Alagaesia TC

What about a "magicians" civ? This is certainly departing from the books' story line, but I think it could be interesting. Regarding a leader - I have no idea.

Has a release date been announced for the 3rd book? If not, I'd say let's just go ahead and release it. We can always update it whenever the 3rd book is out. Release would allow community members to test it, and give us feedback, and possibly even expand the mod team. Although I think it needs to be playable and balanced before release. So we still need some beta testing first.

-Laina

I like the idea of a "magician" civ, ummm sounds intriguing. If you stick with the book, i dont know who the leader would be, but if you didn't how about Merlin?
 
I appreciate your acknowledgement, TC.

As for Riders as a civ, they weren't really a civ per se in the book, so much as a loose cannon international police corps. That's why I think the minor civ thing would be good for them.

Dragons as barbarians would work just as well, anyway.

On civilizations, I think this is as much as we can muster. Unless we want to be specific, we could narrow civs to include Carvahall, and the desert nomads, but we don't really know much about them; the third book will hopefully reveal more for us to work with. On that note, should we wait for the third book to release this? Right now it seems as though we'd be very barebones, unless we utilize our creative license.

About a desert nomads civilization thats a great idea. I could give them a specific tech or two that would give them benefits for living on the desert. However, this mods release isn't going to revolve around the release of the book its going to revolve around the development of the mod. Any ways the "Creative License" has been used before and will be used again. I'm not going to cut options for the sake of keeping true to the book. A fun mod comes first ;).
 
Well said. If we use our creative license, then, the Magician Civ becomes no problem.

For the magicians, we might want to include the Twins as a leader - evil though they may be. The magicians, being somewhat independant of the Varden - were under their hold for awhile, even if they were in turn under Galbatorix.

You mentioned technologies for the desert nomads. How are we going to go about technologies, and more importantly, how will they develop?

I was also wondering about how to duplicate the maelstrom in Eldest. Perhaps we could figure a way to include that as a terrain, or a random weather pattern?
 
Hmm, I don't like the sound of a magicians civilization, too much work, too little reward. Firstly, in order to make a "Magicians Civilization" we need to do something to make it more wizardly. Are the people all wizards? Is the government comprised of wizards? Doing things like making magic units and building cheaper would cause a huge unbalance. I seen no practical way to make a "Magician Civilization" that would help game play in any way.

The nomads are another matter. Excellent idea. About how they will work into the Tech Tree thats easy. Just tack on a tech here or there such as "Camel Riding" or "Water Finding" (you know sucking water through straws) and make it so only that civilization can access it.

The maelstrom :devil:. One of my favorite aspects of the book. I got plans for players ships. Probably won't be implemented this time around but it will be eventually. I have many ides to keep any person playing this mod alert and prepared for anything (Think burnt farms, boys possesed by spirits like Durza was running amok plus another nasty idea that stays under locks for now.).
 
Leader Heads Update

Realized I hadn't done a civilization update even though I'm about done with thew civilizations. The images are the 512x512 so I've put them in spoilers so that the don't take up all of you screen.

Ajihad
Spoiler :
ajihadso4.jpg

Arya
Spoiler :
aryacm1.jpg

Durza
Spoiler :
durzahq8.jpg

Eragon
Spoiler :
eragonqc1.jpg
 
Burn Baby Burn

Here's the result of playing with fire :devil:!!
I'm working on the code that will allow creatures such as Dragons and Fire Mages to catch the world on fire. The fire spreads and can catch you cities and units on fire. Anything caught in the inferno will lost a small amount of health to say the least. Just need to make sure it saves correctly. I hate pickle.
firegoodbx8.jpg
 
Oh, excellent! Perhaps fires should leave behind visible terrain deficiencies, like with the Burning Plain? That'd be a way to simulate it.

Also, I'm concerned about the dwarves and elves, and making them have proper synergy with their environment. Like, elves should be able to have bonuses for settling in forests and jungles, dwarves for near peaks (for that matter, should dwarves be able to work peaks?) and hills. There should be a way to encourage the player to follow a settling pattern such that it aligns with that actual civilization in the book.
 
Very nice, Classic! And, I think civ-specific terrain bonuses/advantages are a good idea also. One way to accomplish this would be a UU that can build a certain improvement.

