[Development Thread] World of Legends - Revived from the dead!

what sort of stuff do you need help with for python? If its just adding or adjusting a few things I could help. I'm not really that experienced with python per se, but I'm more familiar with visual basic, so its not so different. At least the logic is the same, I could just learn the syntax from the original code
 
what sort of stuff do you need help with for python? If its just adding or adjusting a few things I could help. I'm not really that experienced with python per se, but I'm more familiar with visual basic, so its not so different. At least the logic is the same, I could just learn the syntax from the original code

Of course, I haven't figured out every possible use of the python that I could have, but there may be some small adjustments I would like to the revolution, inquisition, and great women parts of the mod (see first post) though I am not sure what they are at this time due to the fact that I am still working on other parts of the mod.

I am also considering having screens appear in-game for important events, such as meeting a civilization for the first time, building a first city, building a first unit/ship, things like that. Screens are quite easy for python, so I've heard.

On a clearer note, I was also planning some python-based stuff with the hero units. For example, I am considering a system where a hero unit would disappear after a certain amount of turns (as to make them more strategic). This is only possible through python, I'm sure, and I don't think it is too hard.

I would also like for the hero unit to maybe have a screen appear if it is built (that is probably one of the easier python tasks, I think). There are probably other things with heroes when it comes to python, but I can not remember them right now.

As you can clearly see, I am not so certain about how to use python and that kind of stuff; but most of the important python work will concern the heroes, obviously, as they are the star component of this mod.
 
If your wanting to replicate "heros", that could be easily copied and re-adjusted to fit your needs from other mods. HotTK's comes to mind... they have "legion" units that kinda work like the generals did in civ3 except even better.
 
Could you please have more representation of indigenous American civs? You didn't add a single one...

Although I do agree that Firaxis' choice in lumping all the indigenious american cultures into one civ was ridiculous, WoL is still an unofficial expansion. To simulate an actual expansion, there won't be any separation of the Native American civs. I was considering to add in other American cultures, such as the Olmecs, the Tupi, and so forth, but these were all ruled out in due course as I could not fit in every civilization I wanted to fit in.

Disregarding that, I am not above of making a "modmod" for WoL, in which I will rightfully separate the "Native American Empire" into different civs.


:o theres only one wol! and thats utopia
http://utopia.swirve.com/

WoL the Civilization 4 Mod is in no way or form affiliated with that WoL, although it is interesting to note "WoL" exists elsewhere...

If your wanting to replicate "heros", that could be easily copied and re-adjusted to fit your needs from other mods. HotTK's comes to mind... they have "legion" units that kinda work like the generals did in civ3 except even better.

I have looked over HotTK, and am quite impressed with the heroes system. However, the Romance of the Three Kingdoms being the Romance of the THree Kingdoms, I believe that that heroes system is more appropriate for that mod. I hope that the heroes system in WoL will be more simpler, not that that makes it better or worse.

Looking at it all now from a better perspective, I think there are really probably only two major things python-wise I need to do with heroes (everything else is unnecessary/optional) - to make them disappear after a certain amount of turns; and to make screens appear when they are born (and die).
 
[/FONT] I must acknowledge and thank my former team members – dutchking, Gaius Octavius, Ball Lightning, and TheLastOne36, as well as those who have helped us, including Zerver, Seven05, Bakuel, and others whom I can not exactly remember at this time (remind me if you want!). Without them, this mod would have never amounted to much.



Please add me for Leaderhead credits. thx.
 
^ Credit given where it is due and requested.

My apologies; I did give you and others proper credit in the thread for the Alpha Version release, though.
 
Hello all!

It's been a long while, as I have been having some time and health issues, but I've found some time right now to list a couple of things.

Anyhow, below is a semi-finalized drafts of the new units, buildings, and Wonders to be introduced in WoL (this list, however, does not include the Unique National Wonders or the Hero units).

I will hopefully be talking about other ideas I've had for WoL, as well as additions, later on. I welcome any advice or suggestions you have, as I wish for WoL to be not only fun but also a balanced and well thought out project.


Units:

Spoiler :
Horseman
(Available with Army Organization and Horseback Riding)
5 strength, 2 movement
+25% vs. archers, +1 chance first strike, +25% withdrawal chance

The Horseman is an early mounted unit that is especially useful against enemy archers. It can also be used for pillaging and skirmishing.


Javelineer
(Available with Army Organization)
3 strength, 1 movement
+1 first strike, collateral damage, +50% withdrawal chance

The Javelineer, though weak, is useful for weakening enemy units. It has a first strike, and can also cause collateral damage. Not only that, but it also has a good chance of withdrawing; if protected by other units, it can harass and weaken enemy units.


