View Full Version : Civilizations
joelwest Apr 02, 2007, 07:19 AM this post is copied from post 845, page 43, of main SotM mod forum.
my later posts in this thread will try to parse this material for development work.
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each civ needs a distinct leaderhead . . .
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some early commenters on this board noticed how the civs blend together, and I certainly found that to be the case.
each civ needs a leaderhead even if it is not animated. in one of the game I was playing the leader Cassidy attacked me for no reason - and I still do not know what he looks like.
the other civ which attacked me recently is so forgettable, oh yes it was Indira. don't know what she looks like either.
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speaking of bugs, the number three civ had enough brains to knock off a civ with only a size three city, but it took it over two hundred years to do so. yet this civ is so dumb it never built a single port by the end of the game (spaceship victory in year 429 of a quick game).
obviously the AI in general does not value ocean going and certainly does not realize the huge benefit in building cities on a nearby island (see my earlier spoiler post today on this board for detailed analysis). (NOTE: naval units are currently only enabled for non Moon based maps.)
:egypt:
woodelf Apr 02, 2007, 02:45 PM joel (or anyone) - if you have ideas/concepts then frenchman has agreed to help us with leaderheads. Check his other work here (http://forums.civfanatics.com/showthread.php?t=205948).
woodelf Apr 04, 2007, 02:38 PM Frenchman has completed one LH and is currently working on some more. I asked him to do civilian types with flavors of scientists, businessmen, and military guys.
joelwest Apr 05, 2007, 11:41 PM joel (or anyone) - if you have ideas/concepts then frenchman has agreed to help us with leaderheads. Check his other work here (http://forums.civfanatics.com/showthread.php?t=205948).
this is great news as the insertion of static leaderheads is on the priority list I created of items needed for a major patch to fix revision 0.23a
under that framework the tech tree, civics, lack of religion, etc. is left alone until revisions 2.0 or 3.0.
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regarding leaderheads, if I had to isolate the two factors that most contribute to the Civ 4 community losing interest in this mod it would be
1)
no leaderheads (this makes it hard to keep track of the civs you are playing against), and
2)
no Moon map available if a player chooses "Play Now" from the start menu (this leads many new to the mod to load a Terran map by mistake).
obviously the first priority is to get static leaderheads for the civs already in the game as of rev 0.23a. (we can then work towards getting animated leaderheads in the later revisions.)
=========================
1)
in that all these leaders are fictional we have great leeway in how they are designed as long as they fit the framework of looking "futuristic" in some way.
note I did not say look "alien" in some way.
the current mod does not actively incorporate aliens, so it would not make sense if any of the leaders looked nonhuman.
2)
some of the civs that roots in Earth based nations so their ethnicity should reflect this.
3)
I believe each leader's sex is clear from the name.
4)
I think it would be useful for those civs that have two leaders if the two leaders had clothes/a uniform with some common insignia with a color code the same as the color code used for that civ in the game. for example a civ with a game color of green with two different leaders could have both leaders sporting a green armband.
woodelf Apr 06, 2007, 04:24 AM regarding leaderheads, if I had to isolate the two factors that most contribute to the Civ 4 community losing interest in this mod it would be
1)
no leaderheads (this makes it hard to keep track of the civs you are playing against), and
2)
no Moon map available if a player chooses "Play Now" from the start menu (this leads many new to the mod to load a Terran map by mistake).
obviously the first priority is to get static leaderheads for the civs already in the game as of rev 0.23a. (we can then work towards getting animated leaderheads in the later revisions.)
Yeah, the logo LHs simply are boring. I never felt bonded to any one civ for this reason. Does anyone know how to do the Play Now with the Moon Map?
1)
in that all these leaders are fictional we have great leeway in how they are designed as long as they fit the framework of looking "futuristic" in some way.
note I did not say look "alien" in some way.
the current mod does not actively incorporate aliens, so it would not make sense if any of the leaders looked nonhuman.
