View Full Version : Next release features!


Ploeperpengel
Jun 16, 2006, 10:12 AM
I think we're short before release now. To do for release:


The List:
add Buttons!
some more playtesting and balancing
add some stuff to spice up the early game
add everything else that's finished until we got those buttons.

@Duke
Need help with the buttons?

Let's release this Monster on 15th of August!

Mr. Do
Jun 16, 2006, 05:54 PM
I'd be happy to work on unit stats, or at least give you lots of ideas on where each units' strengths lies, if you would like. But where would I start?!

Psychic_Llamas
Jun 17, 2006, 02:28 AM
start with your favorite race! thats what i do!;)

If you like i could start collecting unit pedia info. but then it will take longer to comlete the other texts (diplo and leader and civ info) perhaps better to wait for those to be finished then start work on that...

Ploeperpengel
Jun 17, 2006, 07:50 AM
Damn! guys this thread was supposed for Lord Olleus to take the second post. Ah well.

@Mr. Do
Thx. help on unitstats would be highly appreciated. You can post your ideas in the unitdesign thread or start a new thread about it.:)

@P.L.
The civ, Leader and Diplotxt I judge more important right now. The unit pedia can wait until that's finished;)

Psychic_Llamas
Jun 17, 2006, 08:24 AM
i thought as much, oh and sorry about not waiting again (im going to read every new thread three times to make sure your not waiting for anyone next time, sorry about that ploe...)


NOTE
(EDIT) Ok, I should be able to finish all of the Diplomacies befor July, i should also be able to complete all of the pedia entries for the leaders and civs before then.
anything else you want me to do Ploe?

Ploeperpengel
Jun 17, 2006, 08:25 AM
Forgiven now. I'll start another like this after the patch.;)

Kael
Jun 18, 2006, 09:47 AM
My advice would be to pick 1 civ and make the next release about them. Focus on their traits, their units, leaderheads, diplomacy text, unique buildings, unique units, strength and weaknesses.

The advantage of this is that as a whole the work involved in a mod like this is overwhelming, you could go for weeks adding things here and there without any real game benefit for the player. But if you give them a complete civ players will be eager to jump in and try them out. You have something solid for the players to sink their teeth in and give feedback on.

That doesn't mean you cant throw in other ideas and stuff as you come across them (if they dont extend your release date), but by making 1 civ the target of your release you have a manageable goal and you can keep focus. You have incredibly talented people on this project, the challenge wont be coming up with ideas but focusing those ideas toward a common goal.

In the begining you may want to pick easier civs, certainly those that don't rely heavily on magic would be idle if the magic system isn't worked out yet. After getting a few under your belt it will be all the easier to start implementing more complex features or traits for later civs.

Again, just my advice, its certainly not the only way to run successfully but it may help you out.

Ploeperpengel
Jun 18, 2006, 09:58 AM
My advice would be to pick 1 civ and make the next release about them. Focus on their traits, their units, leaderheads, diplomacy text, unique buildings, unique units, strength and weaknesses.

The advantage of this is that as a whole the work involved in a mod like this is overwhelming, you could go for weeks adding things here and there without any real game benefit for the player. But if you give them a complete civ players will be eager to jump in and try them out. You have something solid for the players to sink their teeth in and give feedback on.

That doesn't mean you cant throw in other ideas and stuff as you come across them (if they dont extend your release date), but by making 1 civ the target of your release you have a manageable goal and you can keep focus. You have incredibly talented people on this project, the challenge wont be coming up with ideas but focusing those ideas toward a common goal.

In the begining you may want to pick easier civs, certainly those that don't rely heavily on magic would be idle if the magic system isn't worked out yet. After getting a few under your belt it will be all the easier to start implementing more complex features or traits for later civs.

Again, just my advice, its certainly not the only way to run successfully but it may help you out.

Hm since we almost got the diplo and Leaderart as well as pediastuff in store I don't think I want to pull all of them off again. But since the unitstats will be the load of work it may be indeed a good idea to focus on some civs. I definitly won't pull of the Highelves, Woodelves and Orcs since we got. For the rest yes maybe we should trigger some unplayable. Thx

Ploeperpengel
Jun 18, 2006, 10:55 AM
Ok we need focus. Let's concentrate on Elves(High and Wood) and Orcs for next release. The other civs will be quite generic exept in art.

