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#1 |
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Chieftain
Join Date: Sep 2008
Posts: 41
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New Civ Concept
Now the Luchiurp+ project, looking for help. Design objectives (updated as new ideas come to me/are discussed in the thread):
Putting the focus on the golems. Even though it mostly already is, they should be able to outstrip the dwarven units. Finding some way to add promotions to Golems since they don't gain XP, through use of their Hero (who already Empowers them) and possibly by either buildings or some way of buying promotions for your Golems with gold. (possibly both - build the building and then pay for the upgrade, Master Smith style, in which case the upgrade would be cheaper than if you can just buy upgrades without buildings) Creating more arcane synergy with the Golems - Repair is a nice start, but mages at the back of the Golems should represent a serious threat. A general focus on frontlining Golems and a gradual expanse of Golems as a main force - Where other forces might constantly tech up into new units, I'd like this civ to have fewer, but more customizable units - where others would get completely new units, they'd get bigger and nastier promotions and more ways to turn the units they do have into powerhouses. Slower advancement through the tiers, but more powerful units - Thanks to promotions being buyable/acquired from buildings, their T1 will be more formidable than other T1s, and likewise for T2 and T3 - so their actual moving up the tiers will be slightly slower, but balanced by the fact that in the meantime, they're acquiring upgrades for their current units that even the odds. De-emphasizing growth and making them a big hammer/gold rush civ - Hammers for high production (Perhaps even slightly more effective mines with one extra hammer to represent tireless golem workers) and gold to be used to tech up and buy upgrades. (Possibly) Allow low-level Golems to be summoned onto the field by Adepts for a gold cost, with the type of Golem dependent on the square the Adept is standing on - Wood Golems in forests, Rock Golems on hills, Mud Golems on plains, etc. Even more theoretically, a "Golem Workshop" improvement that constructs a Golem every so often, again dependent on the tile it's built on. Last edited by Thuellai; May 20, 2009 at 08:03 PM. |
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#2 |
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Arty person
Join Date: Jul 2006
Location: Glasgow, Scotland
Posts: 5,316
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Personally, I'd advise overhauling luchuirp a bit, instead of making a whole new civ. They're already quite similar to how you describe, but the upgrade mechanic is a barely explored concept as they are now.
Always better to improve an existing race, than add another, I'd say. But it's up to you. |
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#3 | |
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Deus Caritas Est
Join Date: Mar 2006
Posts: 15,965
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Quote:
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Ex umbris et imaginibus in veritatem Cor ad cor loquitur |
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#4 |
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Chieftain
Join Date: Sep 2008
Posts: 41
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I've been considering that too. A sort of Luchuirp+ to go alongside the two previous upgraded civs. It certainly would be easier and probably more effective overall. So, first things first, I suppose the primary things would be:
Putting the focus on the golems. Even though it mostly already is, they should be able to outstrip the dwarven units. Finding some way to add promotions to Golems since they don't gain XP, through use of their Hero (who already Empowers them) and possibly by either buildings or some way of buying promotions for your Golems with gold. (possibly both - build the building and then pay for the upgrade, Master Smith style, in which case the upgrade would be cheaper than if you can just buy upgrades without buildings) Creating more arcane synergy with the Golems - Repair is a nice start, but mages at the back of the Golems should represent a serious threat. A general focus on frontlining Golems and a gradual expanse of Golems as a main force - Where other forces might constantly tech up into new units, I'd like this civ to have fewer, but more customizable units - where others would get completely new units, they'd get bigger and nastier promotions and more ways to turn the units they do have into powerhouses. Slower advancement through the tiers, but more powerful units - Thanks to promotions being buyable/acquired from buildings, their T1 will be more formidable than other T1s, and likewise for T2 and T3 - so their actual moving up the tiers will be slightly slower, but balanced by the fact that in the meantime, they're acquiring upgrades for their current units that even the odds. De-emphasizing growth and making them a big hammer/gold rush civ - Hammers for high production (Perhaps even slightly more effective mines with one extra hammer to represent tireless golem workers) and gold to be used to tech up and buy upgrades. Last edited by Thuellai; May 20, 2009 at 05:19 PM. |
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#5 | |
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Arty person
Join Date: Jul 2006
Location: Glasgow, Scotland
Posts: 5,316
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Quote:
Personally, rather than an "Iron Golem", I'd rather see a "Metal Golem", with either "Bronze Body" "Iron Body" or "Mythril Body" appropriately, depending on what you have access to. just a random thought. |
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#6 |
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Loud Mouth Amateur
Join Date: Oct 2003
Location: Anvilania
Posts: 1,508
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Heh heh I was going to say the same thing when I first saw this thread!
The Luchuirp heavily rely on golems etc already, there is also a thread in the main forum regarding what ideas could be used to upgrade the various golems. But as was mentioned before, this your baby yo. It may be easier for you to make a second civ using the Luchuirp as a template (units for example). Are there any living units in the civ?