2)
some of the civs that roots in Earth based nations so their ethnicity should reflect this.
3)
I believe each leader's sex is clear from the name.
4)
I think it would be useful for those civs that have two leaders if the two leaders had clothes/a uniform with some common insignia with a color code the same as the color code used for that civ in the game. for example a civ with a game color of green with two different leaders could have both leaders sporting a green armband.
Yep. I asked frenchman for civilians in space. Futuristic is what he'll come up with I hope. Once he makes a handful we can go through and match those up and then we'll have a list of ones needed for completion.
GeoModder Apr 06, 2007, 10:41 AM Yeah, the logo LHs simply are boring. I never felt bonded to any one civ for this reason. Does anyone know how to do the Play Now with the Moon Map?
I can be wrong, but isn't the map setting stored the first time you select one in Custom Setup?
GeoModder Apr 06, 2007, 10:51 AM Besides, people complaining about having terran terrain, even with the Play Now option, are simply too lazy to check the maplist. They only need to check the right map when the mapscreen pops up.
This said, there is a way to force the game to start with a moonmap: include in the mod a CivilizationIV.ini file with the moonmap selected, and it is done. :p
woodelf Apr 06, 2007, 11:04 AM I've never had a problem selecting the Moon Map, but yeah I think people should be able to figure it out when their game doesn't match the screenshots...
joelwest Apr 06, 2007, 11:47 AM Besides, people complaining about having terran terrain, even with the Play Now option, are simply too lazy to check the maplist. They only need to check the right map when the mapscreen pops up.
This said, there is a way to force the game to start with a moonmap: include in the mod a CivilizationIV.ini file with the moonmap selected, and it is done. :p
this will solve that problem.
do you know how to do this?
chiding users for failing to conform to your expectations of their behavior is losing uphill battle.
if you go over the old posts in the main mod forum you will fond many posts by folks who like myself started with a Terran map due to the reasons I have previously noted.
frenchman Apr 06, 2007, 02:15 PM Hello,
I have added a new leader. Perhaps you could begin to present the different civilizations in this thread with the leaders you choose and the remaining ones to be changed..
:)
woodelf Apr 06, 2007, 02:19 PM Thanks frenchman.
Because we were using icons and flags I never really got to "know" the leaders. I'll have to do so before I can make any recommendations.
GeoModder Apr 06, 2007, 02:21 PM So, any pic somewhere of this leader? ;)
GeoModder Apr 06, 2007, 02:24 PM do you know how to do this?
Of course, but in this case the cure is worse then the illness. :lol:
Think of it, here we go offering a file which determines the settings of a player's WHOLE copy of civ. He/she won't be pleased when suddenly his personal preferetations, not to mention his ingame name, won't show up anymore as usually. :mischief:
Oh yes, another solution may be to make sure the moonmap selection shows first in the maplist. Perhaps by changing the 'moonmap' label to 'Amoonmap' or something?
frenchman Apr 06, 2007, 02:31 PM So, any pic somewhere of this leader? ;)
Follow the link in my signature... ;)
woodelf Apr 06, 2007, 02:34 PM Bear in mind that any of these can be changed since nothing about leaders or civs is set in stone:
For NASA we need a man and a woman. Businessmen, scientists, administrators, anything of that sort will work.
For ASEC, the Asian NASA I guess, we'll need two LHs. Male or female. Maybe a scientist and a military guy?
For the ESA I think your Dr Eldon Tyrell LH will work. :thumbsup:
For the ISA we can pick any nationality and any type of LH you want.
For the CSA the leader is an Indian woman, but it's up to you. Brainy type. ;)
For the UBI we need a businessman.
For the LPC I'd like to see the lady in the background of Dr Tyrell. :)
For UTA we'll need two different Asian businessmen.
For OL a frenchman. :p
Wow, there's even more! A few Germans, some Russians, and a few Middle Eastern LHs as well for more civs. We can pare this down though since I've never used more than 5-6 in a game...