Sorry I've been sort of MIA - it's been a hectic week! At least I finally finished my taxes, :)

-L
 
Very nice, Classic! And, I think civ-specific terrain bonuses/advantages are a good idea also. One way to accomplish this would be a UU that can build a certain improvement.

Sorry I've been sort of MIA - it's been a hectic week! At least I finally finished my taxes, :)

-L

Word to the wise, my MOD will contain a certain, way of promotion, (python) terrain/improvement that might be helpful to this MOD also, i am trying it out now to make sure it works good. Will let you know soon ok. It will be a MOD Comp by Zebra9.
 
Word to the wise, my MOD will contain a certain, way of promotion, (python) terrain/improvement that might be helpful to this MOD also, i am trying it out now to make sure it works good. Will let you know soon ok. It will be a MOD Comp by Zebra9.

@ strategyonly
Hmm, you have my attention. I'll keep an eye out.

@ lshockley
Thats fine, I'm glad you like it. To make civ-specific improvements I'll most likely just link them to civ-specific techs that way I won't need many new graphics.

@ Crezth
Got to run but I'll comment on your ides soon.
 
re: Maelstrom, how about a random event sort of like the "lost at sea" event from Civ 2 and 3? Maybe we could get a terrain graphic for the whirlpool, and then there could be a 75% chance of failing to safely sail the Maelstrom. It might be easier to do several small Maelstrom-ettes, rathern than one giant Maelstrom (graphics-wise, I mean.) They could randomly generate on the map, making ships sail around them or take their chances. Any thoughts?

ps... The Maelstrom is borrowed from Norse mythology - it might not hurt to read the Norse version for some ideas.
 
@Classic - I didn't know it was possible to make civ-specific improvements... is it done in improvementinfos? I looked at the XML and couldn't find anything. Just curious how it's done... I've only accomplished this in the past by creating a UU that has a specific build function that no other unit has. If there's an easier way, I'd love to know!

-L
 
re: Maelstrom, how about a random event sort of like the "lost at sea" event from Civ 2 and 3? Maybe we could get a terrain graphic for the whirlpool, and then there could be a 75% chance of failing to safely sail the Maelstrom. It might be easier to do several small Maelstrom-ettes, rathern than one giant Maelstrom (graphics-wise, I mean.) They could randomly generate on the map, making ships sail around them or take their chances. Any thoughts?

ps... The Maelstrom is borrowed from Norse mythology - it might not hurt to read the Norse version for some ideas.

Hmm. I was thinking of having the Malestorm move around. If made big enough to span about 9 squares I could check to see if it is landed on and if it is kill the ship that hits it. Making it change size from 1x1 to 3x3 would be cool. The graphics and making the AI not run into the Malestorm will be tough though. I might be able to set up an animated .nif in blender, but that would have to wait. I could also set up it's movment so that it hovered around the equator. A Malestorm at the north pole would be weird.

Still working on the code to get the fire to spawn after battles between fire units and then spread and burn out. It's turned out to be as much of a pain as expected! But I really think this will help make game play unpredictable and more realistic.
 
@Crezth - I like your ideas for civs having different relationships with the terrain. I think this is a great idea, and very doable with use of civ-specific improvements.

Perhaps we can identify a "favorite" terrain for each civ, and give a civ-specific improvement for their favorite terrain?

Just typing out loud here: Civ - Terrain - Special Improvement
Dragons - Peaks - Eyrie
Dwarves - Hills - Dwarven Mine
Elves - Forest - Living Forest?
Human Civs - Grassland - Vegetable Garden
Urgals - Plains - Urgal Camp?
Empire - Desert - Desert Mine
Magicians (if added) - Coastal Waters - Spell Well?

Hmmm, my words are not coming very easily today, these names stink. But, hopefully my idea is understood?

-L
 
Good ideas I just have a few small things I'd like to point out.

Dragons - Peaks - Eyrie
I was thinking for the dragons they could be more desert oriented. Remember Saphira really enjoys her time crossing what ever that huge desert is called.

Dwarves - Hills - Dwarven Mine
I couldn't agree with you more. Dwarves and hills go to quite well together.

Elves - Forest - Living Forest?
Perhaps I can make ancient forest improvement.

Human Civs - Grassland - Vegetable Garden
I was thinking of giving the Empire a slave farm or town which would give it a production bonus, not sure about Varden and Surda improvements though.

Urgals - Plains - Urgal Camp?
Makes sence.

