Cassius Critzer
King
- Joined
- Dec 27, 2017
- Messages
- 918
Jidaigeki 1.0 for MGE is nearing completion with beta testing in the next ten days.
But in perhaps six months to a year, an Imjin War mod, most likely multiplayer but maybe single player, would be created as Jidaigeki 3.0. If single player, then the three options are play as Japanese interested in fighting Imjin, those opposed, and the Ming/Joseon. This means some Japanese clans likely end up attacking other samurai clans who foolishly went on an invasion. That creates tension in whatever units are now far away in Korea. Plus issues getting cut off from deploying or naval battles on returning home.
The Koreans (Joseon) have lesser units but a vastly superior naval unit. And the Ming can generate innumerable military units to swarm the almost certainly foolish samurai. Heck, if it fails miserably, the Ming player might even invade Japan. That would be hysterical.
Jidaigeki 2.0 has a great map and that is for a post1572 mod version.
For 3.0 I have the existing pertinent lands of Japan minus Hokaido. Hokaido is irrelevant until after 1800. However both North and South Korea are needed.
The attached sav file has the Japanese lands. Korea can be slightly off as the Tsushima Strait near Kyushu is where it needs to be placed but there is insufficient room without enlarging the dimensions. Both Koreas are larger than Kyushu but in total about 1/4th the size of all Japan. Much of what is North Korea today is mountainous.
Having that then cities can be prebuilt along with proper terrain upgrades and fortresses.
At some point I am looking for unit graphic artists to depict appropriate Ming and Joseon units from the 1550-1650 era. That needs about six of each so 12, the same as below. Maybe two ships with one being a Korean turtle ship and one a Panokseon. So 14 units (military and naval).
A prequel of the two Mongol Invasions requires no map just unit graphics. Few MGE units exist that I can use. Their repertoie needs at least six: five basic infantry and cavalry types and an army representing a battalion strength of 650 soldiers. An existing ship will work. The Mongols can CRUSH the samurai at that time but have their own problems due to bad weather (tsunami potential taking out their fleets).
I'm using a Linux system tablet and running Windows emulation, thus no map utilities for Civ 2 work. This means making the map using the built in map editor only. I'm winging it as there is nothing to use that will work to speed up the process.
Thank you for your kind consideration. I am happy to code for the units and build events and structure the mod,but have zero talent making maps or units. So IF there is community energy to see it happen, I will give up six months of free time and see it through. 90% of the work is DONE so this is not hard anymore. That 90% took 9 months. From when they are done, I can maybe get to a beta test by three or four months. It takes 1-2 weeks just to lay out cities on the Korean side and ensure the economy works. Then a week to figure out spawned in Ming units in appropriately difficult historic numbers. Then test for a week. Then test it more and soon 3 months have transpired. It could happen very fast or in dribs and drabs based on outside assistance.
Regarding Ming and Joseon units, there are many painted minatures due to tabletop war gamers. It's possible that most of these can just be imported and blurred and then exported as a gif using the CIV 2 MGE palette. That should speed things along versus trying to create these from scratch.
I can take existing minature pictures and import them as a PNG file but I will make a wreck of it due to an inability to load the correct palette and export that gif correctly. This has been a major problem as most of the actually coding was a breeze by comparison.
But in perhaps six months to a year, an Imjin War mod, most likely multiplayer but maybe single player, would be created as Jidaigeki 3.0. If single player, then the three options are play as Japanese interested in fighting Imjin, those opposed, and the Ming/Joseon. This means some Japanese clans likely end up attacking other samurai clans who foolishly went on an invasion. That creates tension in whatever units are now far away in Korea. Plus issues getting cut off from deploying or naval battles on returning home.
The Koreans (Joseon) have lesser units but a vastly superior naval unit. And the Ming can generate innumerable military units to swarm the almost certainly foolish samurai. Heck, if it fails miserably, the Ming player might even invade Japan. That would be hysterical.
Jidaigeki 2.0 has a great map and that is for a post1572 mod version.
For 3.0 I have the existing pertinent lands of Japan minus Hokaido. Hokaido is irrelevant until after 1800. However both North and South Korea are needed.
The attached sav file has the Japanese lands. Korea can be slightly off as the Tsushima Strait near Kyushu is where it needs to be placed but there is insufficient room without enlarging the dimensions. Both Koreas are larger than Kyushu but in total about 1/4th the size of all Japan. Much of what is North Korea today is mountainous.
Having that then cities can be prebuilt along with proper terrain upgrades and fortresses.
At some point I am looking for unit graphic artists to depict appropriate Ming and Joseon units from the 1550-1650 era. That needs about six of each so 12, the same as below. Maybe two ships with one being a Korean turtle ship and one a Panokseon. So 14 units (military and naval).
A prequel of the two Mongol Invasions requires no map just unit graphics. Few MGE units exist that I can use. Their repertoie needs at least six: five basic infantry and cavalry types and an army representing a battalion strength of 650 soldiers. An existing ship will work. The Mongols can CRUSH the samurai at that time but have their own problems due to bad weather (tsunami potential taking out their fleets).
I'm using a Linux system tablet and running Windows emulation, thus no map utilities for Civ 2 work. This means making the map using the built in map editor only. I'm winging it as there is nothing to use that will work to speed up the process.
Thank you for your kind consideration. I am happy to code for the units and build events and structure the mod,but have zero talent making maps or units. So IF there is community energy to see it happen, I will give up six months of free time and see it through. 90% of the work is DONE so this is not hard anymore. That 90% took 9 months. From when they are done, I can maybe get to a beta test by three or four months. It takes 1-2 weeks just to lay out cities on the Korean side and ensure the economy works. Then a week to figure out spawned in Ming units in appropriately difficult historic numbers. Then test for a week. Then test it more and soon 3 months have transpired. It could happen very fast or in dribs and drabs based on outside assistance.
Regarding Ming and Joseon units, there are many painted minatures due to tabletop war gamers. It's possible that most of these can just be imported and blurred and then exported as a gif using the CIV 2 MGE palette. That should speed things along versus trying to create these from scratch.
I can take existing minature pictures and import them as a PNG file but I will make a wreck of it due to an inability to load the correct palette and export that gif correctly. This has been a major problem as most of the actually coding was a breeze by comparison.
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