Hey,
nice to see, that you are still active on your mod!
Wouldn't it be wonderful to have a new version? I haven't had any new ideas other than to fix the bjillion bugs in the mod, but one day I am sure something will come about.
...
Well, besides some bugs (i have a list, some of them that require only xml i try to fix myself, one small one i already fixed) I also got some ideas, but only raw at the moment.
I kind of would like to see the different timelines/alternate realitys to be more distinctive.
As for now, it does not make a huge strategic/tactical difference if you choose to develop Atlantis or Unholy...
So how about this:
atlantis was presumably an Island in the ocean...
so the atlantans could be more focused on the navy and have kind of bonuses, that are water related (I think your originally idea was simlar?).
Like: "as long as atlantans stay close to water they are very mobile"
By now i created/changed some promotions to get them a little closer to that
maybe with some python coding it could be like this:
- when a unit is besides a river or a coast and moves to a tile, that is besides river/coast it gets a move bonus (like double move in woods). (maybe as new tag in the PromotionInfo.xml? <bClose2WaterDoubleMoves>?)
- just as well atlantan roads could only be built on such tiles
- when in desert or arctis (unfriendly environment fo water...) they have problems (either move restrictions or even demage?) and no atlantan improvement can be built there...
Or (but very hard to code???) closer to the myth: atlantis, very strong navy, expansive, but the more expansive, the greater the hybris and the greater the wrath of the gods... more nature catastrophies, great floods, tsunamies... (for every conquerd city the capitol gets hit by a tsunami)
undead on the other hand, well... they are undead of course... but they have been dead before, so:
- dying in desert or arctis is somewhat unlikely...
- when thy die they could have a probabilty to respawn
- and humans of course flee, when they see them. Don't know how hard this is to code, but i think i saw something like it before... a promotion that gives them a "push back" ability, so they have a chance to push back the enemy from the tile it is on.
- Oh, right, almost oversaw it.... humans are afraid of them. So of course the population growth will be reduced and the people will be unhappy...
- ever heard of hellhounds, skeletons or goblins using roads? so no road bonus for them, but they probably like the woods...?
and to make the choice which line to develope a little harder, I would change the "atlantean" civics-option to "alternate timeline/reality" civics and make some civics for atlantans, for Fae/undead/magic, steam punk etc... and units could only be built, if you have that civic.
- Also it could be harder to reasearch the other line, if you have chosen a civic from on line...? probably hard to code?
- Or just use this thing from the Civ4CivicInfos.xml <ImprovementYieldChanges/>, so an atlantan civic gives a rather large bonus on atlantan improvements??? Atlantan Channel System: normaly acts like a farm, but with atlantan civic also gives commerce and atlantan ships can move in them. of course it would be fair, if the other lines had worker units as well (cemetary gardner: can construct cemeterys, cemeterys, besides a commerce bonus reduce unhappiness from zombies and the like in the city, also gives those units small defense bonus).
- Or give them their own great people, which can reasearch techs from their own line?
???
If you like these ideas i could help to elaborate them a bit more and with some easy xml stuff...
???