[BtS] DIPLOMACY: a mod for Diplogames!

Hitler does have diplotext.

Finding select/order sounds for the Teutonic Order is going to be hard. I have no idea about a Pomeranian German accent! Poland, like, kicked out all the Pomeranians from there!

pomeranian.jpg
 
I wonder why I haven't made a single Spanish leader talk about how delicious ham is (no offense, IgorS).

No offence taken. I don't keep Kashrut. Actually, the only Jewish things I do are: fasting on Yom Kippur and not eating bread on Passover, and I do this only when I am in Israel on these holidays.
 
Yeah, ham isn't that gross once you've roasted it and basted it with Tamiflu.
 
No offence taken. I don't keep Kashrut. Actually, the only Jewish things I do are: fasting on Yom Kippur and not eating bread on Passover, and I do this only when I am in Israel on these holidays.

I've been told that judaism will make a hell just for me for the amount of ham I eat.
"You're the only jew I've known that bleeds bacon."

In my defense: It's bacon. No God would make eating bacon evil.
I'm convinced rabbis secretly sneak into butcher shops for bacon when nobody is looking. Catholic priests have child molestation, rabbis've got bacon speakeasies.
 
Does anyone have diplotext from Civ III? I want to use some of the ones Mursilis uses. Storm god... :lol:
 
I wouldn't stress out over the Teutonic Order's o/s sounds. Particularly since we are doing away with the HRE (in favor of the Franks) we can just use their old sounds... although we will probably also use them for the Franks... whatever, its not important I'll just use German or the HRE's. Don't stress over it.
 
Well, the HRE sounds would obviously be used... you know, for the Franks!

But that Hitler is looking so good I could put the LH outside as a Scare-Jew!

l3654ec450000_1_28743.jpg

"He's back! Save Jon Stewart! He's our most important Jew!"
 
But that Hitler is looking so good I could put the LH outside as a Scare-Jew!

Or it could attract angry Jews... Especially that tomorrow is LaG BaOmer, the holiday of bonfires (I'm sure Israel's firefighters hate this holiday so much...). One time I saw a Nazi looking scarecrow being used as a fuel for these bonfires, he had a swastika and all... So be careful!
 
Or it could attract angry Jews... Especially that tomorrow is LaG BaOmer, the holiday of bonfires (I'm sure Israel's firefighters hate this holiday so much...). One time I saw a Nazi looking scarecrow being used as a fuel for these bonfires, he had a swastika and all... So be careful!

I think he was joking, it was from a Family Guy episode.

Anyway, Johny Smith has been trying to convince me to use RevDCM with my mod. He makes some good points (for one it will be a hell of a lot easier to import the new religions since I won't have to make a new gamefont.tga for it) and also it will give the player options in the menu to play with Revolutions, Dale's Combat Mod, Inquisitions, etc.

This won't change the general plan; I have no intentions of making new wonders (although some may be edited like the Manhattan project for example) or changing the traits and civics (although there was talk of maybe changing traits). Actually I don't know what to do guys! I want to make a mod that isn't much different from the normal game, but I also want to make a really fun mod. So what do you think I should do?
 
I think he was joking, it was from a Family Guy episode.

Anyway, Johny Smith has been trying to convince me to use RevDCM with my mod. He makes some good points (for one it will be a hell of a lot easier to import the new religions since I won't have to make a new gamefont.tga for it) and also it will give the player options in the menu to play with Revolutions, Dale's Combat Mod, Inquisitions, etc.

This won't change the general plan; I have no intentions of making new wonders (although some may be edited like the Manhattan project for example) or changing the traits and civics (although there was talk of maybe changing traits). Actually I don't know what to do guys! I want to make a mod that isn't much different from the normal game, but I also want to make a really fun mod. So what do you think I should do?

I know he was joking, I just said you could also get the opposite effect.
About the existing traits and all- I prefer not to touch them. The people at Firaxis did a pretty good job on them, and I prefer to leave them as they are.
 
That certainly looks like a jibaro with a gun!
 
I think he was joking, it was from a Family Guy episode.

