"Bugs in the Backyard" mod idea

ew0054

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I have had an idea for a new mod called "Bugs in the Backyard". I'm not trying to make a takeoff on SimAnt here. I always thought it's be cool to have a game where you play as different bugs (not just ants) who hunt each other, build nests, etc. Here are my ideas, let me know what you all think. If there's enough support, I'll try to make this!

The ''RACES''

ANTS: Expansionistic, agricultural. ''Cities'' look like anthills. Mining looks like small holes.

SPIDERS: Militaristic, perfectionist. Cities look like big web areas. Irrigation looks like thin webs (to capture ''food''). Spider cities must be built next to or on certain terrain like "house wall", "tree", if that can be coded into the game.

BEES: Militaristic, expansionist: Their cities look like hives. Irrigation is honeycombs. Mines are small holes (think carpenter bees for that one).

HUMANS: Probably best as "barbarian" units. Human units could be people, lawn mowers, etc. They would be very powerful and nearly destroy ''cities'' in one hit. They couldn't take over cities, and would originate from a special "house door" tile.

Other ''barbarian'' units could include birds and other animals that eat bugs. Also have disaffected units (like barbarian spiders, bees, etc) that attack

TERRAIN

F: Food, S: shield, T: trade

Grass
F/S/T: 2/0/0
Tuft of dirt: +1S
Flower: +1F,1T
Mushroom: +2F
(Various dropped human food) +Lots of foodstuff points
Can be irrigated: +1F
Can be mined: +1S

Dirt (replaces Plains)
F/S/T: 0/1/0
Moss: +2F
Pebble: +1S (can add defensive bonus)
Dry Leaves: +1F
(Various dropped human food) +Lots of foodstuff points
Can be irrigated: +1F
Can be mined: +1S

Tree Wood (replaces hills; starts in a circular cluster and protrudes outward)
F/S/T: 2/1/0
Lichen: +1F
Carving: +1T
Rotting Wood: +1F
Can be irrigated: +1F
Can be mined: +1S
Defensive bonus for units/cities

Leaves (replaces jungle; adjacent to tree)
F/S/T: 2/0/0
Aphids: +2F
Cannot irrigate or mine (too fragile)

Sidewalk (grey cement; replaces Desert)
F/S/T: 0/1/0
Weed: +1F
Moss: +2F
Crack: +1S
Coin: +4T
(Various dropped human food) +Lots of foodstuff points
Cannot irrigate
Cannot mine

Pavement (dark grey cement)
F/S/T: 0/1/0
Weed: +1F
Moss: +2F
Crack: +1S
Oil: +3S, +1T
Cannot irrigate
Cannot mine

House wall (replaces mountains; impassible by ALL units)
F/S/T: 0/1/0 (1 shield: think bugs that dig into the wall)
Window: +1F,+1S,+1T
Door: +2F,+1S,+2T (origin point for human units)
Rotting Wood: +1F
Cannot irrigate
Cannot mine

Minor tribes could be small nests/eggs or something like that.

Terrain probably shouldn't be terraformable.

If only we could have layers like in Civ2 test of time. We could have
1. Treetop layer
2. Lower tree layer
3. Ground layer
4. Underground layer
(or just leave out one layer and use the bottom three)

TECHNOLOGIES
This will probably be the toughest part. There could be some technologies that are exclusive to one "race". Technologies could be various scavenging/hunting techniques. The tree need not be too extensive. There should be an end goal that all the races are trying to reach.
 
Actually maybe this thread should be moved to the Civ2 section. I dont think this could be done in Civ3.
 
It couldn't, because for one thing you can't have different mine/irrigation graphics for different civs, and for another you cannot limit buildable terrain for one civ and not for the others. Also, you can only have two barbarian unit types!

And this thread should definitely be in the main C&C forum, not in the Graphics Modpacks one.
 
My apologies. I thought that putting it in "Graphics and Modpacks" would be appropriate because it was an idea for a graphical modpack. But I understand nwo that those are for completed modpacks.

At any rate, Plotinus, you bring up some very good points, which I did not realize at first. However, I could use multiple layers (perhaps remod the science fiction game until I figured out how to start from scratch) and that would actually make it better I think. I could have the "world" like this:

Surface World
Ground terrain including grass, dirt, driveways, etc. Trees (trunks) would be large, circular clusters of impassible terrain to look like the cross-section of wood. Perhaps certain races would have units (like "Carpenter Ant") that can bore through the wood, turning it into a dirt tunnel (like the Goblin Miners in Test of Time could turn bedrock into tunnels).

Underground World
Mostly "Dirt" (impassible) but Ants can dig through it and turn it into "Tunnel". "Rock" would be impassible and they couldn't transform it. Plant "Roots" would provide nutrients. Maybe even have some underground pools of water as well. This would probably only incorporate the first foot or so underground, so no lava pits :-).

House World
About a foot or so above the ground, so anywhere that ground exists would be inaccessible directly. It would be treated as sky so flying units like "flies" and "bees" could pass it. The trees would also be there, as the circular wood areas mentioned before. The ants can only get here by digging inside the tree (a sort of intermediate stairway to get to the next level), but they can build "cities" in the tree. Bees can fly to and from the tree to the house, etc.