Thanks!
GeoModder Apr 06, 2007, 02:37 PM Do you plan on keeping all the current civs ingame? Will be a huge job replacing them all with LH pics...
frenchman Apr 06, 2007, 02:40 PM Bear in mind that any of these can be changed since nothing about leaders or civs is set in stone:
For NASA we need a man and a woman. Businessmen, scientists, administrators, anything of that sort will work.
For ASEC, the Asian NASA I guess, we'll need two LHs. Male or female. Maybe a scientist and a military guy?
For the ESA I think your Dr Eldon Tyrell LH will work. :thumbsup:
For the ISA we can pick any nationality and any type of LH you want.
For the CSA the leader is an Indian woman, but it's up to you. Brainy type. ;)
For the UBI we need a businessman.
For the LPC I'd like to see the lady in the background of Dr Tyrell. :)
For UTA we'll need two different Asian businessmen.
For OL a frenchman. :p
Wow, there's even more! A few Germans, some Russians, and a few Middle Eastern LHs as well for more civs. We can pare this down though since I've never used more than 5-6 in a game...
Thanks!
I was thinking to create an alternate leader for ESA with the woman in the background... ?... Called Rachel Tyrell...
For CSA, I could use Lady Morgane but with a futuristic background ...?
woodelf Apr 06, 2007, 02:47 PM Do you plan on keeping all the current civs ingame? Will be a huge job replacing them all with LH pics...
We definitely don't have to. What's a good number? Do we need multiple leaders/civ?
woodelf Apr 06, 2007, 02:48 PM I was thinking to create an alternate leader for ESA with the woman in the background... ?... Called Rachel Tyrell...
For CSA, I could use Lady Morgane but with a futuristic background ...?
Yeah, that works.
Also, any of the historical ones could be used with some different clothes and backgrounds.
I leave it up to you though. We'll make do with anything since the civs are made up. :p
frenchman Apr 06, 2007, 03:53 PM Yeah, that works.
Also, any of the historical ones could be used with some different clothes and backgrounds.
I leave it up to you though. We'll make do with anything since the civs are made up. :p
I have added the Frenchman...;)
joelwest Apr 06, 2007, 05:20 PM We definitely don't have to. What's a good number? Do we need multiple leaders/civ?
this question cannot be answered until the number of civ traits and charters is finalized. that in turn will depend on the number of eras and the final tech tree.
it would be my own preference that each combo of the above be available for use in the game.
vanilla civ has the luxury of projecting a fit of civ traits onto the historical's figure personality. in our case all the leaders are fictional so we would only rule a set of civ traits with a charter that was too powerful.
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what follows is a calc regarding max number of civs given total number of civ traits
and number of civ traits each civ posseses -
assume each civ is given two civ traits.
with 4 civ traits this would mean (4 x 3) / 2 (civ trait order is not unique) or 6 different possible civs.
with 5 civ traits this would mean (5 x 4) / 2 or 10 different possible civs.
with 6 civ traits this would mean (6 x 5) / 2 or 15 different possible civs.
6 civ traits would yield 15 x 3 or 60 civs if the current three charters are kept. this is a very good argument that we ned to make the charters (first column of civics screen) user selectable to avoid having to create so many unique civs.
it we decided to give each civ three traits
with 4 civ traits this would mean (4 x 3 x 2) / (3 x 2) (civ trait order is not unique) or 4 different possible civs.
with 5 civ traits this would mean (5 x 4 x 3) / (3 x 2) or 10 different possible civs.
with 6 civ traits this would mean (6 x 5 x 4) / (3 x 2) or 20 different possible civs.
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so if we know how many civs we want, this would imply total number of
civ traits and how many traits each civ gets.
do we want 4, 6, 10 (two different ways), 15, or 20 total possible civs?
according to the chart of civs you gave in a previous post we currently have 11
leaders. if we only want 10 leaders, do we have 5 total civ traits and give each
civ two of them or three of them (the choice is symmetric as it turns out)?
woodelf Apr 06, 2007, 05:28 PM For this finished version of 0.23A I was thinking about 10 civs max. :)
GeoModder Apr 06, 2007, 07:36 PM Sounds enough.
