Hey, everyone!
I'm back.
I kinda lost interest in Civ for a while (this includes Civ 4, Civ 5 and of course Civ modding in general), so i vanished into the dark corners of the internet.
I had made up a long and elaborate excuse for why i disappeared so suddenly involving space/time travel, but really, I just got bored of it.
Meanwhile I played a bunch of other games (fallout: new vegas being the main culprit) and did some other stuff.
But now, or better said soon, I plan to do work again on the maogata and maybe try to involve myself into other parts of the rife development again, since, for example, i didn't reach the milestone for the spawngroups that i set for myself (sorry for that, by the way).
Anyway, since this time of the year is really busy for me (Christmas, then my birthday, than new year) I plan to really start again early January.
Now to comment on the previous two posts:
mosesj:
This would be awesome.
On of the major things that annoyed me about my own project, was that I had to stupidly decide to choose (or create) a race that had no preexisting unit models, at all.
So if you really would do this I would be really happy.
I'm pretty sure you can somehow use existing animations, if you make the models right, but I have no real clue about 3d modeling in the first place.
But I guess there are tutorials for that kind of thing.
Calavente: (a little late, I know)
Thanks for the feedback.
A lot of what you are talking about was slated to change anyway.
1: bug, or better said: oversight. i think it can target temporary creatures too, but I think i changed both things in my version already (have to check, was a few months back)
2: more or less placeholders. going to change.
3: Assumed they were overpowered, but nobody commented on them until you did. Have some idea to limit them, which was my initial plan for them anyway, but was too much work - too little gain, then. But since some things changed with base rife, it should now be easier to do.
4: I planned to have give Achars a promotion they automatically get on following techs on the mounted line which made them slightly better, to cover the fact that they have no other mounted units until knight.
6: whispers had originally access to three level 1 spells (treetop defense, haste and...regeneration? forgot which the third one was), but they got removed once I decided on the "No Spells" policy.
Have yet to give them something to compensate for that.
8: Good Call, have to check that myself. Have to look what requirements it needs to be applied.
Next week or so will be incredible busy, (with a lot of time probably spending incredibly drunk and/or hungover) and after that it's back to modding. Hooray!