__________________
"I mean, if I went 'round saying I was an emperor just because some moistened bint had lobbed a scimitar at me, they'd put me away!" -Dennis, Bloody Peasant. (this means YOU) |
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#7 |
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Chieftain
Join Date: Sep 2008
Posts: 41
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I'm thinking I'll probably make this a Luchuirp+ sort of thing, in which case I would like some help in general because I'm not always clear on how exactly certain things work (my modding previous to this has mostly been XML tweaks). Also, I like the idea of Metal Golems that get upgrades for Bronze/Iron/Mythril the way other units can use weapons of each type.
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#8 |
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Arty person
Join Date: Jul 2006
Location: Glasgow, Scotland
Posts: 5,316
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There's an XML tag which allows the unit's artdefine to be changed with a promotion. Ghostwalkers use it.
It could be applied to golems, so that they visibly change when their base metal is changed. There's already an iron golem, and I could do retextures for bronze and mythril, I reckon. wouldn't be hard |
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#9 |
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Chieftain
Join Date: Sep 2008
Posts: 41
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That'd be fairly awesome. I think it would add a lot to the flavor of the units if they visually change over promotions, especially given that the primary military trick of the Luchiurp is going to be turning Golems into super-promoted madness.
Also, we should have some unique promotions for the Golems, since it's their primary military focus. Any ideas for promotions that work especially well for golems (stuff that makes sense for artificial units especially). Personally I think one possibility would be adding a Cargo Space promotion - nothing quite like a Mythril Golem suddenly dropping a Repair Adept behind him and then picking him back up when Assassins show up. Last edited by Thuellai; May 20, 2009 at 05:28 PM. |
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#10 | |
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Arty person
Join Date: Jul 2006
Location: Glasgow, Scotland
Posts: 5,316
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Quote:
A unit's art can only be changed entirely. So either most promotions would have to be non visual, or it would take a LOT of work. Basically, a unique model for every possible combination of visible promotions. If it's limited to only the metal bodies, that number is 3. Quite easy. But if you add extra arms, armour plating, or other visible things, the quantity of work grows exponentially. Sadly, I don't think Civ IV has any kind of support for systematically changing only parts of a model |
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#11 |
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Chieftain
Join Date: Sep 2008
Posts: 41
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Yeah, I suspected as much. I think maybe only one or two visual upgrades for each variety - the Metal Golems, as the mainstay force, would have the three bodies. Then there might be one big, noticeable, visual promotion for Nullstone, Clockwork, etc. Wood Golems probably wouldn't have a variant model because they're so early in tech that the number of upgrades then would be limited.
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#12 |
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Loud Mouth Amateur
Join Date: Oct 2003
Location: Anvilania
Posts: 1,508
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A ranged attack golem would be cool.
__________________
"I mean, if I went 'round saying I was an emperor just because some moistened bint had lobbed a scimitar at me, they'd put me away!" -Dennis, Bloody Peasant. (this means YOU) |
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#13 |
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Chieftain
Join Date: Sep 2008
Posts: 41
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Clockwork Golem w/Cannon. Come on! It'd be AWESOME. The only question is, chest cannon or shoulder-mounted?
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#14 |
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Arty person
Join Date: Jul 2006
Location: Glasgow, Scotland
Posts: 5,316
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I'd say Chest Cannon personally. Though Shoulder Mounted might be easier
although I'm not sure how the art for that would work. always something to learn |
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#15 |
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Chieftain
Join Date: Sep 2008
Posts: 41
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Some sort of clockwork-looking barrel I suppose, mounted in classic giant robot style. Classic Shoulder-mounted Cannon. For a chest cannon you'd actually need even less - just an open spot in the middle, maybe with some detail, flourish, and if you wanna get real fancy visible gears.
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#16 |
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King
Join Date: Feb 2007
Posts: 717
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Anyone ever read Iron Council?
One of the main characters in that was a golem maker...but he could make temporary golems on the fly using whatever materials were available. In FF it would work like a summons spell, basically. You could set terrain-based requirements for a line of summon spells. Bone golem cast on a graveyard, Rock golem cast on a hill, etc.... You could have another line of promotions representing advanced golem-making techniques allowing flying golems, magic-immune golems, etc... ...and now I want to see art for a cow golem. Summon Cow Golem, castable only on a pasture, produces a mooing abomination formed of a pile of innocent cows. |
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#17 | |
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Deus Caritas Est
Join Date: Mar 2006
Posts: 15,965
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Quote:
__________________
Ex umbris et imaginibus in veritatem Cor ad cor loquitur |
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#18 |
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Chieftain
Join Date: Sep 2008
Posts: 41
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Explain? They clearly have some interaction with Mythril, given one of the Golems is only available AFTER Mythril Weapons tech. What's so terrible about Mythril Golems as an analogue for others having Mythril Weapons? I assume you're considering the Mythril Golem hero, but, well... he's a Hero. If all else fails, we rename him Mythril Titan to differentiate him.
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#19 | |
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Chieftain
Join Date: Sep 2008
Posts: 41
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Quote:
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#20 |
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Warlord
Join Date: Feb 2009
Posts: 209
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MEAT GOLEM!!!
I'm sure we could think of fun mechanics for that (yes I know thats backwards game design but still...) |
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