Just Another Mode

Zeleniy

Chieftain
Joined
Jul 16, 2011
Messages
16
Location
Krasnoyarsk, Siberia
Just Another Mode

Hi! Here is my first attempt to create mode for civilization. I have many ideas how to make the game better, but i haven't much time and experience, so I decide to divide project into small parts, and put them to forum. And this is the first.

Part 1: Start places.

Idea: Homo Sapiens appear in Africa and spread all over the world. Let's do the same thing in the game.

Features: Count of civilizations is calculating attempt to landmass of map. First civilization is placed near the equator, and the other civ's placed near first civ or each other. So all civilizations start at same region (like in early paleolithic) and you doesn't need to find you neighbours, they find you themselves!:lol: The game not deviding in to parts: 1. discovering world, 2. total annihilation. Even at early game player can make war and diplomacy!
*Mod works only at single player

I hope you spend a little time for trying my first mode! Also I need a report about bugs you find. I from Russia :crazyeye:, so English isn't my native language, so if you find mistakes in grammar, syntax or stylistics, tell my about it!;)
 

Attachments

Welcome to the forums, and congrats to your first mod :).

After taking a look at it: You have to enhance the description here a bit, because it's not that clear what it does ;).
It puts the starting places of all civs together in nearly one spot, right?

:think: i guess that might be useful for some mods :).
But you should also provide the source, else others can't merge it ;).
 
I use min and max radius for calculating start place. Normally civilizations (except first) starts at 2.5-3.5 CITY_PLOTS_RADIUS to closest civ. If there is no place to start, like in archipelago map, radius for current civ increases until we find start point. For calculating distance I use function plotDistance(), maybe latter I create function that can use terrains, rivers, etc. (like calculatePathDistance(), but with path throw ocean)
P.S. I replace archive. Now it with sources.
 
Finally presents...

Part 2: Nomads

Idea: Nomadic civilizations was very important part in world history. In the list of largest empires, Mongol Empire takes second place. But in original game nomads represented just by dumb barbarians!:hammer2:

Features: In new part appears new civics group: "Stage"(can't think up better name). It consists of some civics: Prehistorical, Nomadic, Agrarian, Industrial and Scientific. Civilizations having one of first two civics are nomadic and could move their cities. Other features can be assigned to civics in later mod parts.
To move city player should click new button in city interface (where was broad "conscript" button now place two small buttons: "conscript" and "go nomad"), and city with all its constructions will be broken and new settlers will appear in city plot. Each city people produce one settlers, but nomad camps was not much populated, so 3 is max count of settlers. If nomads settle in forest tile, they not cut it; when nomads move city, in city tiles appears no ruins or road. Any civilization that has no cities can exists for 10 turns. If they not build or conquer city they will die. Game over:king:

*In attach sources with part 1 and part 2
 

Attachments

Turn0 - land before building a capital
Spoiler :
turn0.jpg

Turn1 - city menu: 2 buttons with trooper and settler represents conscript and nomad actions
Spoiler :
turn1i.jpg

Turn2 - civics menu: first civics group used just with nomadic mode, all functionality will be added later
Spoiler :
turn2h.jpg

Turn3 - city was moved: I click the Nomad button and city turns to settler.
Spoiler :
turn3.jpg

Turn4 - message: 10 turns to civ destroy
Spoiler :
turn4.jpg
 
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