[dev thread] Mad Max Fury Road

About the crossbow, maybe simply replace the gunshot effect with the arrow effect?
(dont know how simple that really is, but both effects exist, and you managed to do that with the bike, too ?!).

Yes replacing the effect might work. I never seen that jeep we are talking aobut yet, so i did not know what is there. I will take a close look tomorrow, then i will know.

On the bike everything was quite easy, since i have the max sources for the animation - i can adjust everything i need there and reeport.
 
Here is the Flamethrower....

I had this idea of.. well, whats the best fireprotection suit if you have to handle a post apolcalyptic flamethrower... well i thought the uniform of a fire fighter ;)

 

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Very cool :goodjob:

Edit @Coyote - yea i seen your tutorial (and the cool new one as well). I did however run into trouble doing this on some units - somtimes the effect will just disappear completely...
 
Very cool :goodjob:

Edit @Coyote - yea i seen your tutorial (and the cool new one as well). I did however run into trouble doing this on some units - somtimes the effect will just disappear completely...

1. (@ seZereth) :agree:

2. run in the same problem, but unfortunally no idea what causes the trouble :( but when it works its a quick (and for me the only) solution
 
The "silo" is definitely not good for civ! too many textures, textures are tiling and high polies. [...] what about asios purex as a depot [...] Or, I´ll do a custom one, if you can send me a rough reference

Almost missed the edit. I was a little stuck on what the depot should look like. Then I thought of a big quonset hut (google if you don't know, round top WWII buildings). I found some concept art. Then, while looking through the forum buildings for something else, I saw the "silo". So, actually, that *is* the concept art. I have uploaded the pictures I found at this link.

It has to look like a huge wide building, so the door should be fairly low. I was thinking of putting it on a field with a barbed wire fence around, but that is probably too much work. On asio's airbase, there is a similar building, so we have to be sure it does not look "too much" like that.

Regarding the purex building, I had seen that. Actually, there is a city building I want, which is similar to that. In vanilla civ there is a "stable" which gives XP to new mounted units. In fury road, there is a "garage" which gives XP to new wheeled units. I wanted it to look like a post-apocalyptic car workshop, where they fix up cars, chop up broken ones, etc. But that is not so high on the priority list.
 
@seZereth - I tried the silo, looks great.

I tried the firefighter unit. I think there are some wrong file paths in the nif, it shows up in nifskope as white. There is a full pathname "c:\gfx\something\firefighter kopie.dds", which does not seem right. Your zip included one dds file, so I replaced the full path with that file. That seems to work, and it looks awesome! I don't need another upload, but if you put the file somewhere public, you may want to fix it.
 
Here is the rebuilt Depot, try it ;)
will work on the ruined version as soon as possible. (today not any more ;))
let me know if the sand bottom looks cool or not. (probably there will be issues on a hill...)

 
:clap: it even has barbed wire!

On a hill, with a large fScale (2.0), it looks a little "floaty". The edge of the sand sticks out over the edge of the hill. Same thing if you place in a river bend, the sand sticks out over the river. In the game, the (ruined) bonus appears overlaid with the "city ruins" feature, so it does have to be large. Probably if I reduce fScale a little it will be ok.
 
During development of 0.5, I have encountered two bugs which affect players of 0.4. (I am sure there must be some players out there, since the mod has almost 100 downloads as of today.)

a. The AI hardly ever rebuilds depots, airbases, silos. This means the AI falls way behind in military power once the player rebuilds these improvements. This worked correctly in 0.3, but I failed to catch the change when playtesting 0.4. I have locally fixed it for 0.5, so please go ahead and stomp the AI now ... it won't be so easy in the next version :)

b. Sometimes, when there is a stack containing both out-of-gas units and units which can move, clicking on the stack will cause a hang. It does not happen all the time. It may be that the stack also has to have an incomplete move order, that is, they are on the way somewhere but some of the units ran out of gas. I have run across a reference to a similar problem somewhere. In that thread, it was a warning about using unitCannotMoveInto. If some units in a stack can move into a plot but some cannot -- because of different promotions, for example -- then the game would hang. So, I don't think this is my code hanging, but still clearly I have to fix the problem.

