CIVILIZATION IV:iNoc

That resource stockpiling idea is great, too. Seems to be more realistic than "have the resource and build". It means that you need to think what to spend your iron on, for example. Railroads or ironclads? Sounds neat.
 
Hmmm... I didn't think of having railroads cost iron, but now that you think of it, that's a good idea!
 
Made a few changes and did some trait juggling. Hadrian is back in (Resourceful/Imperialistic), and Obama is out, Peter is Financial/Resourceful, Hittites are back in with Suppiluliuma I (Expansive/Stratigic), Alp Arslan is now Expansive/Philosophical, and more.
 
So... this is Fall from Heaven applied to regular civ than? :worship:
 
No... Maybe a bit... NO!!!

Okay, there's resource stockpiling, which is not in FFH, or any other mod at all. Then there's Culture Families, and new wonders, and every trait combo is actually used (Something we don't see in enough mods) (Except a few overpowered ones like Industrious/Philosophical and Financial/Scientific). And there's advanced buildings. And specialized civ powers (No-one is making enough of a big deal about this).

So maybe it's a bit like Fall From Heaven applied to regular civ.
 
Well... how about we just settle for it sounds awesome, keep up the good work?
 
Thanks.
 
Supply:

Units now must be supplied in enemy territory. Most units, such as Infantry Riflemen, Macemen, Knights, etc. will require some sort of food, either raw food yield or a food resource (Corn, Rice, Cow, Bread, Potato, etc.) Supplies can be carried by troops or by Supply Trains. When units run out of supply, their morale will fall sharply and they will likely desert. Resources and food can be pillaged from enemy improvements and cities. Supply Trains can also carry Ale and Wine, which can be given to units to boost morale.

Very interesting idea, Voyhkah!

Are you already created this feature or only plan to add it?

And a second question. Your Supply Trains will supply only units on the tile where this Supply Trains is located or in radius 1 tile around it?
 
I haven't implemented supply yet, but I'm pretty sure I can do it. As for the range, I think supply wagons will only supply units directly stacked with them.

EDIT: 4/19/12: I have now, still debugging.
 
Are you going to implement ranged attacks for things like warships and artillery? And bonuses to range for standing on a hill?

Also have you considered giving that defensive strike thing you want to give to carriers to land based artillery as well (thinking cannon and newer)? It would make artillery useful as something other than suicide siege units. Just imagine it, a well situated artillery battery on the top of a hill projecting a zone of control around it bombarding any units that try to pass by. It could prove interesting to say the least.
 
Are you going to implement ranged attacks for things like warships and artillery? And bonuses to range for standing on a hill?

Also have you considered giving that defensive strike thing you want to give to carriers to land based artillery as well (thinking cannon and newer)? It would make artillery useful as something other than suicide siege units. Just imagine it, a well situated artillery battery on the top of a hill projecting a zone of control around it bombarding any units that try to pass by. It could prove interesting to say the least.

It's based off RevDCM, so most of the ranged bombardment stuff will be based off of that.

Your idea of defensive strikes for artillery is very interesting. The idea of a few riflemen and Gatling guns protecting cannon in a fort that will shell any units that come close appeals to me. I'll consider it.
 
Thinking about it, I think that might be the same as opportunity fire, since this is based off RevDCM.
 
No... Maybe a bit... NO!!!

Okay, there's resource stockpiling, which is not in FFH, or any other mod at all. Then there's Culture Families, and new wonders, and every trait combo is actually used (Something we don't see in enough mods) (Except a few overpowered ones like Industrious/Philosophical and Financial/Scientific). And there's advanced buildings. And specialized civ powers (No-one is making enough of a big deal about this).

So maybe it's a bit like Fall From Heaven applied to regular civ.

Resource stockpiling is in fact already part of Master of Mana, a FFH modmod still in active development.

That said, please keep going! I like the civ-specific powers you listed, they seem fitting for the most part. If the civs really do play differently from one another (which is why they applied the FFH comparison, I think) this mod will be fun. I look forward to its release.
 
If the civs really do play differently from one another (which is why they applied the FFH comparison, I think) this mod will be fun. I look forward to its release.
I can wholeheartedly confirm the former and agree on the latter.

In most CIV mods or the vanilla games all civs are the same save for a few minor bits. So you can only play them so many times before youve seen it all. But with mods where each civ plays diffrently there are as many diffrent games to play as there are combinations of civs.


Speaking of Wild Mana. Have you considered looking at their material system? Basically, each unit type is linked to a certain resource (swordsman are linked to iron, archers to wood etc.) And as the player accumulates these resources on a pile all his units get bonuses from them. This gives the player incentive to stockpile large amounts of resources and would given your idea for each unit costing a number of resources actually provide quite a good mechanic. Either you stockpile your goods and have a small army of highly effective troops or you mass produce stuff that is weaker and less effective one on one. Man... that sounds even more epic when I read it out loud.
 
I just spent all day coding Morale and Supply and it's still not done. Not only that, I have in the process lost all but the faintest traces of my sanity.
 
In that case. I would suggest you unwind with a bit of Dwarf Fortress. It newer fails to relax me.
 
Or TF2. It's always fun. Anyway, I feel your pain. Even XML coding can be a pain in the ***. For some reason, a Civilopedia entry won't go with the right article, even though all the tags are right, and that's the main reason Special Forces V1.2 hasn't been released yet :(
 
This is the longest and hardest single thing I've ever done. It compiles![party]:band:
 
I hope you succeed with it, because it will add an amazing and new concept to the game, and add a whole new tactical level, instead of just making giant SoD's. Good luck! :D
 
In that case. I would suggest you unwind with a bit of Dwarf Fortress. It newer fails to relax me.

That... was sarcasm, right? About half of the swearing I've done in my life was at the computer while playing Dwarf Fortress in the last two days. I barely restrained myself from plunging my hand through the screen on multiple occasions. So I am really mad at you right now.
 
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