Anno Domini for Civ IV

:)

It's a matter of principal now with the well, but I'll upload the storyteller hut and well in a few minutes. I'm trying to "round" off the square/blocky look of the well. It looks like Legos right now. :sad:
 
woodelf said:
:)

It's a matter of principal now with the well, but I'll upload the storyteller hut and well in a few minutes. I'm trying to "round" off the square/blocky look of the well. It looks like Legos right now. :sad:
Great!! I'll look forward to using them in the mod. I'm off to take a break - "deal or no deal" is back on tonight, so I'll come back to modding after that!!

The well will do the same as the monument in Anno Domini - i.e. a culture boost. I'm not putting in the monument at this stage, so probably I could use that for the Milon of Kroton statue?
 
They're in the database. I'm going to post a screenie in the graphics section of all 3 together and let people know about them.

Thanks for the criticism and encouragement. :D
 
Killamike718 said:
Just a question, Whats the poly count on one of thoseReally cool leaderheads you created?
No idea chap!! I did them in Poser, so I guess it would be quite high ;) . If you take a look at these experiments, you'll see I've worked out how to import poser items onto leaderheads today...

CrackedIt.jpg


CathBoudicca.jpg
 
They look great! One thing, About cleopatra, her background, where did you get it from? Is there anyway you could show me a whole bunch of other egyptian art like that, in Hi-Res, Because im working on A project which will be released in the future. Thanks, and its ok if you cant find the link to the site with the images or where ever your source was.

Edit: When will this Mod release, I want to try it out.
 
Killamike718 said:
They look great! One thing, About cleopatra, her background, where did you get it from? Is there anyway you could show me a whole bunch of other egyptian art like that, in Hi-Res, Because im working on A project which will be released in the future. Thanks, and its ok if you cant find the link to the site with the images or where ever your source was.
www.daz3d.com - it's a great site with lots of cool stuff; but is really for poser and bryce.
Killamike718 said:
Edit: When will this Mod release, I want to try it out.
Now that I don't know. I'm trying to get a version up and running some time in September - but keep running into issues that take time to resolve as I learn how to mod in Civ IV.
 
I'm working on the tech tree today (ensuring all civilopedia entries are completed as I go along). Before I started this morning, Anno Domini only had 18 techs - I was playtesting for the artwork and learning how to actually mod Civ IV. Up to now, I've added an additional 40-50 techs for one very long ancient age. There'll be a classical and medieval age (perhaps renamed to the Dark Ages or Feudal Age - or I could even call the ages Anno Incepti, Anno Imperii and Anno Domini like in the Civ 3 version), which will comprise approximately 25-30 techs each. Luckily, I did a decent civilopedia for the Civ 3 version of the game, though it wasn't complete. However, I've been able to transfer a large quantity of information from there, which has saved a lot of time.

I'm going to be introducing the various civic options at some point soon. I think I'll keep the following as they are:
Government: Despotism, Hereditary Rule
Legal: Barbarism, Vassalage, Bureaucracy
Labour: Tribalism, Slavery, Serfdom, Caste System, Emancipation
Economy: Decentralisation, Mercantilism, Free Market
Religion: Paganism, Organised Religion, Theocracy, Pacifism.

Any thoughts? Any ideas on what I could add?
 
I'm not sure Pacifism is needed in Religion or Emancipation in Labor. I always like a Barter Economy, but I'm not sure if it's needed or enough different from the others.

Some more government variety would be nice, but what else was there back then? Tribal rule? Some form of Senate? Oligarchy?

I think once people playtest it and find needs you'll get a better idea if you have gaps that need filling.
 
I added C. Roland's great reskins to the database Rob. You can re-download or simply download his file from the Ancient Buildings thread and swap dds files.
 
woodelf said:
I added C. Roland's great reskins to the database Rob. You can re-download or simply download his file from the Ancient Buildings thread and swap dds files.
Thanks for that! Those buildings look really impressive now. Maybe those dds files could be used as texture templates for other buildings you do for the mod?
 
R8XFT said:
Thanks for that! Those buildings look really impressive now. Maybe those dds files could be used as texture templates for other buildings you do for the mod?

I'm not sure how that works to be honest. Roland and I seem to have a good partnership going so I might not need to mess with that at the moment.
 
Rob, I'm gobsmacked at your updated version of Cartimandua of Brigantia! The lighting in particular is beautifully realised, giving real nuance and depth to the skin & clothing textures.
I'm really looking forward to seeing how the other leaderheads develop.
 
Roops said:
Rob, I'm gobsmacked at your updated version of Cartimandua of Brigantia! The lighting in particular is beautifully realised, giving real nuance and depth to the skin & clothing textures.
I'm really looking forward to seeing how the other leaderheads develop.
Thanks! However, she's not animated, so at the moment, she won't be in the mod. I'm glad you like her though.
 
Here's an idea for the mod, see what you think!

It all came about due to the fact that I wanted to have the Vandals in the game, but they share city names with the Carthaginians. Both have Carthage as their capital. I take it (but need confirmation please!) that if one civ has "Carthage" as the name of a city, then another civ cannot have the same name? I'd hate to risk the Carthaginians not having Carthage as their capital!!

What I thought was that I could have a basic ship (carries one person, doesn't move very far) and give this as a free unit, along with, say, 3 warriors - or possibly a stronger unit for balance purposes - but no settler to the Vandals. They would then have to take another city by force before they settled down and built up their civilization. I also thought this would be apt for perhaps the Sea Peoples and offer an alternative early strategy. It would mean that the player of other civilizations would have to watch out for these attacks and protect their cities early on. I guess the free warrior units for the Vandals would need to have some ability to allow them to enter territory without the need for a border agreement or alternatively have the civs ready to declare war from the off.

I'd appreciate any comments!
 
That would be interesting having a civ start with no settlers. I'm not sure how it'll work in game, but the idea is cool. Maybe if their starting units have an "animal" tage they could enter cultural borders at will? And if they only received a set amount of these starter units there would be no need to worry about them doing this all game if the units are made unbuildable.

You are right about the city name question btw.
 
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