Duke van Frost
Jun 18, 2006, 11:10 AM
Will you be able to provide us with enough Orc Units?

Otherwise it would be meaningless to concentrate on them - in that case we should concentrate on something like the Empire, Nippon or Cathay.

Ploeperpengel
Jun 18, 2006, 11:15 AM
Will you be able to provide us with enough Orc Units?

Otherwise it would be meaningless to concentrate on them - in that case we should concentrate on something like the Empire, Nippon or Cathay.
Yes, the models aren't any problem. For the skins I don't know that's for seZ to explain. I'll pm him about that.

Ploeperpengel
Jun 18, 2006, 10:44 PM
@Everyone
Please send me all the files you work or worked on by the Friday the 23.!
I want to try integrating all the files during the weekend and hopefully upload a working version after the weekend for us to playtest.
Don't worry if they're aren't complete(they never really will be) we can still make smaller adds during the week we playtest. But I want to have at least a week for playtesting. (I think we all deserve to have that fun since we had to wait for that so long already)

Psychic_Llamas
Jun 19, 2006, 02:42 AM
all my stuffs in my fluff threads, i add anything new the day i find it so its all up-to-date. do you want more stuff on wood elves, high elves or orcs? if you think were lacking just holler;)

Ploeperpengel
Jun 19, 2006, 04:19 AM
all my stuffs in my fluff threads, i add anything new the day i find it so its all up-to-date. do you want more stuff on wood elves, high elves or orcs? if you think were lacking just holler;)
That's ok but I also need someone to copy and paste that into the pedia(I mean the info about the Leaders and civs that are in the game only). It would be good to create a new file called LeadCivpediaTextinfos for that. Wherein the text would have to be copied in several times for all the languages and of course needs to have the correct reference to the current civ and Leaderinf. I think I'll take out all the civinfo of the objectinfo, that file's to big to read good. Do you know XML a bit? (and create the file for me?)

woodelf
Jun 19, 2006, 04:29 AM
The diplo P_L has typed up will be integrated by the 23rd oh fearless leader. The behavior might get done by then. Don't touch those files until then please. :)

Ploeperpengel
Jun 19, 2006, 04:35 AM
The diplo P_L has typed up will be integrated by the 23rd oh fearless leader. The behavior might get done by then. Don't touch those files until then please. :)
Just asked you about in another thread.:D Thx

Psychic_Llamas
Jun 19, 2006, 05:13 AM
i kinda know how to edit XML, but not how to make files,(plus im not sure if it will upload, my comp dosnt like uploading:( )

woodelf
Jun 19, 2006, 05:17 AM
i kinda know how to edit XML, but not how to make files,(plus im not sure if it will upload, my comp dosnt like uploading:( )

Slightly OT P_L, but I couldn't upload either until I switched from IE5 to Firefox/Mozilla as my web browser. Now I can upload everything!

I don't "make" any XML files. I simply grab one and then clean it out. If you need a blank there was one posted in the C&C or you can ask one of us what you want it for.

Lord Olleus
Jun 19, 2006, 02:59 PM
The core magic system should be made by that date as well as the greenskin spells.

Ploeperpengel
Jun 19, 2006, 04:03 PM
Great Olleus! That's fantastic! If it's finished by that date it will be in the mod(if you delay one or two days won't be a problem either cause that's something worth waiting for a couple of days since it will give the mod a whole level-up;) ).

Ploeperpengel
Jun 22, 2006, 10:14 PM
Updated the list

DutchJunkie
Jun 23, 2006, 05:35 AM
Pediaentries - needs work(volunteers for including P.L.s text into pedia?)

I volunteer! I hopefully can give many based on my armybooks (allmost all playable races in the warhammer world) + some White dwarfs based armies.

woodelf
Jun 23, 2006, 05:48 AM
Excellent. Good pedia and text in general make a mod feel so much more polished.

Ploeperpengel
Jun 23, 2006, 06:00 AM
I volunteer! I hopefully can give many based on my armybooks (allmost all playable races in the warhammer world) + some White dwarfs based armies.
Good. The text posted here by P.L. should be helpful. You can c/p a lot of it.;)

Psychic_Llamas
Jun 23, 2006, 06:54 AM
I will finish what i started, and then if there's more work, ill see what i can do, ok?

