View Full Version : Preview: The MOD of MODs
remake20 Nov 25, 2008, 07:45 PM This is my very first MOD and I'm giving you the very first preview. This MOD is a long, long way from done. It's not even and the gameplay stage yet. Below are just the title screen and the tile info. I will give more previews as I go along. If you guys find this cool you can help if you want. Here (http://forums.civfanatics.com/showthread.php?p=7461740#post7461740)
New Additions:
Units:
Egyptian Swordsman: Same as regular except costs 5 shields less and ignores movement in desert
African Worker: Special worker for the African civs it has increased worker strength
African Archer: Same as regular but with 1 extra defense point
Trireme: It’s sort of like an advanced galley for the ancient era
Heavy Knight: Like the title advanced knight
Truck: Land transportation vehicle with no attack and defense
War Truck (Name to be changed): Land transportation vehicle with attack and defense capabilities
DUCK: America’s special War Truck it is amphibious and costs less
Edits from the game:
A few modern military unit is going to be able to chop down forest and jungles
Armies will cost population points
Mountains will be impassible to all units
You can have religion (Changeable)
More coming soon
Ogedei_the_Mad Nov 25, 2008, 08:03 PM What exactly are you adding or modding?
Blue Monkey Nov 25, 2008, 08:11 PM What exactly are you adding or modding?From the title it got to be based on Quadrophenia meets A Hard Days Night. :p
egroen Nov 25, 2008, 08:20 PM Is it ready yet?
Goldfool Nov 26, 2008, 06:48 AM Is it ready yet?
He's posting it as a preview.
remake20 Nov 26, 2008, 08:24 AM What exactly are you adding or modding?
It's just a MOD with new units, techs, buildings, changed graphics for some things and other stuff.
From the title it got to be based on Quadrophenia meets A Hard Days Night. :p
Sorry, it's not.
remake20 Nov 26, 2008, 08:26 AM If you guys find this cool you can help if you want. Here (http://forums.civfanatics.com/showthread.php?p=7461740#post7461740)
remake20 Nov 26, 2008, 07:09 PM Anyone like it?
Ares de Borg Nov 26, 2008, 07:30 PM Like what? Nothing to see, no info...
remake20 Nov 26, 2008, 07:42 PM What I have so far. Once I get some more done I'll post some new additions. Right now I'm working on all of the graphics, like the tile screen.
Ogedei_the_Mad Nov 26, 2008, 07:49 PM I don't see much to comment on. :confused:
It'd help if you posted a list on what you intend to do, what is the idea behind the mod, what you want to change, and what you're looking for.
remake20 Nov 26, 2008, 07:55 PM I will. Give me a few days.
remake20 Nov 28, 2008, 06:09 PM updated preview
Steph Dec 04, 2008, 04:17 AM Units:
Egyptian Swordsman: Same as regular except costs 5 shields less and ignores movement in desert
The ingores movement cost in desert for a unit with one MP will be very nice. This way, the Egyptian Swordsman can travel one tile of desert each turn instead of one :goodjob:
African Archer: Same as regular but with 1 extra defense point
The African archers are world famous! It's not a well known fact, but the longbow who defeated the French knights at Crecy were in fact African mercenaries hired by the English.
War Truck: Land transportation vehicle with attack and defense capabilities
Interesting concept... Any historical reference?
remake20 Dec 04, 2008, 08:55 AM The ingores movement cost in desert for a unit with one MP will be very nice. This way, the Egyptian Swordsman can travel one tile of desert each turn instead of one :goodjob:
Oh... I must be stupid but I never used the ignore movement cost option and I don't think any of the regular units have them. I thought it meant that they could travel in deserts without a movement point.
The African archers are world famous! It's not a well known fact, but the longbow who defeated the French knights at Crecy were in fact African mercenaries hired by the English.
Are you saying you want them with better A&D?
Interesting concept... Any historical reference?
Thanks, it was actually a suggestion from a friend. No historical reference but I will probably get some. BTW I'm open to suggestions.
Steph Dec 04, 2008, 09:26 AM Oh... I must be stupid but I never used the ignore movement cost option and I don't think any of the regular units have them. I thought it meant that they could travel in deserts without a movement point.
That's not your fault... The ignore terrain cost is virtually useless as it has been done by Firaxis. The only way to make it work is to give 2 MP to each unit, and have them ignore plain + another terrain (so egyptian would move 2 tiles in plain and desert, the other only one tile in desert).
But that makes the unit to fast, and it makes the withdraw useless as well...
It would have been much better to make it into a "favoured terrain", that would have the same movement effect, and give a combat bonus...
Are you saying you want them with better A&D?
No, just that archers were not the strong point of Africa.
Thanks, it was actually a suggestion from a friend. No historical reference but I will probably get some. BTW I'm open to suggestions.
At least use half tracks instead of trucks.
It seems to me that you are putting things a bit at random in your mod. What is your goal with this mod?
remake20 Dec 04, 2008, 09:36 AM At least use half tracks instead of trucks.
What do you mean?
It seems to me that you are putting things a bit at random in your mod. What is your goal with this mod?
Just new additions.
Steph Dec 04, 2008, 09:40 AM War trucks don't exist.
Half Tracks do, and they properly correspond to what you are doing.
Just new additions doens't make a good mod.
You need to have somekind of goal.
Deth McBones Dec 08, 2008, 06:03 PM Lulz!
Steph, you're hilarious.
Oh, and remake20, Steph is really quite right, picking a specific historical era, event, or even non-historical what-if type scenarios are easy to create because of the limiting factors involved.
If you just do a giant mod, you'll never get done, spend hours creating a monster, and never finish.
If you do want more people to help, which I believe is one of the objects of this thread, then conveying what it is about makes people want to help.
Personal mods are hard to convey to people.
remake20 Dec 08, 2008, 06:49 PM I'm going to make a scenario after this one. I just want to get this one over with.
Steph Dec 09, 2008, 01:33 AM That's the problem. How can you "get over with this one" if you don't have a goal? And more importantly, how to interest people?
You need to decide for some basic principles. Something that defines your mod.
In my own mod for instance,
- there are no generic units, only civ specific units,
- units cost population points, so long wars will have a serious effect on your population,
- units exist in two versions : with required resources, or without in a weaker version.
- The tech trees contains "subperiods".
Those are the 4 basic principles of my mod, and make it different from others.
What are your basic principles?
remake20 Dec 09, 2008, 08:44 AM There is going to be something like that, like I said it is a long way from finished.
Deth McBones Dec 09, 2008, 06:04 PM Ha!
"What makes you special?"
"Yes"
Very funny.
Maybe remake20 should make his MOD of MODs just every mod ever made into one.
Then he wouldn't have to have a special thing, just all special things.
againsttheflow Dec 10, 2008, 03:02 AM ? Not sure if you were serious but... that is, in most ways, impossible. A great number of the best mods have pretty much all you could ever pack into it just in the mod itself (such as 256 (the limit of) buildings) not to mention elements that can only be used once such as LM terrain or a modded space victory.
Deth McBones Dec 10, 2008, 06:44 AM I was being sarcastic.
remake20 Dec 10, 2008, 09:23 AM That would be cool. I remembered that a few modern military unit is going to be able to chop down forest and jungles. Armies will cost population. Mountains will be impassible to all units. You can have religion (if I didn't mention that). I update the list when I think of more things.
|
|