AVATAR Mod Development (Main Thread)

looks like it for the time being im afraid, though i might change my mind again (its not unheard of haha) (colonization is fairly cheap on steam anywho)



yeh i was considering this as well.


im unsure how the Na'Vi economy would opperate... i suspect they would attract more migrants from the wilderness... perhaps the Na'Vi could have a Wilderness Screen instead of an Earth Screen where they send out search parties to find other lone Na'Vi and animals.



thats a good idea with the Avatars. have the RDA and other humans able to send them to non-player Na'Vi settlements to gain support like the missionaries. Would the Na'Vi get an alternative as well? perhaps if i make some other non-playble 'native' civs which consist only of Pandoran animals, the Na'Vi could send 'missionaries' there to bond with animals instead of humans or other navi.

Regarding Liberty Bells, i think the Na'Vi could Use 'Ceremonial Drums' and the Humans could use something like 'Earth Propaganda'

Regarding the revolution victory, i think ill disable that and come up with some other victory conditions, like 'Cure Earth' and/or 'Eliminate Savages' for human civs. 'Expel Invasion' and/or 'Unify the Clans' etc for Na'Vi Civs,

I think it would be simpler to just have the Na'Vi as being natives.
 
clearly i need to figure out Colonizations gameplay propperly still... ive lost 3 consecutive games on the easyest difficulty because my king won a 'europe' victory... whateverthat means. thanks for the tips

a Europe victory means that due to ur help in colonizing the new world, ur king has become the world power, were he is feared by all, including u.
in 1792, if no one has rebelled then which ever colony has the highest score has his king win a Europe victory, in custom game, u can replace it with time, were u will win a time victory rather then ur king win a europe victory, i normally do this
also normally at the beginning i decide that i don't want to rebel try to win a time victory, but as soon as taxes get above 15% were i make more money selling goods 2 natives then 2 my homeland, its feel the need to extract revenge, i never deny the request of the king 2 raise taxes, as the City name resource name party, mean i cant trade that resource any more, and it is always the resource that u r producing the most at that time.
 
I think it would be simpler to just have the Na'Vi as being natives.

yeh it would be simpler, but i want Na'Vi t o be playable so ill slog through the dirty work to make it so ;)

a Europe victory means that due to ur help in colonizing the new world, ur king has become the world power, were he is feared by all, including u.
in 1792, if no one has rebelled then which ever colony has the highest score has his king win a Europe victory, in custom game, u can replace it with time, were u will win a time victory rather then ur king win a europe victory, i normally do this
also normally at the beginning i decide that i don't want to rebel try to win a time victory, but as soon as taxes get above 15% were i make more money selling goods 2 natives then 2 my homeland, its feel the need to extract revenge, i never deny the request of the king 2 raise taxes, as the City name resource name party, mean i cant trade that resource any more, and it is always the resource that u r producing the most at that time.

interesting, ill have to disable the europe victory in the mod then. thanks for the tips!
 
I uploaded version 0.03 of my space col mod including alien native species as playable civilizations, so try it out & see how they go. Making playable natives fairly balanced will probably take lots of playtesting / adjustment, since the basic ones in Col hardly do anything at all.

A few of those proposals sound like they potentially might be pretty complicated to pull off, like the animal civ stuff, different types of missionary that act on different civ types, Wilderness Scout Leader Europe screens etc. I don't know if it's possible to make multiple different versions of the Europe screen, the aliens in my mod mostly grow the population of their home planets using food production, though they can also access the markets and human colonists of Earth.

I'd agree with Valkrionn it would make sense to have RDA or ICA act as the King / parent government for the human players who act as their agents, then you could let them decide whether to rebel against their Earth masters.
 
I haven't heard of anyone else having any errors with either version and it loads fine for me; you'll have to tell me specifically what error you're having.

Make sure you're using the most current Colonization patch, and that you unzipped the mod into the Mods subdirectory of the folder where you have Colonization installed. Check if you're able to use other Colonization mods successfully. If not it may be something wrong specific to your copy of Colonization, such as if you changed the files directly at some point.
 