Since the emergency civics seems to be the most broken, I supposed this column has to go?
frenchman Apr 07, 2007, 12:36 AM Sounds enough.
Since the emergency civics seems to be the most broken, I supposed this column has to go?
I have added an asian (japanese ?) businesswoman ...
:)
woodelf Apr 07, 2007, 05:23 AM Thanks frenchman!
Geo - I hope those emergency civics aren't imbedded in python. Belizan added those at the end as well. :(
woodelf Apr 07, 2007, 05:28 AM I have added an asian (japanese ?) businesswoman ...
:)
She's smokin hot! Super work.
GeoModder Apr 07, 2007, 07:09 AM I have added an asian (japanese ?) businesswoman ...
:)
Oh yeah, more of those and we'll have heaps of :drool: SotM groupies on our doorstep! :D
Geo - I hope those emergency civics aren't imbedded in python. Belizan added those at the end as well. :(
Well, if that is the case we will simply have to weed it out. ;)
Don't worry, we'll get there.
woodelf Apr 08, 2007, 07:34 AM Can we agree on 10 corporations or civs to be included in the fixed 0.23A version? One Leader per civ is fine and more than 10 civs is overkill IMO.
GeoModder Apr 08, 2007, 07:54 AM Of course. :yup:
woodelf Apr 08, 2007, 08:10 AM What sort of breakdown? Four space agencies and then three each of businesses and other? That seems good to me.
GeoModder Apr 08, 2007, 08:20 AM Yeah, in this scenario the so-called independent moon civs are redundant, save for a single one perhaps.
woodelf Apr 08, 2007, 08:42 AM I've pared it down to five space agencies, four business, and three others. Now I'm going to attach some of frenchman's LHs to them.
woodelf Apr 08, 2007, 10:31 AM LHs still needed:
For space agencies: A Japanese, French, Middle Eastern, and Indian.
For a businessman: an African.
For other: A German and a Russian.
Thanks frenchman. The others look terrific and help the game a ton!
darkedone02 Apr 08, 2007, 10:49 AM The Leaderheads need to be an artwork since we don't have any access points where we can change the animations of our leaders without burrowing a leaderhead movement. We need advance decorations so that we have a leaders that don't look so bulky and low-ended.
woodelf Apr 08, 2007, 04:00 PM Check out frenchman's library darkedone02. I like his style and they look cool in game.
frenchman Apr 09, 2007, 11:11 AM Check out frenchman's library darkedone02. I like his style and they look cool in game.
Hello Woodelf,
One new leader (african businessman) added.
Could we make a status of the civilizations and the current leaders you have choosen in order I have a clear vision of the remaining ones...
:)
woodelf Apr 09, 2007, 11:19 AM Thanks frenchman!
Updated list:
For space agencies: A Japanese, French, Middle Eastern, and Indian.
For other: A German and a Russian.
Thanks frenchman. The others look terrific and help the game a ton!
frenchman Apr 09, 2007, 12:18 PM Thanks frenchman!
Updated list:
For space agencies: A Japanese, French, Middle Eastern, and Indian.
For other: A German and a Russian.
Thanks frenchman. The others look terrific and help the game a ton!
One Space agency added : I called Her Valérie Dupré for French ?...
:)
woodelf Apr 09, 2007, 12:25 PM Awesome. Five to go!
thomas.berubeg Apr 09, 2007, 01:11 PM Are any of the civs religious idealists, looking for a fresh start on the moon, away from the corruptions of the baser world?
GeoModder Apr 09, 2007, 01:18 PM No. And IMO it would be hard for this type of idealists to AND have sufficient funding to drop 1000 or so people on the Moon, AND have the technical knowledge to sustain themself there. ;)
woodelf Apr 09, 2007, 01:26 PM The "other" category could be religious, scientific, or militaristic I suppose.