The main focus of this world would be the inside of the house, which would be abundant with food and enemies. Terrain would include "kitchen tile", "countertop", "wall", "carpet", and "hardwood floor". Resources would mainly be household food items like spilled cereal, etc. Some good enemies could be wandering "soap bubble" (hey, why not?), "mouse'', ''shoe'', ''insecticide'' (could be invisible until it attacks).

Tree World
This would be the world atop the trees, about 20 feet or so above the ground. The circular tree trunks are still here, but this time with ''branch'' terrain that protrudes outward in all directions. This terrain would be buildable directly because it is the surface. It could be mined and irrigated. On the ends of branches could be ''leaf'' terrain, which would produce excellent food but could not be irrigated or mined (too fragile).

At this height, the ''sky/ocean'' (whatever you want to call it) would just appear light green (the yard far below) and would be passible for flying units only. Also, the roof of the house would be accessible. ''Gutter'' terrain would make a great home base for the spiders. Birds are more abundant in this area than any of the other ''worlds''.
 
Terrain Improvement

Terrain improvement would probably have to look different in the different worlds. Mining would look like small holes pretty much anywhere though. Irrigation should probably look different, but shoudl be more or less appropriate for all civs. Perhaps a combination of elements that could fit either-or. For example, hexagonal-shaped networks of greyish-yellow lines may pass for spiderwebs or honeycombs. This is a tricky one that can be addressed later.
 
Units

Each civ would have its own barrage of units. I'm going to start working on these over the weekend! I'll post my ideas here so I don't forget.

1. Ant Units:
A. Worker: The ant settler. Improves terrain, etc. ADM: 0.0.1.
(This part would have worked better with Civ3. Breeders could found cities and Workers improve terrain. Ah well)
A. Soldier: The ant warrior. A.D.M: 2.2.1.
A. Breeder:
A. Queen: I wonder if I can put it in so that if the queen dies the Ant civ dies? If so, she would be in the capital city and just sit there.

2. Spider Units:
S. Worker: Builds webs, etc. ADM: 0.0.1.
S. Spider:
S. Jumping Spider: Treats all terrain as if it were road. ADM: 1.1.1.

3. Bee Units:
All bee units can fly (like the Buteo units in Test of Time's fantasy world) so they ignore terrain unless it is impassible (wall, tree trunk).
B. Workerbee: Improves terrain. ADM: 0.0.1.
B. Honeybee: Good for exploring. ADM: 1.3.3
B. Wasp: Vicious attack bee. ADM: 6.6.5.
B. Hornet: Another attack bee. ADM: 8.6.4.
B. Yellow Jacket: Yet another attack bee! ADM: 6.8.4.

4. Worm Units
Worms can live underground (earthworms), in trees (woodworms), and in the foliage (those little green worms). They are a very versatile civ.
W. Earthworm: Can dig tunnels in ''dirt'' (underground). ADM:
W. Greenworm: The worm settlers. ADM: 0.0.1.
W. Woodworm: Can dig tunnels in ''tree trunk''. ADM: 1.1.1.
W. Caterpillar: I've seen them bite. ADM: 2.1.1.

8. Barbarian Units:
Pretty much any threat that doesn't fit anywhere else.
Bird: They attack bugs and move around the map. Has stealth ability. ADM: 20.20.3.
Poison: Kill bugs instantly, leave pollution. Represents human, so it is a moveable unit, not nuke. Has stealth ability. ADM: 99.0.16 (like nuke perhaps, but not destroyed after attacking)
 
Ok I'll admit I'm not the most artistic person in the world when it comes to Microsoft Paint, but here's what I haev so far. Attached are the BEE and ANT cities.
 

Attachments

Actually this thread should be moved into Civ2. I'm sorry for any inconvenience this has caused. This will not happen again.
 
I have modded the fantasy game to fit this, because I think that would work best. I have posted a screenshot of it. I have completely modded the terrain except for resources. Does anyone know how to stop those resources from animating?

Just so you know what you're looking at, the Anthill cities are on the thick tree branches at the base. I still have to work on the leaves. The tree trunk is impassible (its a cross-sectional area). The lawn is far below and cannot be accessed directly. You will need to pass through a "gateway" which will be at the base of the branches (into the tree trunk, so the anthills will have to be moved).

But I really gotta figure out that resources thing. Seriously, can the animations be stopped???
 

Attachments

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Oh crap!

Could any moderator please close out this forum? I should have put it in Civ2!!!!
 
Thanks for moving it!!!
 
Thanks!

Old games can still be fun! I mean, graphics aren't everything... right?

....

...

........................RIGHT???!?!?!?!!!
 
ew0054 said:
But I really gotta figure out that resources thing. Seriously, can the animations be stopped???

yea, find and kill all Static.spr files in the civ2ToT directory,
oh and neat scenario concept, i like it,
fro terrain file go to catfish's site, i have yet to find better looking terrain than the ones that are found there http://users.tpg.com.au/jpwbeest/index.htm
 
Broken_Erika said:
yea, find and kill all Static.spr files in the civ2ToT directory,
There are no animations in static.spr – that's why it's called 'static'. :p Static.spr contains 5 frames for each unit, one for each orientation (3 are mirrored). The resource animations are stored in resource.spr and in this case it's the one in the Fantasy subdirectory that's the culprit.

A player should not have to remove or rename any of their sprite files. The onus is on the scenario designer to implement the correct settings. If you're playing a scenario and you can't turn off the sprites, there's only one person to blame for that. How to do that is explained in the link Mercator provided.
 
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