Ball Lightning
www.sporedum.net
Can any more suggestions please be posted here so that i can add the to the list here.
Regards
Ball Lightning
Regards
Ball Lightning
When will it be ready? I can't wait!!!!!!!!!!!!!!!!!!!!!!!!
^er... doesn't EotW feed into WoL?![]()
Events and quests don't take that much memory i think ...This all sounds great, BUT... What do you predict the impact of all these additions will be in terms of performance? My system already hangs at various and sundry places when playing BTS and if I add any more things that sap memory, my computer will likely go on strike.
Events and quests don't take that much memory i think ...
This all sounds great, BUT... What do you predict the impact of all these additions will be in terms of performance? My system already hangs at various and sundry places when playing BTS and if I add any more things that sap memory, my computer will likely go on strike.
I have an idea for an event:
Scandal
A scandal has erupted within our administration. A major drug ring has been discovered in (Random ForeignCity) Some of the evidence indicates that our popular Chief Adviser may be involved (Civ leader) is demanding action)
Options
1. Fire him immediately (+2 relations boost with (Civ Leader +2 unhappniess in all cities for X turns))
2. Stand by him (-2 Relations boost with (Civ Leader)+2 happnies in all cities for X turns)
3. Wait out the situation and see what happens (Scandal may continue)
If you choose to wait it out the following event may occur (30% chance)
The scandal in (Foreign City) has reached it's boiling point as concrete evidence implicating our adviser has been uncovered. (Civ Leader) has issued a warrant for their arrest. Our citizens think he is being framed.
1. Fire and extradite him to (Civ Noun) (+2 unhappiness in all cities +5 relations boost with (Civ Leader)
2. Fire him but try him in our own country (+1 Unhappiness in all cities, +1 Relations boost with (civ leader))
3. Refuse to take action. (-5 relations with (Civ leader)+4 happiness in all cities) in addition 20% chance for (civ leader) declaring war.
This sounds very interesting to me. When and where can we the mod to try it out.
Something I'd like to see. A little more realism with regards to resources that you have. Split nuclear sources into regular and weapons grade (add plutonimum as a new resource list, if necessary). If you do not have weapons grade material, you cannot build nuclear weapons. Not every civilization on the 'real earth' has access to either nuclear sources for energy or weapons. the latter is a good thing. Imagine if some of today's very radical groups had easy access to weapons grade materials. The '9-11" deal would seem to be very small, with respect to what these folks would have done.
Basically, almost every country in the world has access to iron/steel, aluminum, etc. In order to make the game more athentic, you could utilize the amount that you have available (number of resources) to help determine how fast you could build items that use that resource. In other words, if you had a large city that could build things real fast (large number of shields), they would still be restricted by how much of the resource (or rescources) used by the object being constructed, uses. Ships use lots of steel, so if you only had one source of iron, you would not be able to build it (or as many) as fast as you would with two sources. Also, if you were try to build too many at one time, that would also slow up the build rate for those ships, as well as any other items being built that used steel. The use of research can then be utilized to help make the most out of your available resources by allowing better refinement and efficient use of those reasources (stock piling/storage, recycling, better refinement/processing procedures, etc). This would allow you to build more at a faster rate with less of a particular resource. The same would go for all resources, oil, aluminum, uranium, etc. To add in another variable, allow some resources to 'sprout up' (or become 'unexpectanly available') in various locations later in the game. The chances increase with more when specific research is placed towards that resource. A resource, like uranium or plutonium, would be less likely to 'randomly appear than (say) oil, iron, gold, silver, oil, etc).
With regards towards nuclear weapons. You cannot build any weapons of 'large' mass destruction without researching something like 'enrichment'. Without 'enrichment' (or whatever you would desire to call the research) you would be only allowed to build small 'dirty bombs' and only if you could get access to the resource. You could steal or gain access through the 'black market', but that would only give you the random ability to build 1-4 'dirty bombs'. You would need to research various types security/spy measures to be able to gain access to chances of 'black market' and (of course) 'stealing' the stuff from civilizations that have it. Civilizations that have these resources would need to research better ways to protect it as the game progresses, as better methods to 'steal it' would also become available. This would help keep the 'so-called' big guy on his toes.
There also should be research towards more powerful and accurate non-nuclear weapons. This would allow civilizations without access to nuclear weapons the ability to compete (militarily) and those with nuclear weapons the ability to battle without irradiating the planet. If all the 'real world' counties with access to nuclear weapons go to war wtih nuclear weapons, there would be almost nothing left worth keeping. Environmently speaking, the contamination could spread almost everywhere and the proliferal damage could be drastic. Therefore, the use of these weapons should/would/are limited to deterents. Hitting a civilization with a nuke or two (like Japan in WWII) would cause drastic enough damage to get them to surrender and sign off on peace treaties to end a war, not to take over their country or totally eliminate them. To do that with nuclear weapons (alone) would require rendering the world unfit to live in, thus making everyone a 'loser'.