Ploeperpengel
Jun 23, 2006, 07:30 AM
I will finish what i started, and then if there's more work, ill see what i can do, ok?
Yeah sure! That was no critizism. You two should coordinate who is writing what pedia.

DutchJunkie
Jun 23, 2006, 12:56 PM
I'm not sure if i'm understanding it correct .. I thought i was voluntering to provide pedia-info like the tekst if you look at the Orc-warrior for example. Where it says "the orc-boys are the main force in an Orc army .. " etcetera. Are we thinking of the same? I'm sorry if i'm way off .. i can provide that kind of stuff but im not technical .. at all!

Ploeperpengel
Jun 23, 2006, 01:58 PM
I'm not sure if i'm understanding it correct .. I thought i was voluntering to provide pedia-info like the tekst if you look at the Orc-warrior for example. Where it says "the orc-boys are the main force in an Orc army .. " etcetera. Are we thinking of the same? I'm sorry if i'm way off .. i can provide that kind of stuff but im not technical .. at all!
Ok, nevermind. Start a unitpediathread then. I hope I can find someone who can put it into xml afterards.

woodelf
Jun 23, 2006, 02:12 PM
If no one volunteers I'll do it, the same way as with P_L's diplo text.

Ploeperpengel
Jun 23, 2006, 02:45 PM
If no one volunteers I'll do it, the same way as with P_L's diplo text.
You're my hero! Start with civs and Leaders after the Diplotext. Thx a lot!

woodelf
Jun 23, 2006, 02:53 PM
Hero worship becomes you Ploep. ;)

Duke van Frost
Jun 25, 2006, 07:02 AM
I could also put in the Pedia entries for the unis into the XML if you need more time for the other things woodelf.

woodelf
Jun 25, 2006, 10:57 AM
I could also put in the Pedia entries for the unis into the XML if you need more time for the other things woodelf.

That's fine by me Duke. I wouldn't be starting until tomorrow anyhow. Maybe start a thread and we can keep everyone updated on the progress?

Ploeperpengel
Jun 25, 2006, 11:02 AM
That's fine by me Duke. I wouldn't be starting until tomorrow anyhow. Maybe start a thread and we can keep everyone updated on the progress?
You can't start anyway until you get the new unitinf. Agent promised to send it today. I'll work on that and will try to upload the WH here in 2or three days. The useraccount has been set by Thunderfall. So just a couple of days and we can design the unitstats and test/improve the mod for release. I think this'll be the hardest part. So there won't be a release until at least 2 weeks estimated.
Which gives plenty of time including more gamefunction too.

woodelf
Jun 25, 2006, 11:04 AM
Well, Duke or I could start a Text file and add in the pedia entries that people are contributing. They are mostly independent of the UnitInfos file, except for the TXT_KEY_name. We can alter that at a later date. Have no fear Ploep, the Duke and the elf are on it. ;)

Ploeperpengel
Jun 25, 2006, 11:08 AM
Well, Duke or I could start a Text file and add in the pedia entries that people are contributing. They are mostly independent of the UnitInfos file, except for the TXT_KEY_name. We can alter that at a later date. Have no fear Ploep, the Duke and the elf are on it. ;)
Heh, ok I won't worry;)

Duke van Frost
Jun 25, 2006, 11:21 AM
I will also need the new TechInfos as soon as possible. Because I´ll have to adjust which buildings/wonders become available with which tech.

Ploeperpengel
Jun 25, 2006, 12:08 PM
I will also need the new TechInfos as soon as possible. Because I´ll have to adjust which buildings/wonders become available with which tech.
You can use the one already uploaded now in the tech thread(first post). I will only very likely remove the upgradetechs which are currently disabled.
The magictechs will stay for now. Though I want certain civs having them earlier in future.
I's unlikely I remove other techs. But we'll need more added in the futere to vary the civs.

Duke van Frost
Jun 25, 2006, 03:13 PM
OK, all right.

Somehow I didn´t realise that you updated the post with new files.

