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| View Poll Results: Do you think this mod is a good idea? | |||
| Yes |
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14 | 87.50% |
| No |
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2 | 12.50% |
| Voters: 16. You may not vote on this poll | |||
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#1 |
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Chieftain
Join Date: Feb 2002
Posts: 24
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The modpack I'm planning is called Urbanization. I thought of doing this a long time ago but I wasn't sure exactly how I could get it to work. I was somewhat disappointed to learn that this has already been attempted with Civ2 and it was called UrbCiv, but I think it would work alot better with Civ3 and would be a lot more fun.
My plan is to completely redo the terrain using images from SimCity. To avoid making things look too repetitive I'm using 16 SC tiles as one Civ3 tile. Grassland, Plains, and Hills are being replaced with Residential, Commercial, and Industrial zones. Ocean will become Reservoir, but I'm sure someone has made water tiles that would be appropriate for that. At first, I'm planning on only having one set of units that all civs will be able to build. The civs are gangs, and the units will range from simple Bodyguards to Drive-by Vehicles and Gunboats. Worker actions will be replaced with more various crimes, such as extortion, where a light green $ will appear over the square. Since roads would already be built into the terrain on the artistic level, workers would instead "Find Fastest Route" through that tile. As a more long-term goal I'd like to have the Police Force as another civilization. If the first two eras on the tech tree are filled with Gang-related technologies, and the last two are filled with Police-related technologies, then both sides could have their own units and techs. The final, useless tech of the second era will serve as a placeholder, requiring 10000 turns to research, and the Police will start in the third era. Gang cities will be Hideouts, and the capital will be Gang HQ. Culture becomes Reputation, and the city improvements become various parts and practices of the Hideout. For example, Barracks becomes Initiation Ritual, while Marketplace becomes Black Market Trading. |
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#2 |
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Chieftain
Join Date: Feb 2002
Posts: 24
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heres somethin i just threw together
gun image is from http://tubes.ominix.com/art/a/misc/t...gun-01_png.jpg image is 2 posts down Last edited by UnGenius; Aug 14, 2003 at 10:56 PM. |
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#3 |
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King
Join Date: Sep 2002
Posts: 650
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This sounds like a great scenerio! If you can pull it off, it will be graphically superb!
As for the Police/Gangmembers, in PTW1.27, you can have custom tech trees foe each civ, if you can figgure out how those work, it might be worth looking into for your mod. O, BTW, the picture u posted doesn't work. |
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#4 |
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Chieftain
Join Date: Feb 2002
Posts: 24
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try #2 for the title screen......
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#5 |
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Chieftain
Join Date: Feb 2002
Posts: 24
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a few examples of the way terrain will look.....
Last edited by UnGenius; Aug 14, 2003 at 11:31 PM. |
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#6 |
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Chieftain
Join Date: Feb 2002
Posts: 24
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industrial terrain
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#7 |
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Chieftain
Join Date: Feb 2002
Posts: 24
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commercial terrain
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#8 |
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Chieftain
Join Date: Feb 2002
Posts: 24
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residential terrain
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#9 |
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The Newbie Nightmare
Join Date: Jan 2002
Location: Athens of the North
Posts: 6,378
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great idea - are you the same person from CDG who suggested that there?
