View Full Version : Beta Release 2
Darque Jan 03, 2008, 11:09 AM Now that Beta 1 has been released, lets discuss what we want to accomplish for Beta 2. I'll keep a list here, and start with items that did not make it to Beta 1 and some of my ideas as well.
Wonder Buildings: (List to be created)
Druid's Grove (Put a tree in the middle of Stonehenge, and others around it)
School of Elementalism
School of Alchemy
School of Conjuration
School of Elementalism
School of Evocation
School of Necromancy
Hall of Necromancy
Temple of Earth
Temple of Water
Black Tower
Assassins Guild
Warriors Guild
Adventurers Guild
Mercenaries Guild
Metaphysics Lab
Winemouth Dam (Make it look more medieval)
Temple of Kord
Knights of Pentysis
Ironworks (http://meshboxbb.com/viewtopic.php?t=368)
Master Guildhall
Mithril Smithy
Hall of Immortals
Hall of Moradin's ForgeBuildings:
Idle
Well (Implementation only. Graphics completed)
Elven healer (In progress (http://forums.civfanatics.com/showpost.php?p=6378777&postcount=2)by winddelay)CitySets:
Drow (Completed)Units:
New unit buttons for all new unitsDrow:
Drider
Arachne (Drow Priestess of Lolth) (In progress by ayreos)
Draegloth(Implemented; Needs graphics)Dwarf:
Sonnlinor (Dwarven Cleric of Moradin)Elf:
Feywarden (Elven Cleric of Corellon) (Completed by ayreos)Goblin:
Wolf Archer
Goblin Heavy Wolf Rider (Cataphract)
Goblin Heavy Spider Rider (Cataphract)Lizardfolk:
Longbowman
Lizard Rider Archer
Heavy Lizard Rider (Cataphract)
Giant Tortoise (Ships)Human:
Discordian (Cleric of Hextor)
Blackguard (Paladin of Hextor)Orc: Lets create a whole new line-up of orc units modeled after D&D orcs. Lets use the artwork of Todd Lockwood as a reference to what an orc should look like.
Archer (Completed)
Crossbowman (Completed)
Hvy Infantry (Completed)
Raider (Will replace infantry for orcs) (Completed)
Militia (Completed)
Scout (Completed)
Spearman (Completed)
Warrior (Completed)
Worker (Completed)
Pikeman (In progress)
Knight (In progress)
Eye of Gruumsh
Settler
Warg Rider
LongbowmanUngdu: Revise unit lineup to be more consistant (75% completed by Darque)
Other:
Airship (In progres)
Asian Dragon
Beholder
Displacer Beast
Wraith (Completed by winddelay)
Resources, Improvements, Terrain etc:
Mushrooms (Completed)
Cave
Exotic Animals (Nest of eggs)
Power Node
Replace Goodyhuts with ruins (Completed)
Implement darker water textureScripts and SDK:
Slavery Script (90% Completed)
Update Mercenary Module (Require presence of Mercenary Guild to enable the hiring of mercenaries)
Immigration Mod
Update Spell System to make it easier to add new spells
Add new spells
Check out the Super Spy mod and add to Beta 2 if usefulIssues to resolve
ARTSTYLE_DWARF - cottages do not show up.
Able to build Intelligence Agency with Espionage, even though it is the supposed unique building for the Great Spy. (Completed)
Silver March have no greeting, just a blank space. (Completed)
Event/Quest for spreading corporation to x number of cities, change the wording to guilds and make it less 'modern'
Move Calendar tech (Completed)
Buildings that give culture do not have their culture value displayed in the build list
Cuirassier and cavalry requirements prevent cuirassier from being built (Completed; needs testing)
2 castles listed in build list
Review Ship of the Line and Frigate tech requirements
Should crossbowmen be available earlier?
woodelf Jan 03, 2008, 11:38 AM For units, can I suggest asking AlazkanAssassin to assist us with units that can be nifviewed/reboned and combined? That would free win up to just do models and animations.
Darque Jan 03, 2008, 12:03 PM Sure, we can ask AlazkanAssassin. A quick search showed me that he made some female units from the spy units and dismounted some other units to use as archers/infnatry. Has he helped create anything else that is good?
woodelf Jan 08, 2008, 09:32 AM What buildings specifically? I'm slowly getting back into modeling.
Darque Jan 08, 2008, 12:31 PM Updated the wonder building list
woodelf Jan 08, 2008, 01:48 PM Cool. I have quite a few of them modeled, but am procrastinating on texturing in case winddelay has a strong urge for them. ;)
Darque Jan 08, 2008, 02:01 PM I think winddelay might be having too much fun creating new units...
woodelf Jan 14, 2008, 06:16 AM Adventurer's Guild (http://forums.civfanatics.com/downloads.php?do=file&id=2695)?
I'm slowly trying to peck away at this list, but some aren't easy to visualize and subsequently modelize.
woodelf Jan 14, 2008, 06:21 AM Found this forum and pics (http://meshboxbb.com/viewforum.php?f=57&sid=7db9834303254c0b55ff2d9e11d26283). Any objection to borrowing this guys ideas for any magic tower we need? I should be able to do a good model based on these pics.