Instead of trying to make the natives playable, couldn't you just make an extra colonist-civ with unique na'vi units and switch landstart on in the xml?
 
Great, glad the 2071 mod is working for you ilduce :goodjob: I'm now updating it so the aliens can eventually train several types of alien specialists, in addition to abducting humans from Earth by using cross production from the Earthling Habitat.

I think CivLucas was talking about the proposed Avatar mod; it would also be possible to use bNative=0, though it looks like the main effect of that tag is whether you can sent Missionaries to them and whether they can grab goody huts. So far I can't find any simple way to make different kinds of Missionaries though I would like to. As an alternative to having to attract units from a Europe screen using crosses, it's possible to have them build new citizen units using food and native resources as inputs.
 
Hey man, if you still need good screenshots that aren't on the Avatar-wiki, I saw that the DVD-screener is now downloadable with torrents.
 
If you're gonna make a Dragon, then I suggest you start with the Hybrid Gunship from Rise of Mankind mod on Civ 4. Just move the propellers up and copy them on the back, maybe beef up the body a bit. I have the official game, so there's a lot of material from that that could be used in a mod, but Needle Hills and FEBA locations would be... interesting. Leaderheads could be added with and Dr. Rene Harper, in Human and Avatar form. Doubles would be interesting though... Maybe Falco (second in command next to Quaritch) could spice up the battlefield with a little insanity over rocks. Also, maybe the RDA could start on a dilapidated Earth with the Venture Star (no space barbs please...) and a Valkyrie or two (the thing they used as a bomber in the movie). I'm not sure how the resourcing would work, and it would be a bit odd to have Ikran "pastures", maybe a certain unit could defeat an Ikran with a promotion or something, and turn into an Ikran Rider. Maybe you could have something like the world spells in FfH2 and maybe something able to turn the tides like in the movie. Phew, that was a long post! By the way, these are just suggestions. Maybe you could make an adaptation for vanilla Civ?
 
has the mod died? or is it in construction?

its not been started yet. its just being designed and im seeing if there is much public interest.

If you're gonna make a Dragon, then I suggest you start with the Hybrid Gunship from Rise of Mankind mod on Civ 4.

i think i know the model you are referring to and i had that idea as well :)

but Needle Hills and FEBA locations would be... interesting.

what are these?

Maybe Falco (second in command next to Quaritch)

i cant find any pictures of him on the web :(
and it would be a bit odd to have Ikran "pastures"

ikran wouldnt have 'pastures' they would have something else. not sure of a name though.

Maybe you could make an adaptation for vanilla Civ?

i would love to as well. but thats getting a bit ahead of myself. need to actually start this mod first haha
 
Alright, I see your point. For pictures of Falco I suggest you look in Pandorapedia (google Avatar) or look at game reviews on various websites, notably youtube.com. Needle Hills is the first location in the Human part of the campaign, with a maze of mountains and plains swarming with Viperwolves. The main objective is to run to the base while Kendra, who is in charge of your orientation, cares for the wounded pilot and guards the crashed Samson. After destroying Ikran nests with a Scorpion, the main fetch quest part of the game begins, finding rocks and sniping Na'vi. The FEBA (I forget the acronym) is the next place the human part of the game goes, involving a more dense jungle approach and involves the only Hammerhead Titanothere in the game (to my knowledge as I haven't completed the Human half). It is also where you will have to kill Bayda'amo.

I'd be happy to make a few models or skins if somebody told me how. :(
 
Yeah it sounds like a great idea if you can do it you deffinately have my support.
 
I don't think AVATAR has enough modding material to make a mod and still keep to the movie. But then, you already seem to be taking a lot of creative liscense. :)
 
I'm sorry for bumping this, but I wanted to tell you that I tried making a Colonel Quaritch leaderhead in Blender, though I never got farther than importing Charles de Gualle's uniform. Maybe if I ever complete it, I'll release it so you can actually have materials for this mod.
 
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