Hi everyone; some of you may have already played Anno Domini. I created the mod partly for the community, partly as a mod I might enjoy playing myself and partly for the enjoyment of actually creating a mod.
Gods and Kings comes out in a couple of months and I would like to spend some time in the second half of the year creating Anno Domini II, which would be a version that incorporates some of the new stuff coming with the expansion. It will require all the DLC plus, of course, the expansion itself to play - I realise that will not suit everyone, but I feel that I would like to include as much as I possibly can to make it as good a mod as I am able. The website in the signature below would also be updated to become a "proper" Civ 5 Anno Domini II website.
There are some questions I have, as I'm still considering the scope and direction for the revised version of the mod. I would be delighted if there's anyone out there interested enough to respond.
01. The scope of the original mod was the "old world" up to circa 400 AD. Should that be changed for the new version?
02. Should the Firaxis animated leaders be used wherever possible?
03. Did you like the style of the artwork in Anno Domini II with the person at the left of the picture, or would you prefer a more centralised portrait to match the animated leaders?
04. Were there any civilizations in the "old world" that were "missing" in your opinion in the original version of the mod?
05. In Gods and Kings, there will be the Austrians with a unique ability to be able to absorb city states into their civilization; which Anno Domini civ would that ability best sit with - and how should the other vanilla Civ 5 unique abilities which involve city states be dished out to ancient world civs?
This thread is intended as an initial discussion about the possibilities of the mod prior to the Gods and Kings release. Incidentally, I am now settled in my new home (which is a fantastic bungalow and very, very quiet), so there will be plenty of opportunities to do some modding and forge ahead reasonably quickly!
Gods and Kings comes out in a couple of months and I would like to spend some time in the second half of the year creating Anno Domini II, which would be a version that incorporates some of the new stuff coming with the expansion. It will require all the DLC plus, of course, the expansion itself to play - I realise that will not suit everyone, but I feel that I would like to include as much as I possibly can to make it as good a mod as I am able. The website in the signature below would also be updated to become a "proper" Civ 5 Anno Domini II website.
There are some questions I have, as I'm still considering the scope and direction for the revised version of the mod. I would be delighted if there's anyone out there interested enough to respond.
01. The scope of the original mod was the "old world" up to circa 400 AD. Should that be changed for the new version?
02. Should the Firaxis animated leaders be used wherever possible?
03. Did you like the style of the artwork in Anno Domini II with the person at the left of the picture, or would you prefer a more centralised portrait to match the animated leaders?
04. Were there any civilizations in the "old world" that were "missing" in your opinion in the original version of the mod?
05. In Gods and Kings, there will be the Austrians with a unique ability to be able to absorb city states into their civilization; which Anno Domini civ would that ability best sit with - and how should the other vanilla Civ 5 unique abilities which involve city states be dished out to ancient world civs?
This thread is intended as an initial discussion about the possibilities of the mod prior to the Gods and Kings release. Incidentally, I am now settled in my new home (which is a fantastic bungalow and very, very quiet), so there will be plenty of opportunities to do some modding and forge ahead reasonably quickly!