| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Emperor
Join Date: Jan 2008
Location: Florida
Posts: 1,214
|
Naeralith Reborn: Civ 5 Mod
MOVED TO THE FOLLOWING THREAD: http://forums.civfanatics.com/showthread.php?t=418201
Last edited by Alzara; Apr 06, 2011 at 02:46 PM. |
|
|
|
|
|
#2 |
|
Emperor
Join Date: Jan 2008
Location: Florida
Posts: 1,214
|
Design Details 1
Civilisation Design Part 1
Last edited by Alzara; Nov 19, 2011 at 11:02 AM. |
|
|
|
|
|
#3 |
|
Emperor
Join Date: Jan 2008
Location: Florida
Posts: 1,214
|
Design Details 2
Civilisation Design Part 2
Last edited by Alzara; Nov 19, 2011 at 11:02 AM. |
|
|
|
|
|
#4 |
|
Emperor
Join Date: Jan 2008
Location: Florida
Posts: 1,214
|
Design Details 3
Unit Design
Units in NR will be designed to complement each other such that masses of a single type of troop will be weaker than a tactically balanced army. Basic units will be available at the start which will upgrade to more powerful versions. For the core, recon and siege lines, units from tier 3 and beyond may only be acquired through the upgrade of units. For example, with the core units, you will only ever be able to build Militia Axeman, Militia Swordsman, Militia Spearman and Militia Archer. Only once these have acquired enough experience may they be upgraded to the more powerful units beyond. This will be possible through both combat and through training with certain buildings (more to be announced on this later). When specialising units, there are various paths at which the "career" of a unit can be sent down. Many of these are an offensive and defensive path, whereas others are simply varied upgrade options to allow for tactical variation. Below are the basic unit trees with statistics for each unit (subject to change). Enjoy for now and please feel free to comment or critique what has been shown so far ![]() Spoiler for Units:
Last edited by Alzara; Mar 28, 2011 at 12:54 PM. |
|
|
|
|
|
#5 |
|
Emperor
Join Date: Jan 2008
Location: Florida
Posts: 1,214
|
Design Details 4
Building Design
Here is the new design for the buildings in Naeralith Reborn. Many of the buildings have been tweaked to allow for proper utilisation of resources. As always community feedback is vital to the evolution of this mod, so please be critical of how we have designed these buildings. Tech requirements are still pending the initial tech tree design, but will be added with time. Many thanks to TheChanger who re-wrote our initial building design to include the resources! Enjoy ![]() Spoiler for Buildings:
Specialist Design Spoiler for Specialists:
Last edited by Alzara; Mar 28, 2011 at 12:53 PM. |
|
|
|
|
|
#6 |
|
Emperor
Join Date: Jan 2008
Location: Florida
Posts: 1,214
|
Design Details 5
Terrain, Resources and Improvements Design
Here is the initial terrain, resource and improvements design for Naeralith Reborn. The concept of pigments will be expanded on soon as will the details of improvements and unique features ![]() Originally we thought of quantifying luxuries like strategic resources but decided against it. Now, various buildings (as detailed in the building design) will take advantage of resources found nearby or worked by a city. I have briefly outlined the nature of each resource described below so that people know what they are actually supposed to be ![]() I am aware that there are a fair number of luxuries and some may have to be culled. I welcome community feedback on this and on the yields of all the resources shown (both luxury or otherwise) ![]() Further details on terrain and improvements will follow in time. Spoiler for Terrain, Resources and Improvements:
Last edited by Alzara; Mar 28, 2011 at 12:53 PM. |
|
|
|
|
|
#7 |
|
Emperor
Join Date: Jan 2008
Location: Florida
Posts: 1,214
|
Design Details 6
Tech Tree Design
Spoiler for Tech Tree:
Last edited by Alzara; Mar 28, 2011 at 12:53 PM. |
|
|
|
|
|
#8 |
|
Crazy Horse
Join Date: Mar 2009
Location: the 1800s
Posts: 2,544
|
What are your thoughts on the 1 Unit per Tile??