Anyway, Johny Smith has been trying to convince me to use RevDCM with my mod. He makes some good points (for one it will be a hell of a lot easier to import the new religions since I won't have to make a new gamefont.tga for it) and also it will give the player options in the menu to play with Revolutions, Dale's Combat Mod, Inquisitions, etc.

This won't change the general plan; I have no intentions of making new wonders (although some may be edited like the Manhattan project for example) or changing the traits and civics (although there was talk of maybe changing traits). Actually I don't know what to do guys! I want to make a mod that isn't much different from the normal game, but I also want to make a really fun mod. So what do you think I should do?

I'd just go for small, balanced changes.
I'd really just like to see some balancing when it comes to traits and unique units.

As long as nothing new is added that makes the game -more- unbalanced, I'm happy. That's the problem most mods have. They add a lot of content, but they don't try to think about how that content effects the game.
500 new technologies, but they screw up the AI's techpath so that everyone plays like Sitting Bull.

I'd also just like to see more leaders/civs. Maybe leader module packs?

My suggestion, in order to keep things small:
-Try to find a workaround for the memory allocation bug.
-Small changes to a few UUs which are underpowered, listed some awhile back.
-Maybe fix the Salon. This is the only UB I'd call bad.
-Beef up protective just slightly. Maybe replace City Garrison with Drill 2? I'd understand if you don't want to fix this because in multiplayer, protective seems more useful. It's terrible against the AI, though.
-Maybe make siege weapons work like they used to. It bugs me how I don't really need to build a lot of them anymore.
-Fix Manhattan Project
-Add some small flavor things. New religions, diplotext, etc. Minor things that don't affect gameplay.
-Add in a few pieces of Next War and any other modcomps you like. I like the idea of adding RevDCM since it gives the player the option to turn off parts. That and because I love Dale's Combat Mod, it makes late-game warfare a lot less ********.
-A few new civs/leaders.

Though new traits/civics could be nice... it'd be hard to balance. I'll admit the few I suggested aren't even that balanced, though I'd like to think they're more balanced than financial.
 
Firstly,

@ Madman; what's a Jibaro? And is it a good thing that it looks like that?

@ TAdF; great suggestions, just the type of feedback I need. Basically I am going to do what you suggested, CURRENTLY I plan on adding the following features;

- Manhattan Project will be altered as discussed previously
- Next War will be added along with maybe 2 to 3 more techs, this is only because I plan on adding a few new buildings and units, the techs will provide the buildings and units.
- Space Ships will take longer to build, require more research and also require certain buildings for specific parts. In effect it will be more difficult to win a space victory, I might also give a spy the ability to sabatoge the space ship. This could be parts or the entire thing, but they'd have to go to the enemy city that has Apollo.
- I am going to add more religions
- I might change Inquisitors to require a new building rather than the cathedral, which is pretty expensive to build
- I was thinking of adding that modcomp where barbarian states can rise into nations if they stay around for a while
- I am definitely adding the terraforming mod by avain. To plant forests you will only need environmentalism, or will have to be running the environmentalism civic. I haven't decided that yet. The terraforming itself will be a futuristic tech that might even need a new updated worker unit (like the clone worker from Next War or whatever)
- I might add the windfarms from Thomas' War, which is tile improvement for deserts. This would also require an early future tech.
- The regular version will only have the Israelis and Iroquois added, the Deluxe edition will have all of the modules I have made (and am making) plus the next six civs which will be released as a module pack and with the deluxe edition.

This is basically all I am going to do. Honestly I don't see many changes to gameplay there. What I liked about the first Diplomacy mod is that I didn't make many gamebreaking changes. In this set of changes the only real ones are to the future era, and the units/buildings won't be that overpowered because (a) everyone can build the units, and (b) the buildings will mostly be there to allow you to build certain units or spaceship parts, there will be slight bonuses and negatives (probably to health to keep it harder later if that is possible). But I agree with you, in general I don't want the mod to be too different.

EDIT: oh yeah, I am going to change some of the UBs, and I can take a look at the UUs
 
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