Also, any of the leaders, especially the businessmen, could have other agendas that include religion. We need backstory for every leader and civ/faction/corporation.
woodelf Apr 09, 2007, 01:30 PM No. And IMO it would be hard for this type of idealists to AND have sufficient funding to drop 1000 or so people on the Moon, AND have the technical knowledge to sustain themself there. ;)
I guess we crossposted. :)
Geo is correct about part of it, but in a lot of sci-fi books I've read there is religion involved high up that controls governments and businesses.
So no overt religion, but there can be religious factors behind their decisions and traits.
GeoModder Apr 09, 2007, 01:32 PM Mmm, isn't scientific covered by the ESA and NASA? Probably not if the main reason for a colony is He³ extraction.
In any case, if you want a pure scientific based "civ", use the German-based Max Planck Society. ;)
I've seen scientific outposts of them all over the globe during my travels, so the Moon wouldn't be an exception if they had the means to get there.
woodelf Apr 09, 2007, 01:35 PM Yeah, we have some issues with what each civ is actually doing there Geo. I'm all for renaming them eventually as well, but only after we get some other polish on there first.
frenchman Apr 09, 2007, 02:34 PM Yeah, we have some issues with what each civ is actually doing there Geo. I'm all for renaming them eventually as well, but only after we get some other polish on there first.
Hello,
Two new leaders added...
:)
woodelf Apr 09, 2007, 02:38 PM You are a machine frenchman! Thanks.
Any other graphics stuff you want to help us with when these are done? :D
GeoModder Apr 09, 2007, 02:45 PM Let's poke the fire while its still hot. :D
frenchman Apr 09, 2007, 02:45 PM You are a machine frenchman! Thanks.
Any other graphics stuff you want to help us with when these are done? :D
Don't you see my avatar?:lol:
I could create new SF era pictures for example, new civics or techs...
For the graphics with transparent slide I have not the sofware and it's the same for 3D units or buildings...
:)
woodelf Apr 09, 2007, 02:51 PM Well, as soon as I get a better version up and running we'd be thrilled if you tried it out and added some new stuff. Our graphics are a year old and most or all buttons are from the web and not the highest quality.
Don't make Geo beg! ;)
GeoModder Apr 09, 2007, 03:15 PM I'll get you, Elfie. :backstab:
woodelf Apr 09, 2007, 03:36 PM That's a nice smilie. :eek:
GeoModder Apr 09, 2007, 03:48 PM :mischief:
frenchman Apr 13, 2007, 03:02 PM Hello,
I have added 3 new leaders... I think these are the last ones needed...
:)
GeoModder Apr 13, 2007, 03:10 PM Lady Indira is quite voluptuous. :lol:
woodelf Apr 13, 2007, 03:25 PM Thanks frenchman! I was waiting for these before putting out v0.24. You're the best! :goodjob:
woodelf Apr 18, 2007, 02:27 PM If anyone playing the game with these new LHs has any ideas for backstory let me know. The gender has been altered on some and seeing the faces and background might jog someone's brain into writing up a cool story for the leaders.
joelwest May 11, 2007, 07:37 PM If anyone playing the game with these new LHs has any ideas for backstory let me know. The gender has been altered on some and seeing the faces and background might jog someone's brain into writing up a cool story for the leaders.
I have finally come back to this mod and found version 0.24 is released.
====================
summary of civ trait changes from version 0.23a to 0.24 -
the 'special' civics have been eliminated (no more Genetic Screening for now), and the three charter civics are now user selectable instead of fixed.
three of the current eleven civ traits are missing (not coded yet) because the intent is for them to be a designed form of the charter civic. presumably when coded the charter civic will disappear.
unlike the previous version now each civ only has one leader. in that Unique Units for each civ have not been defined, one civ per leader makes sense for now.