Ploeperpengel
Jun 26, 2006, 09:19 PM
Ok, sorry this will be probably not early this week that I can release the test. I still couldn't finish the unitartdefs it's simply too much but I promise I won't dl any more units until I get the ones into xml I already have:D
I'd say I got the artdef about 70% done and by doing so could reduce the filesize of the unitart by 50 MB clearing out unnecessary animations(which many poeple still don't seem to notice they can just be assigned via xml).
After the Artdefs there's still the unitinf. Agent provided me with text to copypaste but it will still eat most of the time. At last the UUs...:crazyeye:

woodelf
Jun 27, 2006, 04:42 AM
The joys of adding tons and tons of units. :)

Duke van Frost
Jun 27, 2006, 06:35 AM
One question:

should I have a look how we can disable that you get the information what UU´s you have when choosing the civilization/leader before the game?

That´s really one thing that annoys me, because there´ll be around 40 (?!?) UU´s listed for each civ and I think it´s unnecessary for this mod.

DutchJunkie
Jun 27, 2006, 06:42 AM
One question:

should I have a look how we can disable that you get the information what UUīs you have when choosing the civilization/leader before the game?

Thatīs really one thing that annoys me, because thereīll be around 40 (?!?) UUīs listed for each civ and I think itīs unnecessary for this mod.

That indeed is unnecessary for this mod .. and more works .. without it it keeps the mod more exciting .. "wow .. i didn't know i could build that awesome unit!!!" ;)

Ploeperpengel
Jun 27, 2006, 06:43 AM
One question:

should I have a look how we can disable that you get the information what UUīs you have when choosing the civilization/leader before the game?

Thatīs really one thing that annoys me, because thereīll be around 40 (?!?) UUīs listed for each civ and I think itīs unnecessary for this mod.
Yep, I agree.

Duke van Frost
Jun 27, 2006, 06:55 AM
I just noticed that Lopez anounced a new version of his prates mod.

Barbarian ships can now spawn with units in them :eek:

Now we can have some nice coastal raids by Norse-Berserkers :D

Ploeperpengel
Jun 27, 2006, 07:11 AM
Great! I'll ask him to patch it to the testversion:D

Duke van Frost
Jun 27, 2006, 07:15 AM
Is anybody taking care of the date (BC AD)??

Or won´t we change that for the next version?

DutchJunkie
Jun 27, 2006, 07:20 AM
Didn't know where to place this suggestion .. but maybe it's a good idea to work in steps in the new patch (after this patch). We should pick a next race to add to the game .. discuss it and make all units/buildings etcetera before beginning on the next fraction. Even before this maybe finish the existing fraction to a further level ..

woodelf
Jun 27, 2006, 07:25 AM
That's the FfH way DJ. It works. :)

Ploeperpengel
Jun 27, 2006, 07:32 AM
Is anybody taking care of the date (BC AD)??

Or wonīt we change that for the next version?
If you know where to change that please do it!

Ploeperpengel
Jun 27, 2006, 07:35 AM
Didn't know where to place this suggestion .. but maybe it's a good idea to work in steps in the new patch (after this patch). We should pick a next race to add to the game .. discuss it and make all units/buildings etcetera before beginning on the next fraction. Even before this maybe finish the existing fraction to a further level ..
We will do so but please be patient. We will have to design the civs that are in first they are all pretty generic in gameplay right now.;)

woodelf
Jun 27, 2006, 07:41 AM
If you know where to change that please do it!

Just make sure you use the GlobalDefineAlt file. For SotM we made the mistake of altering the main GlobalDefines file. Bad idea.

DutchJunkie
Jun 27, 2006, 07:48 AM
That's the FfH way DJ. It works. :)

hahahahahaha .. ;)

We will do so but please be patient. We will have to design the civs that are in first they are all pretty generic in gameplay right now.;)

I agree totally .. first make the existing races playable and foremost interesting! Lama and me will keep fanatasizing about the future ..

Ploeperpengel
Jun 27, 2006, 09:12 PM
Artdefs are so far finished. I'm going for the unitinf now. I hope I can deliever a more or less playable testversion soon.
I could need some info on what the generic unitstats should be and what techs we use as preregs(unitstatsthread and techthread). Any ideas?

Psychic_Llamas
Jun 28, 2006, 02:36 AM
ideas for starting techs?

