Creatures in War [CIW] [Mod in the making] [Need some support and ideas]

Hm, i have broken with medieval :\ my ideas broken for that because i really don't know what to do. When you finished all techs players can easily defeat Al, because you can focus on Gold and Espionage, you can build ULTIMATE ARMY and Defeat everything, and it's very boring and this is not similar like Future in BtS. But i have some idea for this maybe use all medieval techs from some mod which have lots of techs for every eras (Realism Invictus) and make Advanced Maceman 1, 2, 3, 4 ... Advanced Pikeman 1, 2, 3, 4 ... with same graphics and lots of techs, or maybe put new some victory. For another Creatures in war i will use different concept :)
 
NEWS:

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Currently i don't work on my project because i don't have much my free time :sad: this is some my experiment panther, jaguar and hellhound (for new infernal) for Mictlan civ and of course Orks from 40k warhammer (in my projects they are Nobz)
 
Asides from the PANK, it'd probably be good to change the animations of the Knight, since the beast' paws are all funky, and in the final version, make the flying demons a two person unit instead of three.
 
Maybe can change the siege machine models as well.
Looks like all are using the same models with different colors.
Since you can change mounts, I guess this won't be too hard for you.
 
This current units in CiW. Drake City Destroyer and Fighter Drake (Dragons, drakes downloaded from Fantasy units section - act as Planes in game) will be moved in "Creatures in War: Industrial Revolution" and EXECUTIVES will be moved too.

I have idea for Medieval/Renaissance CiW mod name, and that is:"Creatures in War - The Fall of Empires"

PGqYe.png


Uh, what's the pink?

That is fire effect from FFH2 which i don't copy in mod because that use lots of graphics etc and i don't like that fire effect, i will remove this pink effect or i may leave them.

Asides from the PANK, it'd probably be good to change the animations of the Knight, since the beast' paws are all funky, and in the final version, make the flying demons a two person unit instead of three.

I will change if you can give me completed animation, i don't know to work with animation, uf yes you are in right hellhound's paws are bad, i was lots of problem with hellhound i will try to change that :)

Maybe can change the siege machine models as well.
Looks like all are using the same models with different colors.
Since you can change mounts, I guess this won't be too hard for you.

Yes i can change textures of siege weapons. I love your Python. In Future CiW i will put all your Python work :)
 
Yes i can change textures of siege weapons. I love your Python. In Future CiW i will put all your Python work :)

Thanks, but all might not be an advisable thing to do though.
As you may have heard, python can work wonders bringing new effects to the game, without going through the hassle of messing with dll compiling.
But python do have its side effects, which will be performance issue and AI understanding.

Every extra line of python will require time to process, no matter how negligible.
The more frequent a python code is called, the more taxing it will be.
A code that is triggered on unit move for instance, will be more taxing than on unit killed, since every turn 100s of units are moving multiple tiles, while there may not even one unit killed if there is no war.

As for AI, since AI has no idea what is python, they won't be building the python wonders in the right situation to make full use of it, unlike humans who can read and decide where and when to build.

Thus, the more python you have, the slower the turn time, and the AI becomes more handicapped. Using some to add new flavour to the game is fun, but too many may not be great in big games
 
For the Demonic Knight, you could use these animations:

Art/Units/Scenario/Companion_Cavalry/Companion_Cavalry.kfm

Art/Units/MountedSwordsman_Mongol/Mounted_Swordsman_Mongol.kfm

Art/Units/Charlemagne_MountedInfantry/MountedInfantry.kfm
 
For the Demonic Knight, you could use these animations:

Art/Units/Scenario/Companion_Cavalry/Companion_Cavalry.kfm

Art/Units/MountedSwordsman_Mongol/Mounted_Swordsman_Mongol.kfm

Art/Units/Charlemagne_MountedInfantry/MountedInfantry.kfm

Lots of my units use "Companion_Cavalry.kfm" demonic knight use "knight" animation if i change animation i must again make unit.
 
Any updates?
 
Yes i have some updates, i change Mazatl civ from FFH2 some units. I make new tech tree. I add all Ancient-Renaissance techs from Realism Invictus 3.1 (full version), very nice mod :) i search for CvGameCoreDLL.dll, indeed i wait to see INoc core, there are lots of interesting stuff. I will use some platyping's Python.

NEED SUPPORT, NEED TO MAKE CIW MOD TEAM:

- Need City names for every species (Lizards, Minotaurs, Orges, Nobz etc), fantasy great people names.
- Need one artist for flags, buttons, static leaders, promotions buttons, units buttons etc.
- Need one artist, experience with NIFSKOPE mostly or some other program (blender, 3ds max etc), (to help me to make units faster, example: i make Minotaur Spearman, he make Minotaur Archer)
- Need lots of promotions, Python and SDK promotions (for SDK promotions need one programmer).

if you want to join and have free time and experience contact me or post in this thread :)

Now i have no much time i will continue to work for ten days.
 
Some Dwarven stuff:

Cities
Spoiler :
Ironforge
Moria
Aerie Peak
Khazad-dûm
Belegost
Shadowforge
Khazak
Nogrod
Frosthold
Boatmurdered
Ashen
Lakis
Congelo
Drakon
Rorkat
Lator
Taren
Niveus
Onis
Roxar
Caltakk
Retlan
Telkar


and some Great Generals
Spoiler :
Gimli
Morsuelis
Captain Ironblood
Cacame Awemedinade
Muradin Bronzebeard
Kurdran Wildhammer
Thargas Anvilmar
Thorin Oakenshield


Great Engineers:
Spoiler :
Urist McBuilder
Hoyden Drew
Athos Ulthane
Gregamir
Haldayne Ozark
Thorion Vo


A Great Merchant:
Spoiler :
Brann Bronzebeard


Great Prophets:
Spoiler :
Falstad Wildhammer
Mag Tuireadh
Aengus Saone


A Great Artist:
Spoiler :
Clairone


Mostly from Warcraft, FfH, and Tolkien.
 
Boatmurdered

Urist McBuilder

You are awesome.

@Zlatko: If you tell me what stuff you want to do in SDK, I can at the very least give you a general idea of how difficult it is.

For Demonic Civ:
Leaders:
Spoiler :

Archimonde
Kil'jaeden


Great Generals:
Spoiler :
Illidan Stormrage


Just some stuff from WoWWiki.
 
You are awesome.

@Zlatko: If you tell me what stuff you want to do in SDK, I can at the very least give you a general idea of how difficult it is.

For Demonic Civ:
Leaders:
Spoiler :

Archimonde
Kil'jaeden


Great Generals:
Spoiler :
Illidan Stormrage


Just some stuff from WoWWiki.

Hm i am thinking about this and i am finally make units scheme (which units will be i game). I must find lots of promotions i will see in FFH2 which promotions are SDK and which are Python they are lots of interesting promotions, me need lots of promotions for every species, example Undead allow Water movement and etc. If i use unique units for every civ they are lots of units about 30 units for every civ and 30 civs that are about 900 units its are lots of units and civilopedia will working slowly.
I will back to moding in next week :)
 
I might be able to add some stuff for the Elves and Orcs. The main problem is that in my mod, all the elves are rolled into one civ, while you have Dark and Wood flavours. Plus, you have Morian Orcs in addition to standard ones.
 
For @Dumanios: Yes and i will put Nobz (ORKS from Warhammer 40k game) this is one more orcs.

For @Voyhkah: It's will be more interesting if you put 50 civs players and building resources converter in your core (i think that is all for now which i want i waiting for your core) example consumes coal produce stone (its have in Realism Invictus 3.1 (full version)) and how much work you have for your core?
 
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