JaseEmtP
Warrior
I do like this new cleo, not that she looked bad before. I do enjoy your work. But, the longer hair is a keeper for sure
RedAlert said:I like the idea of adding some Native American civs, but the combining of mediterrenean and european culture groups will call for a re-doing of city graphics(which is perfectly fine if that's what you want, don't get me wrong)
R8XFT said:I was planning to use those that you'd already done....unless you're still up for straggling them over four eras!!
EDIT: The above list of Civs has had a change already!! I've got to have the Franks in, with Charlemagne as the leader, so that replaces the Visigoths. I'm also unsure about the choice of Native American civs....
There's no real rationale; it's just that it comes at the right time in the tech tree and I didn't have anything for Stone Working....I've seen other mods attach a defensive unit to Stone Working and thought "why not?" However, as my first attacking unit will be a slinger, I could maybe fix that in with Stone Working and swap the defensive unit to Primitive Weaponry.Plotinus said:Looks pretty good. What's the rationale for a defensive unit with Stone Working, though?
It's possible to change the graphics for the Space Ship, I'm sure. All the graphic files are in Art/SpaceShip - so no surprises therePlotinus said:I like the idea of a New World-finding ship. However, I don't know what's involved in rejigging the Space Race: is it possible to change the Space Ship graphics?
R8XFT said:Trade: Allows bazaar to be built (+50% tax output); curragh can be built - it has 3 moves per turn and can carry one unit.
Also, I had an idea of having an equivalent to the space race: build parts of a sailing vessel destined for "the New World?" - even though technically we're including civs from what we called the New World. Your thoughts?? It would help bring a natural conclusion to the game rather than it stopping in around 1200AD for no apparent reason.
I didn't realise that. Perhaps I could make it carry 2 ground units, but only have 2 movement instead of 3?GRM7584 said:Having a naval unit that can only carry 1 ground unit can give the player a bit of an advantage over the computer, as the AI can only send seaborne settlers out if it has a naval transport with enough room for 2 units, whereas the player can either send them out alone or send a second ship with a defensive unit.
I just feel it makes sense given the timeframe. As we're all of different capabilities in terms of actually playing the game, there'll be people that finish the mod with plenty of time to spare, emulating the Vikings et al.GRM7584 said:Why a race to the New World? the Vikings have "been there" 200 years before the end of the game, and Europeans won't make it for another 300 years from the end of the mod. Of course there are also theories of the Irish, Phoenicians, Romans, Chinese, etc. making it there well before 1200.
That's not a bad idea; I may implement that. My thinking was to have the units available separately so that the player had to make a choice whether to go for defensive or attacking units first.GRM7584 said:Also, for the units: you could just make them both available with primitive weapons. Stone Working should have a nice wonder or improvement anyhow, which would offset the lack of unit.