Ahwaric
Shrubbery-hugger
Hi guys.
De profundis acclamate...
I mean, it has been a while. In fact, it is almost two years (20 months) since the last update of Orbis.
I hoped to start my next mod on Civ 5 basis. It is a fine, though not grond breaking game. However, there is not much change in Civ V moddability this last year. I guess the publishers are more interested in getting $ from DLC than having big competition (with only "thanks devs" on the plus side) form the modders community.
Truth is, I think that Civ V modding was designed to provide great support for smaller "rebalancing" and "expanding" mods, while making FFH-style total conversions almost impossible.
That, or I am just getting older (33 is old, right?) and start to complain about the world nowadays. Another reason to stick with the great games of my youth long gone
Also, even if I am wronfg there is simply so much stuff I can use for Civ IV mod - and almos none for Civ V one. If Civ V will be more modding-friendly in the future, I might consider remake for Civ V - as I said, it is not a bad game.
Ok, after this long and unnecessary (?) introduction, now some specifics regarding the "mod in thinking":
1) Orbis as a base - from the code and general mechanics side
2) changed time scope - Orbis ends in renaissance, Orbis 2 would expand it to steampunk (victorian) era
3) new tech tree, redesigned from the start
3) that means, more technology
4) in general, less magic (dark world with not many powerful spells and artifacts)
4) civs replaced with new ones
5) some (big?) changes in cosmology to make it all fit better
6) the above changes mean that most leaders and heroes would be new - if there would be any heroes at all
You may want to check what I alrady posted while I was thinking the mod will be created for Civ V - though currently am thinking of something much more in line with current Orbis. The thread (including techtree and civs ideas) is here.
Also, I would like to cut all redundant features. Especially the ones that make problems for the game, i.e. I think that ranged attacks were the most likely candidate for OOS. But I will have to check the bugs reported first.
If you have any thoughts on my proposals, feel free to let me know. In fact, I ask you to post what features from Orbis you would like to see in Orbis 2, which ones you think should be cut, and what should be added. And first of all, if anyone woud be interested in such mod.
Keep in mind the general idea for the mod. And I of course reserve a right for myself to do what I want. I will be doing the coding after all
De profundis acclamate...
I mean, it has been a while. In fact, it is almost two years (20 months) since the last update of Orbis.
I hoped to start my next mod on Civ 5 basis. It is a fine, though not grond breaking game. However, there is not much change in Civ V moddability this last year. I guess the publishers are more interested in getting $ from DLC than having big competition (with only "thanks devs" on the plus side) form the modders community.
Truth is, I think that Civ V modding was designed to provide great support for smaller "rebalancing" and "expanding" mods, while making FFH-style total conversions almost impossible.
That, or I am just getting older (33 is old, right?) and start to complain about the world nowadays. Another reason to stick with the great games of my youth long gone
Also, even if I am wronfg there is simply so much stuff I can use for Civ IV mod - and almos none for Civ V one. If Civ V will be more modding-friendly in the future, I might consider remake for Civ V - as I said, it is not a bad game.
Ok, after this long and unnecessary (?) introduction, now some specifics regarding the "mod in thinking":
1) Orbis as a base - from the code and general mechanics side
2) changed time scope - Orbis ends in renaissance, Orbis 2 would expand it to steampunk (victorian) era
3) new tech tree, redesigned from the start
3) that means, more technology
4) in general, less magic (dark world with not many powerful spells and artifacts)
4) civs replaced with new ones
5) some (big?) changes in cosmology to make it all fit better
6) the above changes mean that most leaders and heroes would be new - if there would be any heroes at all
You may want to check what I alrady posted while I was thinking the mod will be created for Civ V - though currently am thinking of something much more in line with current Orbis. The thread (including techtree and civs ideas) is here.
Also, I would like to cut all redundant features. Especially the ones that make problems for the game, i.e. I think that ranged attacks were the most likely candidate for OOS. But I will have to check the bugs reported first.
If you have any thoughts on my proposals, feel free to let me know. In fact, I ask you to post what features from Orbis you would like to see in Orbis 2, which ones you think should be cut, and what should be added. And first of all, if anyone woud be interested in such mod.
Keep in mind the general idea for the mod. And I of course reserve a right for myself to do what I want. I will be doing the coding after all