digitCruncher
Emperor
- Joined
- Oct 28, 2007
- Messages
- 1,012
OK... so my mod is missing a few minor details (most civs, tech quotes, hammer costs, and tech costs are missing... but they can be added in balancing later on).
Firstly, I must say that I *hate* the whole XML thing. I love tweaking it (I could tweak all day long), but there are so many options, it takes several minutes just to make 1 unit!! So, I need someone who doesn't mind all that much to actually get this .doc file, and turn it into a basic mod. After that, then I am happy to balance, and tweak the XML as needed. Its just that writing up a huge amount of text as that requires is tedious, mind-numbing, and boring.
So, if anyone would like to do that, I will do two things:
Since you did the most boring part of the mod, you will be named creator, and I will just be a support person.
I will also give you an e-cookie (Disclaimer: e-cookie may not exist in material realm)
I have given lots of information about the mod in general, given in the attached word file. The mod contains a couple of things, and I must admit one thing: I must give credit to where it is due on the Necro-Cristi mod, which gave me this idea.
6 religions, including Confucianism, Christianity, and Forminism.
32 major civilisations (Including Polynesia, Bedoin, and New Zealand. Minor civilisations seemed to survive quite well after the nuclear winter, probably cos they weren't hit. 3 American civilisations (America, Liberals, and Tumarkian), 3 Russian civilisations, and even Pirates!)
1 new unplayable, barbarian-like civilisation (Zombies, all units start with Undead, and can convert defeated units. Not only that, but unlike Necro-Christi, where the units were 3 strength units, the Zombies pick up thier own weapons, and use them against you!! Undead armies of Musketmen, anyone??)
4 new promotions (Undead, and Immunisation I-III)
6 corporations (Sid's sushi remains, and some others are just minor tweaks)
2 new resources (Tritium and Tobacco).
Numerous new, and modified units (For example, Machine guns become Rotary guns (available earlier, with a dead-end tech, and no anti-air capability), and Airships (and all air units in general) come later. But Airships now become powerful observation units, with a very small bombard ability.)
Late game privateering is now possible, with the Merchant Battleship.
Entirely re-worked tech tree (Alot of medieval stuff has been skipped over, to fit in the two new late-game eras: Nanite, and Biological age)
Re-worked religion and corporation founding method.
Similar to the Stone Age mod (but not taken from their idea): No resources are visible at the start of the game.
Numerous new civics, and a new civic class (Replaces the Legal class): Undead. (Again, thanks to the folks at Necro Christi for several ideas, including 'Hostile'!)
Many new World Wonders.
And, most importantly:
A valid, scientific storyline / explanation, which should be worked out throughout the course of the game, with tech quotes / descriptions.
There is much to work on. I haven't even begun to code (well... I did, and hated it so much, I decided to let someone else do it
)
I do have experience programming, and normally enjoy it. I just think that the XML stuff is really boring, for some reason. However, if I can learn how to import python stuff into civ IV, after my exams, I might get a working demo on the Undead promotion at work!! The undead demo might be a mod in it's own right... but it lacks depth, and storyline, unfortunately.
Please comment on any balance issues you might see. After my exams, I will work on getting those blasted civilisations thier UU's and UB's. Remember that, although lore and legend survived the winter, and thus the UU's and UB's can be exactly the same as in regular BTS, some variety might also be welcome (and some civs, like Canada, for example, don't have a BTS equivalent). In the case that the civ is new, and isn't a rebel civ, then it should be given a UU in terms of thier environment. I will do it, but I am always willing to receive suggestions.
I tried to get 4~6 civilisations for each continent, and picking the main ones that would likely recover after a nuclear winter. Thus my choices for civilisations. Leader names will likely be Local leaders. So, if you live near, or at the location of these civs, please, if it is not illegal to do so, please tell us the name of your local MP / Mayor, so that we can get some realistic sounding names.
I must say, since the Zombies and Barbarians are always at war with one another (and everyone else), Terra maps would be... interesting. Imagine... an entire continent of the Zombie armies!!