Felicity and Hera, my two favorite leaders from the past version of SotM are gone.
civ traits are found like in vanilla Civ 4 by hovering over the leader at game start up or in the Civilopedia. unfortunately only two traits can be read in a hover text. see list below for missing civ trait descriptions. I have indicated how many of the 12 current civ leaders have each of the eleven civ traits
====================
CIV TRAITS LiST
2 Aggressive - free initial combat promotions, faster GPP
3 Creative - faster GPP, more coin & culture
4 Diplomatic - faster Wonders, more coin & beakers
4 Economic - missing, intended to become third civ trait
2 Expansive - more health & culture, faster water reclamator
3 Industrious - faster Wonders, more hammers, faster mfg plants
3 Independent - missing, intended to become third civ trait (should be 4, not 3)
1 Organized - less anarchy, reduced civic upkeep, faster mission control
4 Philosophical - faster GPP, more beakers
5 Populist - more health & food
5 Scientific - missing, intended to become third civ trait (should be 4, not 5)
-------------------------------
36 traits total for 12 leaders, 3 per leader
========================
Cassidy Bateman - Aggressive, Industrious, Economic
Francoise Renaudot - Aggressive, Philosophical, Economic
Gerard Soubriet - Expansive, Industrious, Scientific
Gerhardt Koln - Creative, Populist, Independent
Howard Anderson - Creative, Diplomatic, Scientific
Indira Nappan - Diplomatic, Populist, Scientific
Mikhail Roshenkho - Industrious, Populist, Independent
Sherman Mbeki - Creative, Expansive, Economic
Shiran al-Haran - Diplomatic, Populist, Scientific
Shuntaro Yasimoto - Philosophical, Populist, Scientific
Susan B. Edwards - Diplomatic, Philosophical, Independent
Yi Wei Tan - Organized, Philosophical, Economic
========================
the distribution of civ traits is not balanced, some of the civ traits have overlapping properties, and not all the traits help create a specific building faster.
========================
regarding the number of civs to be created -
if a new master heading in the civilopedia can be created for civ traits, then each civ can have more than two traits since the mod player could then within the game itself find all the civ trait descriptions. however at game start only two civ traits would display in the hover text so having more than two civ traits would additionally force a nonstandard game start that lists all the trait descriptions so an intelligent choice of leader can be made.
personally I find from other mods that giving a civ leader more than two civ traits is conceding that one of the two traits is much weaker than the other civ trait. hence the best solution give the game's current ability to display two civ traits in hover text is to give each civ only two civ traits, and in addition to have all the civ traits balanced so none is obviously weaker or stronger than the others.
assume each civ is given two civ traits (repeating my analysis from post 21) -
with 6 civ traits this would mean (6 x 5) / 2 or 15 different possible civs.
in that we already have 11 leaders, this would involve reducing the civ trait list from 11 to 6 and adding four more leaders.
I personally think it is quite limiting to not allow the player to select which combo of civ traits they prefer to play with by artifically limiting the total number of civs/leaders available. limiting the number of possible playable civs in effect says to the player that the traits are so unbalanced that some of the civ trait combos must be rejected.
matthewv May 12, 2007, 10:33 AM The third trait for each leader (Scientific, Economic, or Independent) was originally meant to be a special trait which were meant to represent dramatic differences between the three groups that when to colonize the moon. The original plan was to have trait specific buildings, techs, and units as well as vary the effects of buildings, etc. depending which of these three traits your civ was.
We actually had the python coding and everything set up for this to work except we have now yet designed the tech tree, etc. for each trait yet. in version 0.24 all this was almost completely removed except the trait itself which now does nothing.
I think we should drop the third trait idea for now and then pick it up again for version 2 of this mod as it is a wonderful idea but would take alot of work to design and balance.
GeoModder May 12, 2007, 12:59 PM I think we should drop the third trait idea for now and then pick it up again for version 2 of this mod as it is a wonderful idea but would take alot of work to design and balance.
