Hello everyone,
Now that my exams are over I'm considering taking over the project. I don't know anything about modding, XML or anything like that, and my programming skills are limited (only some caml and a little bit of java, not even C or C++). That was the reason why I couldn't help TheBeast with more than advices when he made the scenario and the mod. But I think that by learning some of the basics and by borrowing a lot from other mods (copy pasting the concepts and changing the specifics, of course crediting them for their work) I can go a long way.
I think there are two main problems for an ASOIAF mod for CIV : first, doing a mod this big is a tough job, and there are not many people who can do it by themselves (more credit to them). TheBeast was mostly by himself, and I tried to give him my impression on his work but in the end I think it was too big a project for him ; he hasn't logged in since January 2013. Comrade Yeshi tried to take over the Scenario/Mod last fall, but in a similar way he hasn't been on the forum since last January.
That's why I don't think I can do this without help from other members of the community ; if they can help with the modding we can share the workload which would be great, if not they can at least give their opinion so I can have someone to discuss my ideas with.
The second problem is about technology. The game of Civilization is based on civs acquiring new technologies in order to defeat their rivals. The core of the game is cities, units and research. But in the time of the war of the 5 kings (which is, IMO, a good choice for a scenario/Mod) there is no technological advance, no superior unit that you could unlock. Actually things are far worse at the end of ADWD than they were at the beginning of AGOT because armies have been decimated (most armies are now composed of green boys and old men, as is seen in the northern war's description) so arguably units should be worse, not better than the ones available at the start of the war, and because winter is coming (and because of the wars) the land should be less, not more fertile than when Ned rode south. The realms are less stable as well, so I don't consider that unlocking civics with technology would make any sense.
If anyone has any idea about how to incorporate research into an ASOIAF mod, in any way, to represent anything related or unrelated to technological advance, please give me your idea. That is where TheBeast stopped working on the mod, and my intuition tells me that this issue is part of what made him quit.
I'm posting this on both the mod and the scenario's page. I intend to redo the map as soon as I have time, because whatever happens I really look forward to making it even better than TheBeast's current (inherently very good) map. Then I'll modify the scenario (with the new map), and then finally if some good Samaritan answers my call I will start the mod development.
Now that my exams are over I'm considering taking over the project. I don't know anything about modding, XML or anything like that, and my programming skills are limited (only some caml and a little bit of java, not even C or C++). That was the reason why I couldn't help TheBeast with more than advices when he made the scenario and the mod. But I think that by learning some of the basics and by borrowing a lot from other mods (copy pasting the concepts and changing the specifics, of course crediting them for their work) I can go a long way.
I think there are two main problems for an ASOIAF mod for CIV : first, doing a mod this big is a tough job, and there are not many people who can do it by themselves (more credit to them). TheBeast was mostly by himself, and I tried to give him my impression on his work but in the end I think it was too big a project for him ; he hasn't logged in since January 2013. Comrade Yeshi tried to take over the Scenario/Mod last fall, but in a similar way he hasn't been on the forum since last January.
That's why I don't think I can do this without help from other members of the community ; if they can help with the modding we can share the workload which would be great, if not they can at least give their opinion so I can have someone to discuss my ideas with.
The second problem is about technology. The game of Civilization is based on civs acquiring new technologies in order to defeat their rivals. The core of the game is cities, units and research. But in the time of the war of the 5 kings (which is, IMO, a good choice for a scenario/Mod) there is no technological advance, no superior unit that you could unlock. Actually things are far worse at the end of ADWD than they were at the beginning of AGOT because armies have been decimated (most armies are now composed of green boys and old men, as is seen in the northern war's description) so arguably units should be worse, not better than the ones available at the start of the war, and because winter is coming (and because of the wars) the land should be less, not more fertile than when Ned rode south. The realms are less stable as well, so I don't consider that unlocking civics with technology would make any sense.
If anyone has any idea about how to incorporate research into an ASOIAF mod, in any way, to represent anything related or unrelated to technological advance, please give me your idea. That is where TheBeast stopped working on the mod, and my intuition tells me that this issue is part of what made him quit.
I'm posting this on both the mod and the scenario's page. I intend to redo the map as soon as I have time, because whatever happens I really look forward to making it even better than TheBeast's current (inherently very good) map. Then I'll modify the scenario (with the new map), and then finally if some good Samaritan answers my call I will start the mod development.