SVN 30
Commited the Changes in Post 155
@ James
Well be careful about burnout and getting disillussioned by trying to do too much. I know I am not a modder, but if a mod was a coporations, players are kind of like shareholders because they invest their time in your mod. I would focus to start with:
I agree with your statement.
1) Prehistoric Balance
2) Finish the buildings of the Ancient Era and balance that era.
3). The building movements you mentioned in Post 86.
That is actually my main priorities, while I would love to work on all Eras at once I am moving across the Y Axis in the Tech Tree and doing changes.
I wouldn't put any new Python enhancements until you get those first two points covered. You mentioned quite a bit of Diseases and Crimes, I would personally wait and discuss their inclusions. With the new Civics , I think their should be a discussion and you should post screenshots or details of tweaks or changes. If you want to market your mod, you need lots of detailed info about new changes, concepts, and tweaks to get new players "Hyped up". I would also review and add details to your first post.
1.) I am not looking to add new Python at the moment, this modmod is mostly an XML mod.
2.) With new Disease and Crime I am actually putting that on hiatus because I don't want to unbalance the game right now.
3.) I can definitely put up screenshots of new things I add, I have dome that before and will do it in the future.
4.) Civics to me personally are similar to Racial Traits in Space 4x Games. They help define the playstyle you want and I find this department somewhat lackluster in choices. I plan to change that and introduce new civic choices that are unique and with some for specific playstyles. And example is Hunter Gatherer under Society, that civic is perfect for players who want a boost in hunting animals, a boost in production and hammers but at an expense of having melee and recon build faster, and a malus on culture and science.
Since I recommend you start with Prehistoric Balance, I think we should first list all the buildings in Prehistoric, then we can categorize them into Population levels. I can do the half of them if you want, probably the 2nd half. Thoughts on what I posted?
It won't be necessary to waste time in posting all the prehistoric Buildings here. The way I am working with Prereq population is to require buildings that require the basic fundamentals of a city like a Healer Hut.
Consider me one of your biggest shareholders, I believe in your vision and want to be part of this modmodmod. I understand my opinions are not going to be all included, but you said feedback is always welcomed right?
That is great news to hear. Feedback is always welcomed.
We should open up SVN rights to others so they can add stuff that is rejected by C2C?
At this moment Sargon and Faustmouse are welcomed to add things that are rejected in the core, and I have publically awared them on that. When Version 1 comes out, perhaps I will add willing volunteers to this project.
Also I was wondering what is Empire Earth's identity? If you give me some pointers I can write a summary paragraph for the first post.
This post helps:
http://forums.civfanatics.com/showpost.php?p=12934124&postcount=100
I would say its identity is my vision of how I visualize Caveman2Cosmos should be with a focus on balance, new ways to play, and plenty of outside the box thinking. At the moment its been balance changes, but overtime with new exclusive content is going to be a different game strategywise than Caveman2Cosmos. I don't expect what I do here to make its way to C2C and anticipate many of the things I do will not be acceptable for certain members of the mod team. I automate my modding with macros, scripts, and programs so I can be swift with changes pretty quick. I also beleive having a central command (me) rather than a federation of modders allows changes uickly rather than have many modders locked in "islands" of Module folders unable to touch others stuff.