Ploeperpengel
Jun 29, 2006, 12:24 AM
I won't finish the unit info so soon I fear. At least not alone. That's why I decided to upload the WH-constructionsite I have on my comp here today. Ah well but the server's down again, that's bad luck:D

As soon it's online I'll try again. And then I would need the help from everyone capable doing some xml to get the rest of units in. It's hell without an editor I tell ya.:(

DutchJunkie
Jun 29, 2006, 01:59 AM
I won't finish the unit info so soon I fear. At least not alone. That's why I decided to upload the WH-constructionsite I have on my comp here today. Ah well but the server's down again, that's bad luck:D

As soon it's online I'll try again. And then I would need the help from everyone capable doing some xml to get the rest of units in. It's hell without an editor I tell ya.:(

http://forums.civfanatics.com/showthread.php?t=169348
This editor isn't working at the moment, but maybe it will soon get fixed?

http://forums.civfanatics.com/showthread.php?t=164476
this one is in excel ..

Ploeperpengel
Jun 29, 2006, 02:36 AM
The second I already tried. Won't work with Microsystems Open Office. And I don't have Excel yet.

Psychic_Llamas
Jun 29, 2006, 02:42 AM
i would volunteer to help with the units, but im useless at that kind of XML thing, it just never seems to work for me:( tried all the tutorials too. oh well, just not ment to be. i think i will stick to the Fluff;)

DutchJunkie
Jun 29, 2006, 02:58 AM
i would volunteer to help with the units, but im useless at that kind of XML thing, it just never seems to work for me:( tried all the tutorials too. oh well, just not ment to be. i think i will stick to the Fluff;)

same here .. but i'll try the excel thingy at home .. most of the time i'm handy with excel :)

woodelf
Jun 29, 2006, 04:13 AM
I wish I could help on this one Ploep, but we're repainting the downstairs this Holiday weekend and I've been drafted...

Civmansam
Jun 29, 2006, 05:20 AM
I won't finish the unit info so soon I fear. At least not alone. That's why I decided to upload the WH-constructionsite I have on my comp here today. Ah well but the server's down again, that's bad luck:D

As soon it's online I'll try again. And then I would need the help from everyone capable doing some xml to get the rest of units in. It's hell without an editor I tell ya.:(

It's not terrible, its actually better than it looks. It tok me about 3 hours to put in the star wars unitinfos, and i did that over 5 days. But if you want me to do it, XML is pretty easy for me. I could probably give you something soon but not until monday because I won't be home for the next 4 days.

Ploeperpengel
Jun 29, 2006, 05:27 AM
It's not terrible, its actually better than it looks. It tok me about 3 hours to put in the star wars unitinfos, and i did that over 5 days. But if you want me to do it, XML is pretty easy for me. I could probably give you something soon but not until monday because I won't be home for the next 4 days.
Good! I'll notify you as soon the mod's up. I give some explanations in the upload thread too then.:)

Duke van Frost
Jul 06, 2006, 06:55 AM
Creating Unit xml that allows easy artupdates - finished!

Is that also true for the tags of the Buttons in the UnitInfos? I mean are they finished?

If so I could start to do an Artupdate with the Buttons I already got and afterwards start working on some more buttons that arenīt already in the game.

Ploeperpengel
Jul 06, 2006, 07:08 AM
That was refering to the artdefines units. But of course you can already start making the buttons or finding fitting ones. Some but not all units already got names for the buttons so it shouldn't be hard to patch buttons to them;)

Duke van Frost
Jul 19, 2006, 09:03 AM
Did anybody notice this ModComp:

Combined Arms Stack Attack (http://forums.civfanatics.com/showthread.php?p=4291395#post4291395)

I don´t know how it looks ingame, but it seems to be a cool thing, having two armies (stacks) fighting one another instead of single units doing this.

DutchJunkie
Jul 19, 2006, 11:53 AM
Did anybody notice this ModComp:

Combined Arms Stack Attack (http://forums.civfanatics.com/showthread.php?p=4291395#post4291395)

I donīt know how it looks ingame, but it seems to be a cool thing, having two armies (stacks) fighting one another instead of single units doing this.

That really sounds awesome. That you can combine your forces to form captain planet! :D no seriously .. sounds very interesting!

Psychic_Llamas
Jul 19, 2006, 07:22 PM
hmmm... yes it does sound interesting, it would be like the Civ4 version of Armies!!:)
me like armies:)

seZereth
Jul 22, 2006, 01:41 PM
that sound really good, if it is shown correctly! but would that make bonus versus unit types as they are now superfluous? we still could do new ones, but i think we should make a poll about that, and someone should test it in vanilla at least (load down dales combat mod i think)

Ploeperpengel
Jul 28, 2006, 08:04 AM
@Everyone
I started on the techtree and need to reserve the unitinf for me also again.