If you get a hang due to clicking on a mixed stack like this, reload from an autosave game (sorry!) and go into worldbuilder. Here you can click on the stack fine. Use the unit editor to find units which are out of gas. Remove the empty gas tank promotion and add a promotion for half full, or full tank. Then when you go back into the game, the stack will be fine.

I am not sure exactly how to solve this. One solution is to have the units in a stack "share" gas by some rule, so if some are empty but some aren't, then they all wind up "almost empty". But, there could still be a situation where there are out of gas units and *non gas powered* units in the stack. Then there is no gas to share. I will have to investigate further to see exactly what is causing the hang, and then find some other way to fix it.
 
Excellent. The fort is also on my "wanted" list, and of course it is your choice what you work on. But, you also mentioned about punk guys with football armor and such. Are some of these close enough to "done" that you could post, and maybe one of the others like Refar or chugginator could finish up?
 
I have just learned that the current version of the mod is unplayable if you have your display language set to something besides English. Apparently all the game text (not just the mod text) is blank if the mod text objects do not have the corresponding language tags.

Since I do not have the budget to actually translate the text, I have simply "cloned" the English text into the other languages. So, the mod text will still be English, but at least the non-mod text will display and it will be in the proper language.

I have just zipped the one file with language specific keys. Please download from this link and unzip into ...\Fury Road\Assets\XML\Text. This will overwrite the existing file.

In the upcoming 0.5 release and future, I will make sure all the text appears in all language tags.
 
I've enjoyed what I've seen so far, it's a very cool and original concept. There's a couple of things which seem out of place.

1. There's no naval tech path. Including a lighthouse might make coastal cities grow too large, but enabling clams, whales and increasing the commonality of fish ought to considered. Harbours could be required for health bonuses from these foodstuffs. As lousy as a movie it was, you ought to track down and watch Waterworld for some ideas here.

2. I find it hard to believe that the survivors of a nuclear holocaust wouldn't be trying to use horses in some manner. I'd be inclined to include a few mounted units. To maintain play balance, these units could be swifter than foot units, cheaper than wheeled units, but suffer -25% penalties when attacking or defending against wheeled units.

3. The game feels like you don't have enough time, especially if you want to go towards a Cultural Victory. Give more 100 more turns please.

4. Thunderdome ought to be a Wonder. Arena ought to be the equivalent of a colloseum. Thunderdome can povide an arena in every city.

5. Aside from diplomatic bonuses / penalties, Values don't have any effect on the game. You might want to take a leaf out of the space mod that came with BtS and give each value a "temple" Some kind of building that has a definite benefit, but acts as a temple in terms of money towards to the "holy city" of that value.
 
Ah-ha! The first player feedback since I released 0.3! You win a prize!

I've enjoyed what I've seen so far, it's a very cool and original concept. There's a couple of things which seem out of place.

1. There's no naval tech path. Including a lighthouse might make coastal cities grow too large, but enabling clams, whales and increasing the commonality of fish ought to considered. Harbours could be required for health bonuses from these foodstuffs. As lousy as a movie it was, you ought to track down and watch Waterworld for some ideas here.

Good suggestion. I had in mind a "part 2" of the game, where part 1 was to put your initial continent under one rule, and then part 2 would be to go overseas and see what happened in the rest of the world. So I was postponing any long-distance naval options for that. But, a lighthouse and some type of motorboat unit would be good additions. I will put it on the list.

2. I find it hard to believe that the survivors of a nuclear holocaust wouldn't be trying to use horses in some manner. I'd be inclined to include a few mounted units. To maintain play balance, these units could be swifter than foot units, cheaper than wheeled units, but suffer -25% penalties when attacking or defending against wheeled units.

Good point. I am not sure if you looked closely at the cow resource in the game -- zoom way in. A horse with a similar problem may be hard to ride :) But this would definitely add diversity to the units. I will put it on the list.