will the "military" be basic mass-infantry units .... while specialty monsters, demons, and commanders take up the "civilian" slot?? Or will there be a Commander slot, Monster slot, AND unit slot for each tile .... OR ... will Monsters and Mass-infantry use the single "military" slot, while casters and generals use the single "domestic" slot. Basically, I feel that differentiating what combinations you can have on a single tile will have important significance. For instance, whats to stop heroes/ generals/ demons to have *commander bonuses* for Mass-Infantry units ... yet ALSO have their own combat ability if their bodyguards (the military unit in their tile) get killed. For instance ... there is a grid of "military units" which, for sake of argument, is both mass-intantry units and large monsters. Then, underneath that, the central unit has an Intelligent Demon Commander in a separate slot-> giving commander bonuses to most of the military units on the grid. Surrounding units get killed ... then finally the central unit is attacked by an enemy military unit. The central unit dies ... but the General is still underneath, with his own combat abilities. Assuming he had spells, he could have cast spells during the entire combat ... but now that he is no longer "protected" by military units, instead of being helpless he has his own combat value (for physical attacks). The average commander wouldn't be completely helpless, and might even be much stronger than Early units ... however over the course of the game, perhaps about half as strong (or less) than an average military unit. Not only having sizable (1/3 of normal unit) physical strength .... but also having (perhaps) spells, having high withdrawal rates (to escape wounded), and generally having higher movement than the average unit. Higher movement, greater longevity, etc. Now, having a physical strength (possibly different Attack vs Defense powers) ... theoretically he could attack military units (even while being civilian). This has the effect of a Naval attacking a Military-in-water (which means its possible) ... but in reality it is the general going on the front-lines and fighting the military directly ... with or without any support from his own military. Some commanders might have attack bonuses if they have a military unit to "give him cover" or "back him up" ... however generally its the other way around (presence of general increases combat abilities of units) However, we don't need to limit this to just "generals" ... we can also have Flag-Bearers, Magicians, etc. Any intelligent support officer or hero, which isn't mainstream enough to be considered a "military unit". Basically you can move around generals, magicians, flag-bearers, heroes ... and powerful Commanders which are like a General/Hero/magician superhybrid. As in ... you could have individualistic characters ... or just faceless support guys ... you can have them physically helpless, or with their own Combat ratings. You can give them spells, bonuses to allied units ... penalties to nearby enemy units (fear rating), etc. Perhaps by utilizing the "Civilian slot" ... you can add Heroes, Generals, and other RPG-like characters into the military scene (instead of just the lore) IE: Demons ... Military Units: Giant Monster Demons .... + Units of Demon Infantry Special Units: Demon Casters, Demon Tacticians, Demon Overlord (powerful fighter, caster, and tactician) IE: Humans Military Units: Mass-Infantry .... + Cannons .... + Steam Tanks Special Units: Heroes, Bards, Magicians, Tacticians, Political Leaders
__________________
"If big companies weren't throwing all their toxic wastes into our Internet's waters and illegally depleting our fish stocks, maybe online piracy wouldn't happen."->by Virote Considon |
|
|
|
|
|
#9 |
|
Tired of Mead
Join Date: Jan 2009
Location: Buttering your coffee
Posts: 4,943
|
And you are back, Alzara
__________________
-I tire of Mead..... I THIRST...FOR BLOOOOOOOOD!!! -Running a NES is not a democracy. Its a tryanical dictatorship. Its the only governing model that works. -Immaculate -I hope you fail, you cruel and brutal murderer!-Immaculate -Don't make a deal with Seon without offering him buttered lobster first-hbar (paraphrased) |
|
|
|
|
|
#10 |
|
The Suggestor
|
I got to ask you, what are you planning on adding as a major setting into the game? Major concepts such as FfH 2 Armeggedon, are you going to add something major into the game that could make the game more fun and interesting? If you can add a special major important element into the game, your mod will be more special instead of just a mod with different packs. Since this is a fantasy mod, that will most likely won't occur, so what are your plans on adding a special feature into your game?
|
|
|
|
|
|
#11 |
|
Warlord
Join Date: Dec 2007
Posts: 259
|
The art in the flags is really good. Really evokes the personality of the new civs. I can already guess what a few of them are...but the ones that really intrigue are the ones where I have no idea what their faction looks like. I know they look like something specific, but I can't imagine it from the flag itself.
I wanna see what those Civs look like. I want to wish you the best of luck with this, I'm looking forward to seeing a finished mod. May your bugs not be show-stoppers and may they be easily resolved.
__________________
"The glory of friendship is not the outstretched hand, nor the kindly smile nor the joy of companionship; it is the spiritual inspiration that comes to one when he discovers that someone else believes in him and is willing to trust him." -Ralph Waldo Emerson Contrary to popular belief, not all games are about death, violence and brutality. Some are about ponies too. |
|
|
|
|
|
#12 |
|
Crazy Horse
Join Date: Mar 2009
Location: the 1800s
Posts: 2,544
|
I'd just like to re-iterate ... combat is awesome, please make interesting/fun combat mechanics/ balance a high priority
![]() Also ... are you planning on Planar Travel? (ie. if Civ V allows multiple persistent maps, will I find out by following your mod? xD ... I'd follow ur mod anyways, but still, it'd be great if you were planning on adding multi-map functionality)
__________________
"If big companies weren't throwing all their toxic wastes into our Internet's waters and illegally depleting our fish stocks, maybe online piracy wouldn't happen."->by Virote Considon |
|
|
|
|
|
#13 |
|
Chieftain
Join Date: Sep 2006
Posts: 54
|
When you say 2-3 traits does that mean that your nations won't have unique units/buildings or that they will have a combo of two UU/UB in addition to the traits?