__________________
UP THE IRONS! ![]() Get the inside story on the war in Iraq , The War Prayer My Units Field Gun, Carthage Pikeman, Rome Pikeman, Viking Spearman My Leaderheads Dwarf Lord, Dark ElfMy tutorials How to make Leaderheads in Poser, Using Daz's Michael 3 for Unit Creation
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#10 |
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King
Join Date: Mar 2003
Posts: 643
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Very good idea
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#11 |
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Chieftain
Join Date: Feb 2002
Posts: 24
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heres a list of units that will be included..... if anyone knows of already existing units that can be used or modified, or if they want to help out with the design, that would be great..... also if you have any suggestions for other units or changes to the ADM of these
Gang Units...............A-D-M.......Police Units Wannabe.................1-1-1........Rent-A-Cop Guard......................2-2-1........Patrolman Gunner....................3-3-1........Officer Gang Car.................4-3-3........Squad Car Machine Gunners.......5-4-4........SWAT Team Gunboat..................5-4-5........Coast Guard Car Bomb................10-0-7.......Sting Operation Last edited by UnGenius; Aug 15, 2003 at 10:41 AM. |
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#12 |
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Deity
Join Date: Feb 2002
Location: Espoo, Finland
Posts: 2,814
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That sounds like great idea
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#13 |
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Chieftain
Join Date: Dec 2001
Location: Nirvana
Posts: 3,626
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seems pretty original
and fun , looking foward to see how this develops
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#14 |
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War is a good thing.
Join Date: Apr 2002
Location: japan
Posts: 1,623
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Cool ideas for sure Mr. Genius.
I'm wondering: who will make the units, how do you make a tech have 10000 turns when the max is 999? Those sim terrain tiles look very cool. |
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#15 |
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Stoned
Join Date: May 2003
Location: Meh
Posts: 4,306
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I thought of starting a thread like this, but I simply can't do the graphics. All I had was ideas.
First of all, the gangs I thought would be civs would be from all around the world. Mostly ethnic gangs. Everything from the good ole' italian mafia, to the Irish gangs, to the communist mafia, to the triads, to the yakuza, to the black gangs, to the columbians, etc. etc. The city lists would be kind of stereotypical. Like the mafia would start out with "Lil' Italy", move on to "Fibonnacci's Place" and then the "Pizzeria on 8th street". The black gang would start out with "M.L.K. Boulevard" and then etc. etc. Second of all, the police would be a civ, but not a playable one. That would be because barbarians would be replaced by cops as well. The Sim City police building would be a good graphic for barbarian camps, and the script could be changed to like "the cops did a raid on our hangout at _____, they took ___ gold before we chased them off". The ages would be: Immigration Age, Prohibition Age, Some other age, Information Age. At first the gangs would be new to the city and they'd have real simple units, bicycle assasin, thug, pickpocket, etc. etc. As you get more technologically advance, your buildings and units would get more complicated and usefull. Hitmen, Skyscrapers, Casino's, Illegal Bars, Strip Clubs, Whorehouse, Snipers, Guardsmen, etc. etc,. There were some other ideas I had, but I can't remember them right now.
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Indeed |
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#16 |
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Chieftain
Join Date: Feb 2002
Posts: 24
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i'm replacing the tech tree with a kind of gangster to-do list...... like "Acquire Guns From Pawn Shop" to build units with guns, and "Teach Recruitment Techniques" to enable production of a granary-type improvement. send some ideas if youve got em.....
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#17 |
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Chieftain
Join Date: Feb 2002
Posts: 24
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I've been looking through alot of the units on this site and I think most of them can be edited to work as gang/police units. For example there's a truck unit that's supposed to be a freighter, but could be made into a SWAT unit pretty easily, and an ogre that would make a pretty intimidating guard.
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#18 |
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Chieftain
Join Date: Feb 2002
Posts: 24
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ok, now i've learned my lesson...... when making units, save frequently....... stupid lightning...... well the ogre unit does make a decent bodyguard after editing so i should have a kind of rough draft up soon......
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#19 | |
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In love with Rei Ayanami
Join Date: Nov 2001
Location: Fontainebleau FRANCE
Posts: 7,385
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Quote:
Nice idea otherwise. |
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#20 | |
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Chieftain
Join Date: Feb 2002
Posts: 24
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Quote:
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| Thread | Thread Starter | Forum | Replies | Last Post |
| City Production and Urbanization | sir_schwick | Civ - Ideas & Suggestions | 2 | Aug 24, 2004 08:14 AM |