3. The game feels like you don't have enough time, especially if you want to go towards a Cultural Victory. Give more 100 more turns please.

That is an easy change to make. But, are you able to make progress towards a cultural victory? If the barbarians are not beating you up, and the other AI players are not driving over you with tanks, then perhaps I should make them more aggressive. :)

4. Thunderdome ought to be a Wonder. Arena ought to be the equivalent of a colloseum. Thunderdome can povide an arena in every city.

Some earlier ideas by jefmart1 had a whole progression called "blood sports", which I may come back to. I definitely had in mind a national wonder or world wonder for thunderdome. In fact, one thing I wanted to experiment with was a "Compete" action button for a thunderdome. You could bring any unit there, compete, and either take damage (if you lost) or get XP (if you won). You'd need four smaller thunderbowls to construct the thunderdome wonder.

5. Aside from diplomatic bonuses / penalties, Values don't have any effect on the game. You might want to take a leaf out of the space mod that came with BtS and give each value a "temple" Some kind of building that has a definite benefit, but acts as a temple in terms of money towards to the "holy city" of that value.

Yes, Final Frontier was where I got the idea for visions. I wanted to have each vision have an effect like a civic, but it turns out religions don't have xml tags to have any real effects. I thought about making the vision choices into the government civic. But then its diplomatic effect is much smaller and its effect would be the same as the other columns of the civics chart. I want it to be more important.

I had not noticed that Final Frontier gave religion-specific buildings. I will go double-check on that; maybe this type of religion-specific building is the right way to make the visions have a stronger effect on the game. Thanks for the suggestion.

In addition to your comments so far, what did you think about the units? Are there certain units which you did not find yourself building?

Also, if you could write a couple of paragraphs of an "after action report", just to tell me what sorts of things you did during the game, that would help. Nothing fancy, just more details, you could PM it instead if you want.
 
Ah-ha! The first player feedback since I released 0.3! You win a prize!

Perhaps if you open a thread in the Civ4 - Modpacs section for releases, while keeping this one for "development discussion" more people would be aware of the mod ?
 
Perhaps if you open a thread in the Civ4 - Modpacs section for releases, while keeping this one for "development discussion" more people would be aware of the mod ?

Is there a distinction between threads in this sub-forum vs threads in the modpacks forum? I put it into the download database and there have been over 150 downloads; so at least it seems some people are downloading it.

In general, what are some other steps I should take to get more feedback?
 
I am not sure if there really is significant distinction... But most people put a thread there when they release a modpack... Maybe some "non modders" who just want to try stuff will look there first... Or maybe just 2 threads are better than one :lol:

You could also anounce it in this thread Sticky: Announce your new/updated Civ4 files for frontpage coverage! when you make a new version - Woodelf will periodicly collect stuff ftom there and put it on the frontpage.

Overall for getting feedback... I dunno... maybe write a note in the download comment asking people to drop some report/opinion/experience when they try it...
 
Sorry,I don't know whether is correct to do so.I tend to translate this mod to Chinese. I am very interest in it.So I want more guys to know this mod in my fourms.But there is some difficulty to do this.When came to the end of text translationgs,there is nothing but a whiteboard in the game's screen.Maybe it coms from doubleword or something else.I have no ideas on python.
Could you give me some tips about what to do next or just tell me what books I should read.Thanks a lot!
-- a civ fan from China
 
Sorry,I don't know whether is correct to do so.I tend to translate this mod to Chinese. I am very interest in it.So I want more guys to know this mod in my fourms.But there is some difficulty to do this.When came to the end of text translationgs,there is nothing but a whiteboard in the game's screen.Maybe it coms from doubleword or something else.I have no ideas on python.
Could you give me some tips about what to do next or just tell me what books I should read.Thanks a lot!

I don't know the answer. Maybe the problem is the same as this link. If you try that and it does not help, please reply here or send me a private message. I will ask your question in several other places. Maybe we can find an answer.
 
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