I agree. :goodjob:
Graphically speaking, this will make a faction's intro screen make less cluttered. I think if we're going for three traits again later on, we will have to widen this intro screen.
joelwest May 12, 2007, 06:00 PM The third trait for each leader (Scientific, Economic, or Independent) was originally meant to be a special trait which were meant to represent dramatic differences between the three groups that when to colonize the moon. The original plan was to have trait specific buildings, techs, and units as well as vary the effects of buildings, etc. depending which of these three traits your civ was.
We actually had the python coding and everything set up for this to work except we have now yet designed the tech tree, etc. for each trait yet. in version 0.24 all this was almost completely removed except the trait itself which now does nothing.
I think we should drop the third trait idea for now and then pick it up again for version 2 of this mod as it is a wonderful idea but would take alot of work to design and balance.
it seems like you were planning on redesigning the charter civics which went from being fixed in ver 0.23 to being selectable in 0.24. (if the third trait is actually coded the charter civic column would become redundant.)
there is a wide disparity of distribution of the eight standard traits among the 12 current civs. one of the traits is only being used by one of the civs. my suggestion is to drop the two weakest or most overlapping civ traits and expand the number of civs by four so that all trait combos are possible. (this issue would have to be revisited if and when the third trait is actually coded.)
unlike vanilla Civ 4, some of the traits duplicate each other in production, beakers, commerce, culture, or GPP (great person points).
finally, not all the traits help create a specific building faster. new buildings may have to be created so that all traits have this property.
woodelf May 12, 2007, 06:32 PM I agree with your points about the traits. When they were put into XML they were simply forgotten about. We have an extensive to-do list. :D
frenchman Aug 24, 2007, 07:48 PM Hello,
I have just sent a PM to Woodelf with an updating of some Leaders...
:)
woodelf Aug 25, 2007, 05:30 AM Thanks again frenchman. Any other ideas you have feel free to go wild. :)
frenchman Aug 26, 2007, 01:02 AM Thanks again frenchman. Any other ideas you have feel free to go wild. :)
Perhaps it will be interesting to add a "Rebel" civ... The Rebel civ refuse to be under the rules of the official organizations or coporations... I see this civ like very agressive....
GeoModder Aug 26, 2007, 02:41 AM Perhaps it will be interesting to add a "Rebel" civ... The Rebel civ refuse to be under the rules of the official organizations or coporations... I see this civ like very agressive....
I suppose an independent minded civ (I think there's already one in the pipeline?) would fit this role. In xml a civ can be given a high factor of refusing council rules and such.
frenchman Aug 26, 2007, 11:51 AM I suppose an independent minded civ (I think there's already one in the pipeline?) would fit this role. In xml a civ can be given a high factor of refusing council rules and such.
I imagine Pirate spaceships for this civ... And several shadow units...
A question for the map: does the Mod begin with a built city or the space settler? I think it would be more realistic to begin with a city because it's not possible to survive without on the moon...
A second question: will the water be the space ?
I imagine too an other civ which could be an apocalytic sect: this sect considers that the mankind must be destroyed and his target is to destroy the moon the last refuge of mankind...
Using the feature of BTS, the Civ which are corporations could begin with an active Corporation...
frenchman Aug 26, 2007, 01:02 PM A preview of how the Rebel leader could look like :
http://forums.civfanatics.com/uploads/34626/Rebel2.jpg
:)
GeoModder Aug 26, 2007, 01:15 PM I imagine Pirate spaceships for this civ... And several shadow units...
A question for the map: does the Mod begin with a built city or the space settler? I think it would be more realistic to begin with a city because it's not possible to survive without on the moon...
A second question: will the water be the space ?
I imagine too an other civ which could be an apocalytic sect: this sect considers that the mankind must be destroyed and his target is to destroy the moon the last refuge of mankind...
Using the feature of BTS, the Civ which are corporations could begin with an active Corporation...