Nothing yet... wait about 1 month or 2. Expected Alpha release date: 1st January 2009
Expected Undead Demo: 1st December 2008
30/10/08: Plan unveiled.
Firstly, I must say that I *hate* the whole XML thing. I love tweaking it (I could tweak all day long), but there are so many options, it takes several minutes just to make 1 unit!! So, I need someone who doesn't mind all that much to actually get this .doc file, and turn it into a basic mod. After that, then I am happy to balance, and tweak the XML as needed. Its just that writing up a huge amount of text as that requires is tedious, mind-numbing, and boring.
So, if anyone would like to do that, I will do two things:
Since you did the most boring part of the mod, you will be named creator, and I will just be a support person.
I will also give you an e-cookie (Disclaimer: e-cookie may not exist in material realm)
I have given lots of information about the mod in general, given in the attached word file. The mod contains a couple of things, and I must admit one thing: I must give credit to where it is due on the Necro-Cristi mod, which gave me this idea.
Summary
6 religions, including Confucianism, Christianity, and Forminism.
32 major civilisations (Including Polynesia, Bedoin, and New Zealand. Minor civilisations seemed to survive quite well after the nuclear winter, probably cos they weren't hit. 3 American civilisations (America, Liberals, and Tumarkian), 3 Russian civilisations, and even Pirates!)
1 new unplayable, barbarian-like civilisation (Zombies, all units start with Undead, and can convert defeated units. Not only that, but unlike Necro-Christi, where the units were 3 strength units, the Zombies pick up thier own weapons, and use them against you!! Undead armies of Musketmen, anyone??)
4 new promotions (Undead, and Immunisation I-III)
6 corporations (Sid's sushi remains, and some others are just minor tweaks)
2 new resources (Tritium and Tobacco).
Numerous new, and modified units (For example, Machine guns become Rotary guns (available earlier, with a dead-end tech, and no anti-air capability), and Airships (and all air units in general) come later. But Airships now become powerful observation units, with a very small bombard ability.)
Late game privateering is now possible, with the Merchant Battleship.
Entirely re-worked tech tree (Alot of medieval stuff has been skipped over, to fit in the two new late-game eras: Nanite, and Biological age)
Re-worked religion and corporation founding method.
Similar to the Stone Age mod (but not taken from their idea): No resources are visible at the start of the game.
Numerous new civics, and a new civic class (Replaces the Legal class): Undead. (Again, thanks to the folks at Necro Christi for several ideas, including 'Hostile'!)
Many new World Wonders.
And, most importantly:
A valid, scientific storyline / explanation, which should be worked out throughout the course of the game, with tech quotes / descriptions.
Help?
There is much to work on. I haven't even begun to code (well... I did, and hated it so much, I decided to let someone else do it

I do have experience programming, and normally enjoy it. I just think that the XML stuff is really boring, for some reason. However, if I can learn how to import python stuff into civ IV, after my exams, I might get a working demo on the Undead promotion at work!! The undead demo might be a mod in it's own right... but it lacks depth, and storyline, unfortunately.
Please comment on any balance issues you might see. After my exams, I will work on getting those blasted civilisations thier UU's and UB's. Remember that, although lore and legend survived the winter, and thus the UU's and UB's can be exactly the same as in regular BTS, some variety might also be welcome (and some civs, like Canada, for example, don't have a BTS equivalent). In the case that the civ is new, and isn't a rebel civ, then it should be given a UU in terms of thier environment. I will do it, but I am always willing to receive suggestions.
I tried to get 4~6 civilisations for each continent, and picking the main ones that would likely recover after a nuclear winter. Thus my choices for civilisations. Leader names will likely be Local leaders. So, if you live near, or at the location of these civs, please, if it is not illegal to do so, please tell us the name of your local MP / Mayor, so that we can get some realistic sounding names.
I must say, since the Zombies and Barbarians are always at war with one another (and everyone else), Terra maps would be... interesting. Imagine... an entire continent of the Zombie armies!!
Download
Nothing yet... wait about 1 month or 2. Expected Alpha release date: 1st January 2009
Expected Undead Demo: 1st December 2008
Changelog
30/10/08: Plan unveiled.