1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

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

Discussion in 'Civ4 - Creation & Customization' started by Zlatko, Aug 11, 2012.

  1. Zlatko

    Zlatko CIW

    Joined:
    Apr 1, 2010
    Messages:
    713
    Location:
    Solar System
  2. LuKo

    LuKo The Royal Guard

    Joined:
    Aug 28, 2006
    Messages:
    1,511
    Location:
    Poland
    I think you should focus on Medieval. Then expand it and make scenarios which emphasise different eras.
     
  3. Zlatko

    Zlatko CIW

    Joined:
    Apr 1, 2010
    Messages:
    713
    Location:
    Solar System
    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 :)
     
  4. Zlatko

    Zlatko CIW

    Joined:
    Apr 1, 2010
    Messages:
    713
    Location:
    Solar System
    NEWS:



    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)
     
  5. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    33,073
    Location:
    DE/NL/FR
    Looks nice :).
     
  6. Zlatko

    Zlatko CIW

    Joined:
    Apr 1, 2010
    Messages:
    713
    Location:
    Solar System
  7. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    33,073
    Location:
    DE/NL/FR
    Uh, what's the pink?
     
  8. Dumanios

    Dumanios MLG

    Joined:
    Oct 24, 2008
    Messages:
    4,882
    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.
     
  9. platyping

    platyping Sleeping Dragon

    Joined:
    Oct 22, 2010
    Messages:
    4,626
    Location:
    Emerald Dreams
    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.
     
  10. Zlatko

    Zlatko CIW

    Joined:
    Apr 1, 2010
    Messages:
    713
    Location:
    Solar System
    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"



    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.

    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 :)

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

    platyping Sleeping Dragon

    Joined:
    Oct 22, 2010
    Messages:
    4,626
    Location:
    Emerald Dreams
    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
     
  12. Dumanios

    Dumanios MLG

    Joined:
    Oct 24, 2008
    Messages:
    4,882
    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
     
  13. Zlatko

    Zlatko CIW

    Joined:
    Apr 1, 2010
    Messages:
    713
    Location:
    Solar System
    Lots of my units use "Companion_Cavalry.kfm" demonic knight use "knight" animation if i change animation i must again make unit.
     
  14. Voyhkah

    Voyhkah Political Activist

    Joined:
    Apr 25, 2009
    Messages:
    1,444
    Location:
    Earth
    Any updates?
     
  15. Zlatko

    Zlatko CIW

    Joined:
    Apr 1, 2010
    Messages:
    713
    Location:
    Solar System
    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.
     
  16. Dumanios

    Dumanios MLG

    Joined:
    Oct 24, 2008
    Messages:
    4,882
    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.
     
  17. Voyhkah

    Voyhkah Political Activist

    Joined:
    Apr 25, 2009
    Messages:
    1,444
    Location:
    Earth
    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.
     
  18. Zlatko

    Zlatko CIW

    Joined:
    Apr 1, 2010
    Messages:
    713
    Location:
    Solar System
    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 :)
     
  19. Dumanios

    Dumanios MLG

    Joined:
    Oct 24, 2008
    Messages:
    4,882
    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.
     
  20. Zlatko

    Zlatko CIW

    Joined:
    Apr 1, 2010
    Messages:
    713
    Location:
    Solar System
    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?
     

Share This Page