Ploeperpengel
Jul 28, 2006, 01:43 PM
Correction. I will be busy enough with the techs for now so if anybody wants to include more unitstats-go for it.

Duke van Frost
Jul 29, 2006, 10:41 AM
Correction. I will be busy enough with the techs for now so if anybody wants to include more unitstats-go for it.

If nobody else wants to do this, then Iīll play around with the UnitInfos.xml.

@Ploe: could you post the UnitInfos.xml that you got right now, or didnīr you touch it since the last release (except for the Prophets)?

@All others: If anybody is actually working on this file, the please say so. That way I wouldnīt waste time on it.

Ploeperpengel
Jul 29, 2006, 11:18 AM
I didn't touch it apart from that but it would be good to make it compatible to the reworked techtree I uploaded in the techsthread. Don't worry about the buildings that I will rearrange to fit to that. But would be nice if you consider to include the changes I mentioned in the techtthread as well if you're going to work on unitinf.

Duke van Frost
Jul 29, 2006, 03:23 PM
OK, I´ll make sure to consider the changes, but I´ll first have to take a look at the new techtree ingame and hope I´ll be able to start a game with it at all.

Ploeperpengel
Jul 29, 2006, 03:24 PM
Yes it will start no worries. seZ uploaded a new patch which changed the unitinf again!

Duke van Frost
Jul 29, 2006, 03:31 PM
Saw that and dled it, I´ll base my work on that one!

seZereth
Jul 29, 2006, 04:04 PM
Saw that and dled it, Iīll base my work on that one!

oops sorry, but didnt change much, from now on i will only upload new graphics plus artdefines and formations... or perhaps but everything despite formations into a textfile so you can easily recognize everything and then copy paste it

Duke van Frost
Jul 29, 2006, 04:47 PM
yes, that would be a good idea, so if you change anything in the UnitInfos.xml post a textfile here.

Ploeperpengel
Aug 08, 2006, 04:56 PM
Ok I'd be ready to release this Mod under certain conditions named in the first post of this thread. Do you guys agree?

Duke van Frost
Aug 09, 2006, 09:08 AM
I think we're short before release now. To do for release:


The List:
add Buttons!
some more playtesting and balancing
add some stuff to spice up the early game
add everything else that's finished until we got those buttons.

@Duke
Need help with the buttons?

Let's release this Monster on 15th of August!

The Only help that I would need for the buttons would be the following:

Post the Backgrounds that you used to make the buttons that are right now in the game (especially SeZ), then Iīll take pics of miniatures and screenshots for units where no minis exist for.

For most of the missing techs I already got buttons.

Finally itīs getting back to 2D Graphics instead of stupid XMLing :D

Iīll see If I can also add some early buildings to the game (some Warlords Graphics have to be put to good use ;) )

Ploeperpengel
Aug 09, 2006, 09:12 AM
Wonderful my backgrounds you got with the Dragonpics I think. Write seZ a pm about it! I'll try to find a couple of more diplosounds maybe or try a model or just go to the museum. To be true modding day and night the last 2 weeks seriously make me feel to need a brake from xml!

Duke van Frost
Aug 09, 2006, 09:40 AM
I say go to the museum! Get outside, take a breath of fresh air and some intellectual input as well.

Ploeperpengel
Aug 09, 2006, 10:59 AM
and some intellectual input as well.
Is it really needed that much already:blush:

seZereth
Aug 10, 2006, 09:21 AM
Is it really needed that much already:blush:

thanks for your work Ploe, i know what you mean with modding all day...

well here in bayreuth its raining all day :) you should go out and jump through the rain, singing...

well get drunk tonight or something :)

woodelf
Aug 10, 2006, 09:31 AM
Or sleep. That helps. :)

Ploeperpengel
Aug 10, 2006, 09:32 AM
Ok guys you can stop it now. That was yesterday I'm all fresh and slept well;)

Ploeperpengel
Aug 14, 2006, 10:12 AM
@Everyone
Please check the credits for anything I might have forgotten!