There are no water tiles on the moonmap. Did you think this mod was based on the Final Frontier space map or something? It is a landbased worldmap.
As on the apocalyptic sect, I would always wonder how religious nutcases come on the moon in the first place, never mind a whole settlement group with the resources to found a lasting colony.
On corporations, I had thought of leaving those for later on once the different factions are a bit settled so free entrepreneurs have the possibility to found corps in several factions. Also, those new corps would be trimmed to the needs of the moon, not based on old earth corporations. Something like EcoSystem Ltd, MoonPower Inc,...
A nice render there, frenchman. Her zipper does go quite low though. ;)
frenchman Aug 26, 2007, 01:27 PM A nice render there, frenchman. Her zipper does go quite low though. ;)
Zipper corrected...;)
woodelf Aug 26, 2007, 01:31 PM Looks great!
GeoModder Aug 26, 2007, 01:33 PM Zipper corrected...;)
Yeah, I thought some sort of nickers should already have been visible when it came that low... :mischief:
frenchman Aug 26, 2007, 02:25 PM Shall I finish the Rebel Leader?
woodelf Aug 26, 2007, 04:20 PM Might as well frenchman. The mod is so up-in-the-air that any civ is possible to be included. Rebels certainly would have a place after Earth ceases to be a factor.
frenchman Aug 27, 2007, 11:35 PM To be discussed about the civs:
An idea for the last rebel civ name : THE LUNAR MYRMIDONS (Don't ask me why ? I just like the tone of this name..)
We miss the leader name (Female)
BATEMAN CASSIDY : Cassidy ? Female name ?
ORBITAL LIMITED : we miss a flag
RENAUDOT Françoise ==> François (Male)
KOLN GERHARDT ==> ELKE (Female)
woodelf Aug 28, 2007, 04:08 AM About flags...am I the only one who sees nothing except colors with them?
woodelf Aug 28, 2007, 04:09 AM To be discussed about the civs:
An idea for the last rebel civ name : THE LUNAR MYRMIDONS (Don't ask me why ? I just like the tone of this name..)
We miss the leader name (Female)
Sounds good.
BATEMAN CASSIDY : Cassidy ? Female name ?
ORBITAL LIMITED : we miss a flag
RENAUDOT Françoise ==> François (Male)
KOLN GERHARDT ==> ELKE (Female)
Cassidy is female. The Gerhardt was male, but your LH is female so we'll need to switch in the XML.
GeoModder Aug 28, 2007, 07:34 AM About flags...am I the only one who sees nothing except colors with them?
Same here, I think the flag art isn't connected.
frenchman Aug 28, 2007, 12:28 PM Same here, I think the flag art isn't connected.
For Flags in the game I have too colors...
woodelf Aug 28, 2007, 01:16 PM For Flags in the game I have too colors...
OT - Do you see cities frenchman?
GeoModder Aug 28, 2007, 02:35 PM Ah yes, good you're asking Woodelf.
frenchman Aug 28, 2007, 10:44 PM What I see :
http://forums.civfanatics.com/uploads/34626/ScrS01.jpg
Beautiful green plains with lunar cities ... ;)
woodelf Aug 29, 2007, 04:33 AM That is gorgeous! :cry:
I ordered my new computer yesterday so I better see that later this week. Without green grass eventually I hope. ;)
GeoModder Aug 29, 2007, 08:19 AM That definitely means the problem is at your end, Woodelf.
frenchman Aug 31, 2007, 02:30 PM Hello,
I have finished the leaders with new backgrounds (moon style)...
I have only reworked the ones which have external view...
I hope you will like them...
Download (http://forums.civfanatics.com/uploads/34626/SOTM-N_LEAD.zip)
:)
woodelf Aug 31, 2007, 03:53 PM Thanks frenchman. I won't get a chance to look at them in game until late Sunday though.
GeoModder Aug 31, 2007, 04:24 PM I know I like them, frenchman. :cooool:
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