Darque Jan 15, 2008, 11:02 AM Adventurer's Guild (http://forums.civfanatics.com/downloads.php?do=file&id=2695)?
I'm slowly trying to peck away at this list, but some aren't easy to visualize and subsequently modelize.
I think I'll use that for the thieves guild guildhall.
Found this forum and pics (http://meshboxbb.com/viewforum.php?f=57&sid=7db9834303254c0b55ff2d9e11d26283). Any objection to borrowing this guys ideas for any magic tower we need? I should be able to do a good model based on these pics.
Those towers look great. Go ahead an use those ideas.
woodelf Jan 16, 2008, 07:12 PM How's this for a Tower of Enchantment?
http://forums.civfanatics.com/uploads/32561/Enchant0000.JPG
I know it needs a shadow, but I happy with the texture.
Darque Jan 16, 2008, 11:05 PM Looks pretty good. The stonework on the texture should be larger so that it is more visible at civscale, but everything else is great. :goodjob:
woodelf Jan 18, 2008, 06:18 AM Here's an untextured Ironworks
http://forums.civfanatics.com/uploads/32561/IW.jpg
Darque Jan 18, 2008, 08:35 AM The ironworks looks good. Can't wait to see it textured :D
Darque Jan 23, 2008, 09:31 PM Just a few things I notice as I was playing.
-Playing as Rock Clan, cottages do not show up.
-Able to build Intelligence Agency with Espionage, even though it is the supposed unique building for the Great Spy. Not sure if it is intended, it so, maybe make the great spy one even better as they are both the same.
-When I encountered silver March, he had no greeting, just a blank space.
-Event/Quest for spreading corporation to x number of cities, maybe changing the wording to guilds and make it less 'modern'
-Calender comes after Astronomy, takes quite awhile to get plantations, once again, not sure if that is what you intended.
-Buildings that give culture do not have their culture value displayed in the build list
That is all for now. As stated before, fun Mod, thanks for all your hard work, keep it up.
zagaz...thanks for the input. I'll work on resolving the issues for Beta 2.
As for the Calender suggestion...what would be a better prerequisite for it? Maybe require Agriculture, Mathematics, and Mysticism?
strategyonly Jan 23, 2008, 09:48 PM zagaz...thanks for the input. I'll work on resolving the issues for Beta 2.
As for the Calender suggestion...what would be a better prerequisite for it? Maybe require Agriculture, Mathematics, and Mysticism?
For me it would be mathematics, everything mathematics is numbers, calendar (all numbers), just my opinion.:p
Eldric IV Jan 23, 2008, 10:21 PM Is this also where we re-suggest custom music? Unfortunately, I am completely unfamiliar with the civs and leaders otherwise I would help comb through Newgrounds or other sites for appropriate music.
Darque Jan 23, 2008, 11:51 PM I've combed through newgrounds a little and picked a few tunes. I also put a request into the moddb.com Undertones Music guild to see if I can get a composer to make custom music. I do welcome suggestions for more tunes from public license sources (Like Newgrounds).
Haerzog Jan 25, 2008, 05:52 PM in my opinion, plantations shouldn't be dependent on Calender in the first place, since plantations are seasonal and you don't need to know how many days there are in the year to run a plantation.
Darque Jan 25, 2008, 08:43 PM What in your opinion would be a better tech to use for plantations, and what would its prerequisites be?
strategyonly Jan 25, 2008, 09:48 PM What in your opinion would be a better tech to use for plantations, and what would its prerequisites be?