Civmansam
Aug 14, 2006, 02:57 PM
Im almost done with the bones, do you think we can squeeze it into the next release?

Ploeperpengel
Aug 14, 2006, 03:14 PM
If you can manage to post the files within 24 hours otherwise we can simply patch it in.;)

Ploeperpengel
Aug 14, 2006, 03:20 PM
I think I should explain my schedule.
Tommorrow night I will upload what I have to 3D downloads because on the 17th I'll be off to vacation from where I can still get to intrnet occasionally but I won't have access to my comp. So until september someone else will have to handle the patches for the mod.
@Duke
can you do this?

Gerikes
Aug 14, 2006, 04:48 PM
Just a quick note on "Warhammer Fantasy Battles" thread:


Warhammer Fantasy Battles is a total conversion for Civilization 4. This release is an early beta to get some feedback from the community that may help us to develope this mod further.
This is meant for Warlords and Warmongerers out there - if you like peaceful Developement and Diplomacyvictories better look elsewhere!


I think people might read this and think that the mod is for Warlords only.

Ploeperpengel
Aug 14, 2006, 05:03 PM
Just a quick note on "Warhammer Fantasy Battles" thread:



I think people might read this and think that the mod is for Warlords only.
Heh, yes might be. I change it thx.

neener
Aug 14, 2006, 05:10 PM
The only thing I see wrong with the Warhammer Fantasy Battles thread is this part:

-Psychology(Fear, Morals, Animosity)

I'm assuming that's meant to be "Morale", not morals. Morale is your mood, enthusiasm, etc, whereas morals are your ethics and philosophical opinions. Unless we're going to be implementing utilitarian Dwarves and existentialist Goblins, I think it's a typo :)

Ploeperpengel
Aug 14, 2006, 05:12 PM
The only thing I see wrong with the Warhammer Fantasy Battles thread is this part:



I'm assuming that's meant to be "Morale", not morals. Morale is your mood, enthusiasm, etc, whereas morals are your ethics and philosophical opinions. Unless we're going to be implementing utilitarian Dwarves and existentialist Goblins, I think it's a typo :)
:lol: oh my english again, yep good point thx.

Civmansam
Aug 14, 2006, 05:39 PM
This is how much I have done for bones

To summarize the Corpse resource idea:

Everytime a unit gets killed there should be a chance corpses appear on the tile(imo about 50%)-100% done

Corpses could have similar effects like waste(pollution) on the tile, leaving it without production.-100% done

Corpses could be removed in three ways:
1: a necromancer raises them
2: A priest sets them to rest(via prayer/spell)
3: Workers bury them-100% done

Ifs possible I'd like to have a small chance like 5% every turn the undead rise by themselves(undead barbs) also removing the corpses. This chance could rise to 10% if workers are burying them(disturbing the dead)
After a long period the corpeses also coud simply get consumed(something like 50 or more turns)

For Priests, I don't know which units I should give it to. For Necromancer's, the same thing. The undead I'm still working on, and it might take a while.

Do you think this is enough for release or do you want it all to be done?

woodelf
Aug 14, 2006, 05:43 PM
I'm still loving this idea. Nice work so far Civmansam. :thumbsup:

Ploeperpengel
Aug 14, 2006, 06:22 PM
This is how much I have done for bones

To summarize the Corpse resource idea:

Everytime a unit gets killed there should be a chance corpses appear on the tile(imo about 50%)-100% done

Corpses could have similar effects like waste(pollution) on the tile, leaving it without production.-100% done

Corpses could be removed in three ways:
1: a necromancer raises them
2: A priest sets them to rest(via prayer/spell)
3: Workers bury them-100% done

Ifs possible I'd like to have a small chance like 5% every turn the undead rise by themselves(undead barbs) also removing the corpses. This chance could rise to 10% if workers are burying them(disturbing the dead)
After a long period the corpeses also coud simply get consumed(something like 50 or more turns)

For Priests, I don't know which units I should give it to. For Necromancer's, the same thing. The undead I'm still working on, and it might take a while.

Do you think this is enough for release or do you want it all to be done?
I would like to have the corpses spawning automatically first to have a little more thrill(also to have more time for gfx and define the roles of priests/necromancers etc.) Yeah I think we should wait a little longer. But nice work so far!:)
We don't have Priests and necromancers yet so just concentrate on autospawn now;)