Stealth - the more you research it, the more 'stealthier' your stealth units become. Also, the greater ability your country has to see stealth units. Submarines, stealth destroyers and stealth aircraft are the main items here. The 'air ballon' (air ship or whatever it is) would not be able to see a submarine with a 'stealth rating' above a given "X" value (where the "X" value is determined by the amount of stealth research). No matter how much stealth research you have, the air ship could only see stealth itmes up to a certain level. Same with the 'conventional destoyers'. Submarines, stealth aircraft and the stealth destroyer would have 'unlimited' research levels. This would force every civilization to continue their research in order to stay competitive. Same thing could be done for spies (security).
Aircraft carriers - these should be able to advance (through research) to become more powerful weapons. Through research, they should be able to carry more planes (increase the number by maybe "2"). The planes should become more powerful with extened ranges (up to 2-3 squares), more stealthiness (not as stealthy as the 'full blown' stealth aircraft) and powerful (be able to drop very power weapons/bombs, smaLL nukes (like those over Japan), not ICBM level nukes). The ships (themselves) should be able to develop stealth levels that would make them harder to find for most ships (unless they are come upon by pure accident) up to a certain level. A WWII level sub or destoyer would need to be very close to the carrier to find it (the carrier would be able to see these items well before they see it). Higher level (stealth point) vessels (stealth destroyer, subs with higher stealth points) would see the carrier sooner (with enough stealth points, will before the carrier could even see them). Attacking would be the same method as currently used in the game (attack the square/tile the enemy is in). The difference is that the attacking unit (with the added stealth points) would have the ability to move out of the enemy vessels range of visibilty after the attack (if the enemy vessel is not sunk on that attack). Firing of a missle of any kind from a ship or submarine, makes that vessel visual to everyone for one full turn. Ships with anti-missle defenses (phalenx, etc) would have a greater defense against incoming missles (carriers, destroyers, etc have these). The anti-missle defenses would require an enemy to fire more of its missles against the ship in order to hit it, thus depleting its supply of 'on board missles' sooner.
Obsolete units. In order to help save computer memory, older units (archers, warriors, catapults, etc) would automatically be purged from your inventory after (maybe) 10 turns from the point you gained access to the 'newer' units that obsolete them. You would have that many turns to 'upgrade' them before they just 'disappear' from your inventory. A civilization that has reasearched nothing would still have warriors, even at the very end of the game.
Barbarian nations would become 'terror organizations', with no true countries, but the ability to ally with a country (not completely) for access to resources. Only high research in the areas of security would allow someone access to see who is allying or helping out with these fanatic groups. These groups would always be 'highly suspect' as they would be able to turn on the civilization aiding them at any time without warning, if that civilization were to let it's guard down. Using these fanatical groups would be useful in attacking larger civilizations (on a smaller scale) causing some 'unrest' and some minor damage in them, slowing the larger civilizations up a little bit without the supporting civilization being readily identified (sort of like the privateer ship). The supporting civilization would have no actual comntrol of the barbarian/terrorist group, other than to tell them who they want attcked (unlike the privateer ship). Civilizations with higher levels of security, could identify the offending civilization sooner, but never imediately. The barbarian 'nations'/terrorist group would be able to have access to whatever researches the civilization that aids them choses to give them (and it becomes permanent; resources can be limited to 1-2 dirty bombs, 1-2 tanks, etc), thus being able to develp those weapons on a small scale (no large nuclear weapons, no stealth aricraft, no stealth ships/subs). They could use small 'dirty bombs' if they could gain access to the materials on their own, as they would now have the knowledge, if the supporting civilization chose to give it to them. They could (on their own) develop bases (like they currently do in the game), which could only be found by accident when units come upon them. The range of visibility to these bases could become as much a two tiles away, depending on the security level the civilization where the base(s) are located has. Once a civilization has found and destoyed a 'terrorist/barbarian' base, the current supporting civilization (if any) of those terrorists/barbarians has an 80% chance of being imediately identified, reguardless of the civilizations security level (this creates the risk involved with supporting these fanatics).
Explores (scouts) - These units currently become almost useless later in the game. The whole map has been seen by some or all (probably the maps have been traded several times). To make these valuable (the scout goes aways/obsolete), all the explorers could be upgraded with the ability to locate unseen resources (those random resources I described earlier). Without these explorers, you would have no access to gain these additional resources.
Just thought I'd submit these ideas to you folks. I'm on the road alot and have little time to create the mods, thus have not had time to learn how to create mods to the game. I'm still trying to learn how to create maps my son and I can play (muliplayer) on when I am home. I can create the maps, but we cannot play them. Only human players are available, but no AI players. There is only two of us, so with no AI's available , the maps are useless.
Thanks
![]()