a nations army attack at once? It gives a greater need for tactics in moving your stacks and actually grouping the stacks in a balanced way. I think Armies in civ3 was a little nod of the head to CtP for its innovation And i never saw a spearman lose to a tank, not even on a hill in a fortification. No matter how random, that just infuriates the player.

                I agree with all your points for no unlimited movement for ANY unit though, i really dont know what firaxis were thinking with that. Maybe they were trying to actually make air units USEFUL or something.
                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                CtP2 AE Wiki & Modding Reference
                One way to compile the CtP2 Source Code.

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                • #9
                  I think that CtP2 more interesting for play via LAN, nevertheless on terrible issues such as often resynchronization and wrong combat result and unit's exposure. Do you know what is mean wrong combat result? This is when you have seen that you won battle and your LAN-adversary seen that he won the battle. But after resynchronisation all-players can see as result as seen Host-gamer before.
                  I agree bigger or even unlimited stack sizes would be more accurate and open for the player
                  .
                  On my opinion larger stack can solve this problem unlikely. Now I play together with 2 my friends with our own Mod. This Mod. use range attack factor extensively.
                  At least all naval combats ossured only as bombardment between squadrons. Assuredly all units which have bombard have counterbombard too.
                  In this case numerious attacker could suffer some losses.

                  I thinking use ranged attack for ground units extensively. What about Mounting Archer with ranged attack (bombard and counterbombard)? This light cavalry could quickly get to close quarters with enemy units (for ex. Legions) and sweep it. To regret they can't retreat after attack. This would be really Hunns or Mongols tactic. Is this interesting? Also I made calculation of units cost using my own formula.
                  Now unit's cost isn't just a designers imagine. It is a precision calculation based on unit's utility.

                  Now I include to my Mod. many usefull SLICS from Apolyton such as frenzy, update and so on.

                  I found in orders.txt order Ranged_Attack:
                  # Hidden Orders (For GL)

                  ORDER_RANGED_ATTACK {
                  Gold 0
                  Move 100
                  EventName ""

                  LocalizedName str_ldl_order_ranged_attack
                  StatusText str_ldl_order_ranged_attack

                  UnitPretest_Invalid

                  CPIcon "upsi27.tga"
                  ButtonLocation 10
                  DefaultIcon ICON_ORDER_RANGED_ATTACK
                  # FIXME - these are the default special action cursors
                  Cursor 7
                  InvalidCursor 8
                  }
                  Is this obsolete version of order BOMBARD or something else? Maybe this can help to make new branch of bombard without building destruction?

                  I would like to make civ-specific units SLIC and resources SLIC like Civ3, but don't know how to make this. Can anybody help me?

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