How's this one:
<TechInfo>
<Type>TECH_IMPROVED_FARMING</Type>
<Description>TXT_KEY_TECH_IMPROVED_FARMING</Description>
<Civilopedia>TXT_KEY_TECH_IMPROVED_FARMING_PEDIA</Civilopedia>
<Help/>
<Strategy>TXT_KEY_TECH_IMPROVED_FARMING_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<iAIWeight>0</iAIWeight>
<iAITradeModifier>0</iAITradeModifier>
<iCost>138</iCost>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<Era>ERA_ANCIENT</Era>
<FirstFreeUnitClass>NONE</FirstFreeUnitClass>
<iFeatureProductionModifier>0</iFeatureProductionModifier>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iTradeRoutes>0</iTradeRoutes>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iFirstFreeTechs>0</iFirstFreeTechs>
<iAsset>8</iAsset>
<iPower>2</iPower>
<bRepeat>0</bRepeat>
<bTrade>1</bTrade>
<bDisable>0</bDisable>
<bGoodyTech>1</bGoodyTech>
<bExtraWaterSeeFrom>0</bExtraWaterSeeFrom>
<bMapCentering>0</bMapCentering>
<bMapVisible>0</bMapVisible>
<bMapTrading>0</bMapTrading>
<bTechTrading>0</bTechTrading>
<bGoldTrading>0</bGoldTrading>
<bOpenBordersTrading>0</bOpenBordersTrading>
<bDefensivePactTrading>0</bDefensivePactTrading>
<bPermanentAllianceTrading>0</bPermanentAllianceTrading>
<bVassalTrading>0</bVassalTrading>
<bBridgeBuilding>0</bBridgeBuilding>
<bIrrigation>0</bIrrigation>
<bIgnoreIrrigation>0</bIgnoreIrrigation>
<bWaterWork>0</bWaterWork>
<iGridX>1</iGridX>
<iGridY>9</iGridY>
<DomainExtraMoves/>
<CommerceFlexible/>
<TerrainTrades/>
<bRiverTrade>0</bRiverTrade>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<iFlavor>3</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GOLD</FlavorType>
<iFlavor>2</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<iFlavor>4</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<OrPreReqs>
<PrereqTech>TECH_DUALISM</PrereqTech>
<PrereqTech>TECH_RITUALISM</PrereqTech>
</OrPreReqs>
<AndPreReqs>
<PrereqTech>TECH_AGRICULTURE</PrereqTech>
</AndPreReqs>
<Quote>TXT_KEY_TECH_IMPROVED_FARMING_QUOTE</Quote>
<Sound>AS2D_TECH_GENERIC</Sound>
<SoundMP/>
<Button>Art/Interface/Buttons/techtree/improved_farming.dds</Button>
</TechInfo>
Darque Feb 01, 2008, 07:57 AM Keep up the good work darque :cheers:
cannot build cuirassier maybe move to gunpowder is superseeded by cavarly as cuirassier requires cavarly tactics
should get xbowmen earlier
under feudalism u have 2 castles
ship of the line u can get b4 a frigate SOTL dosnt need alchemy IMOH if a frigate needs alchemy so does a SOTL
with the UU is there anyway in which they will have there required resource available to them. 3 time i have played the dwarfs never had pigs
my thanks go out to all u gr8 modders :bowdown:
These bugs reported by coppertop will be added to the todo list.
rocklikeafool Mar 18, 2008, 06:14 PM So, just curious. When exactly is the release date for Beta 2? Cuz I'm very excited for it.
Darque Mar 18, 2008, 06:20 PM Beta 2 won't be ready until early summer (probobly June '08)....we still have a lot of work to do for it.
rocklikeafool Mar 18, 2008, 06:55 PM Cool. When the college year is over, I'll jus have to w8 a month or two. I like that. By the way, is June definite?
Darque Mar 18, 2008, 07:12 PM No, June is still tentative. The exact date will depend on what major changes are in the middle of completion and what outstanding bugs we have when its time to do a release.
rocklikeafool Mar 19, 2008, 09:04 AM Ok. Cool. Ty, man. By the way, if you want someone to play it when it's near completion and tell you the bugs, find me please. Ya know, figure the more people play it then, the more bugs you find and the more quickly you find em.
Darque Apr 04, 2008, 11:27 AM Progress report in first post updated.
PinkPikachu Apr 04, 2008, 08:36 PM Found this forum and pics (http://meshboxbb.com/viewforum.php?f=57&sid=7db9834303254c0b55ff2d9e11d26283). Any objection to borrowing this guys ideas for any magic tower we need? I should be able to do a good model based on these pics.
I don't know if this is still relevant, but one of my favorite pictures of a tower is something that Amano did for Final Fantasy VI (http://images2.wikia.nocookie.net/finalfantasy/images/thumb/d/d0/AmanoTower.jpg/180px-AmanoTower.jpg).
rocklikeafool Apr 07, 2008, 09:44 PM That is pretty detailed tho, which makes it hard to do the model for it.
Ploeperpengel Apr 27, 2008, 12:46 AM Marshlandgrass spawns on plains sometimes. Is this intended? If so how can I get rid of it?
rocklikeafool Apr 28, 2008, 04:15 AM Draegloth
Could I have some info on this unit please? Wat is a Draegloth? And wat is the lore behind it? Wat era is it available in? Etc.
Darque Apr 28, 2008, 02:18 PM Read about draegloths at http://forgottenrealms.wikia.com/wiki/Draegloth
I think I will make them available with the Fanaticsm tech, if there is a Dark Seldarine temple in the city, and if the state religion is Dark Seldarine. Also, I will only allow 1 Draegloth per civilization (National unit)
rocklikeafool Apr 28, 2008, 03:14 PM Ok, cool. I like that idea. Sounds like they'll be pretty strong then if ya can only build 1.
Darque Apr 30, 2008, 09:02 PM I think I will make the Draegloths as:
Str 9; Move 1; First Strike: 0-1; Req: Dark Seldarine Religion, Dark Seldarine Temple, Fanaticism Tech
Promotions: Demon, Poison Resistance, Magic Resistance
Does that sound good?
rocklikeafool May 01, 2008, 01:50 PM Yeah, very good. Lookin forward to it.
Ploeperpengel May 01, 2008, 02:32 PM Marshlandgrass spawns on plains sometimes. Is this intended? If so how can I get rid of it?
bumpydibump :p
Darque May 01, 2008, 08:06 PM I'll have to review the terrain generation python code to see why...
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