Look forward to more info, especially on the Lewenkai. Good luck. |
|
|
|
|
|
#14 | ||||
|
Warlord
Join Date: Jul 2010
Location: The Warp
Posts: 268
|
YAY Naeralith Reborn is active! im loving the flag art there Al
your artists have done a fantastic job so far cant wait to wee your leaders.(FYI to civ community, leaders will be static 2D images that Alzara has hired artists to do for him )Quote:
![]() Quote:
Quote:
Industrial Prowess: +20% production when building Wonders. Strategic Resources provide +1 production. Iron, copper and Coal provide double quantities. Isolationists: -33% foreign trade, +1 culture per city. +1 beaker per domestic trade route +10 points if you can guess who those traits belong to ![]() there will definately be Unique Units and buildings for each civ, we have yet to design any of these so you will get more information on this as we design it but i can safely say there will be more UUs and UBs per civ than in vanilla Civ 5. Quote:
__________________
Naeralith Reborn: Total Fantasy conversion for Civ 5
Current phase: Design, Initial Coding, 2D Art Work. "Chaos is a struggle to change, you must agree. Change rules all." |
||||
|
|
|
|
|
#15 | |
|
The Suggestor
|
Quote:
What are your idea's on making the policies? It's obvious that your game must have magic if it want to be a fantasy mod. If your adding just a magic Policy, it won't be much in depth, I'm thinking of adding more policy of a specific type of magic, from holy, darkness, fire, water, whatever policy. If you could, make sure that specific policy allows specific use of magical spells. So that nobody be spamming fireballs if they don't got the fire magic policy (and the mana resources). I also wonder how many ages are you going to include in your game? since it's a fantasy mod, it need to be change abit to make the feel of magic in the game and how revolutionary it can be. are your going as far as from stone to renaissance or from stone to apocalypse, or stone to fantasy sci-fi future? If it is possible, see if you can make tunnels and new multi-level maps. So we can make tunnels, Portals, Astral Planes to travel from one part of the map to another part... Just think Age of Wonder's or Heroes of Might and Magic. This be a grand, and hopefully this can also happen on generated maps instead of one custom map that is always the same (custom scenario maps from Civ 4 and 3). |
|
|
|
|
|
|
#16 | ||||
|
Warlord
Join Date: Jul 2010
Location: The Warp
Posts: 268
|
Quote:
Quote:
Quote:
Quote:
__________________
Naeralith Reborn: Total Fantasy conversion for Civ 5
Current phase: Design, Initial Coding, 2D Art Work. "Chaos is a struggle to change, you must agree. Change rules all." |
||||
|
|
|
|
|
#17 |
|
Warlord
Join Date: Apr 2009
Location: Where the dinosaurs roam
Posts: 123
|
A sugestion about policies: They could be used to simulate religion. Each religion branch would be mutualy exclusive with one branch being free religion and one atheist/agnostic (if aplicable). The free religion branch could provide the lesser, initial bonuses of the various religions, while dedicationg your civ to a religion could unlock some fairly powerfull bonuses not availible to others. The problem with this aproach would be policy-bloating if you combine this with the government trees.
I figured it would be a shame to waste the ideas and designwork put inte the religions. |
|
|
|
|
|
#18 |
|
Warlord
Join Date: Jul 2010
Location: The Warp
Posts: 268
|
the religions are going to be worked directly into the individual civs i believe
we might sepparate them in a religion mod later but its unlikely. so the design wont be going to waste
__________________
Naeralith Reborn: Total Fantasy conversion for Civ 5
Current phase: Design, Initial Coding, 2D Art Work. "Chaos is a struggle to change, you must agree. Change rules all." |
|
|
|
|
|
#19 | |
|
Emperor
Join Date: Jan 2008
Location: Florida
Posts: 1,214
|
Quote:
![]() Al |
|
|
|
|
|
|
#20 | ||
|
Emperor
Join Date: Jan 2008
Location: Florida
Posts: 1,214
|
And a warm welcome to you too Seon
![]() Quote:
Another will be the way magic works. Tiles will have another yield known as "Pigments" and this will accumulate in a similar way to culture to be used in the construction of magical buildings, wonders, projects items etc. It will also determine the effectiveness of 'living' sorcerers that are placed on the tile (undead work slightly differently). This is all due to the way colour defines magic on Naeralith. More will be revealed in relation to this concept. Other ideas are floating around at the moment and I will let the community know when these are confirmed ![]() Quote:
![]() And thank you for your blessings on the mod's success. I hope you stick around to see how it develops ![]() Al |
||
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|