Empire - Desert - Desert Mine
Maby a slave or forced labor farm that gives a little more food but ocationally spawns rioters :mischief:.

But anyways good ideas. After finishing the fire code I'll work on it.
 
Maelstrom: I like these ideas. I think it should be movable indeed, and maybe change size, but why should it be focused around the equator? The more random it is, the more hectic, the more... interesting. The maelstrom isn't just a summer storm, it's a magical anomaly.

I like the improvement ideas, except I think rights to the Desert should belong exclusively to the Nomads. The Empire, I believe, ought to have something extra other than towns for the default no-irrigation : like, slave camps. That sounds like a swell idea.

Also, I was wondering how to do the desert nomads and Varden... they ought to be mobile. I was thinking something like allowing their cities to be "abandoned" in exchange for a Settler, but the abandonment takes a few turns, thus allowing, in times of danger, for them to essentially up and leave, perhaps going to some other continent. The settler ought to have promotions linking proportionally to the wealth of the city, which then apply to the new city. Probably a difficult task.

For that matter, perhaps mobility should be a full-fledged feature available to everyone? Remember the humans in Alagaesia came from across the sea, "presumably fleeing a threat in their homeland." If we decide to tackle that as a feature, then the Varden and the desert nomads (maybe dragons?) should have more flexibility in it. Just typing aloud here.
 
Wild Fire Update

I finally have the fire working for the most part. The center fire there in the middle on the village was the original caused by one of the FireMages defeating a slinger. The other two are from it spreading. In another turn the middle fire would have gone out. Now I have have to make it spread to cities and damage the terrain they are in.

Edit: Have the terrain and city damage components successfully added in.

Spoiler :
wildfireos1.jpg
 
Development Overview.

I was looking back over this thread and noticed I don't really mention a lot about whats been done. So here's a brief overview of the production of the Alagaesia TC. The mad is stable and playable in its present form so far as I can tell; however, i still need Beta Testers as its impossible for me to test all that I've don't with me stopping working on new stuff. So if anyones interested in beta testing PM or post below and I'll hook you up! The mod is nearing completion of an initial release. First more buildings need to bee added and the tech tree needs to be more filled in.

Spoiler Dwarf Civilization pedia screen :

dwarfpediauy3.jpg


Spoiler Civics :

civicsaq1.jpg


Spoiler Religions :

religionsip6.jpg


Spoiler Results of Wild Dragon Raids (the rail road will be removed) :
fireni9.jpg


Spoiler Spear Calvary :
spearcalvarykn9.jpg


Spoiler Royal Gaurd :
royalxr7.jpg


Also here are some ideas I like to toss into the air. First I'm thinking of setting up a project that would be like the internet; however it would be called the black hand and be a technologies stolen by the elite wizard spies.

I was also thinking of having a modified version of the space-race as a victory. Instead of space parts you would have to build magical monuments that would give you incredible power allowing you to mentally subjugate enemy leaders and thus win the game.

Anyways I'm off to bed. All feedback, comments, and questions welcomed.
 
Hello All !

ClassicThunder, those units look great! The mod is really coming along very nicely.

I like the idea of an "evil" internet... very clever!

Also, if you'd like to take a look - we've done some cool things with victories for the other Mod I'm working on: The Middle Ages Mod - here's a link.
http://forums.civfanatics.com/showthread.php?t=193277.

Next on my to-do list is tech buttons and leader text if anyone has any suggestions.

-Laina
 
Hello All !

ClassicThunder, those units look great! The mod is really coming along very nicely.

I like the idea of an "evil" internet... very clever!

Also, if you'd like to take a look - we've done some cool things with victories for the other Mod I'm working on: The Middle Ages Mod - here's a link.
http://forums.civfanatics.com/showthread.php?t=193277.

Next on my to-do list is tech buttons and leader text if anyone has any suggestions.

-Laina

Thanks!

I'll take a look into the Middle Ages Mod. I was planning to do something similar before deciding on the Alagaesia universe due to the magic and dragon components. I like to mix things up a bit ;).

I've been playing with projects. I'm not done yet so I'm not going to say much but I've added around ten projects which fill in the tech tree at the end and gives the mod a unique twist. I'll update probably within the week. After this I'm going to beta test for the most part and as soon as your done with the texts and buttons and Sto contacts me about the dragon code I'm thinking of an release. What do you think??
 
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