Fireship
(Avaiable with Alchemy)
4 strength, 2 movement

The Fireship is an upgrade of the Trimeme. It is more powerful, and is the main naval unit for the Medieval Ages. Though it is strong, it has a disadvantage compared to the Caravel in that it can not traverse ocean tiles.



Buildings:

Spoiler :
Inn
(Avaiable with Currency)
+2 spy points, +1 trade routes, +1 spy specialist, 1 culture

The Inn is an early assister in espionage.


Public School
(Avaiable with Scientific Method)
+10% research, +25% GPP, -25% maintainence, 1 culture

The Public School has multiple bonuses, including research, Great People Points, and especially that of maintainence. If possible, it should be built in most cities to maximize these bonuses.


Herbalist

(Avaiable with Agriculture)
+1 health

The Herbalist is one of the earliest buildings that provides a health bonus. Especially on harder levels, it can become a handy tool against unhealthiness.


Bakery
(Available with Pottery)
+20% food

The Bakery serves to increase population more quickly early on. It is more useful in smaller cities, as in larger cities, a massive increase in population may not be as needed or wanted.


News Press
(Avaiable with Printing Press and Corporation)
+25% culture, +25% spy, 3 culture

The News Press serves a dual purpose - to increase a city's cultural output as well as its espionage output.



Wonders:

Spoiler :
Alhambra
(Avaiable with Arichitecture and Theology)
+2 spy per religious building

Especially for civilizations with a widespread, developed religious base, the Alhambra can provide an extremely useful advantage in espionage.


Macchu Picchu

(Available with Construction)
+2 food per artisan, engineer

Macchu Picchu is an excellent way to increase food production in cities that utilize various specialists.


CN Tower

(Available with Mass Media and City Planning)
Free News Press in every city

The CN Tower gives a free News Press in every city. This will tremendously increase a civilization's cultural and espionage output right away.


Sydney Opera House

(Available with City Planning)
Free Great Person

The Sydney Opera House grants a free great person once built.


Terracotta Army
(Available with Army Organization)
+15% military production in all cities

The Terracotta Army is best used for offensive civilizations in order to quickly form large armies; however, it can also be used by defensive civilizations in order to detract time away from building up a defense, and to focus on other matters.


Petra
(Available with Architecture and Currency; requires a Market)
Desert tiles give +2 gold

Petra is useful for increasing monetary output, especially for civilizations stuck in the desert.


Sphnix
(Available with Mining)
-20% wonder construction cost

The Sphnix is a must-build wonder in the earliest of times; if built, it will significantly save not only time, but also shields later on.


Studio Ghibli
(Available with Computers and Mass Media)
+5 anime

Studio Ghibli has an equivilent to effect to wonders such as Hollywood and Rock and Roll.


Bamyan Buddha Statues
(Available with Theology)
Increases max limit of missionaries from 3 to 5

The Bamyan Buddha Statues are a useful tool for civilizations who like to spread their religions. By increasing the max limit of missionaries from 3 to 5, more cities and civilizations can be converted more quickly.


Himeji Castle
(Available with Fuedalism)
-50% Unit Upgrade Costs

Himeji Castle is useful for both militaristic and economic civilizations. By decreasing unit costs, money and resources can be saved.




National Wonders:

Spoiler :
The Inquisition
(Available with Theology and 3 Cathedrals)
Purges religions

The Inquisition purges religions from cities. It is even possible to remove a small religion altogether. However, unhappiness may result. (Yes, the code for this will pretty much be "stolen" (or "borrowed") from other modders around here; however, credit will be given where due, and I am still figuring out which of the many Inquisition mods will be best for WoL)


Farmer's Market
(Available with Biology)
+100% food in city

The Farmer's Market is a useful National Wonder for a city that needs extra population.


National Road System
(Available with Construction)
+1 trade routes in all cities

The National Road System is useful for increasing commerce from trade routes.
 
I like the concept the Horseman, however I make 1 suggestion.

I would replace the existing Horse Archer as the Horseman.
Then, call this new unit, the Horse Archer.

My reasoning is this:
Historically, Horse Archers, were a "harassing' unit. They would attack with their arrows from a range, then retreat. This is essentially what a High Withdraw unit will do.

Likewise, the Horseman, fit more in line with what the Horse Archer does in the standard game.

Anyway thats what I do, and have incorperated when I play. Actually, I have the Javelineer, and a "Skirmisher line" of units as well, and the Fireship. weird...

Also a good side effect of this is the fact that the Keshek will now replace the Horseman, and the Mongels will be able to build a Horse Archer. Which is also historically accurate. The Mongels used prime users of this Horse Archer, harrassing warfare,
 
Lol. Studio Ghibli is a good idea.

I was thinking maybe Bollywood wouldn't be a bad idea either. :D

I like the concept the Horseman, however I make 1 suggestion.

I would replace the existing Horse Archer as the Horseman.
Then, call this new unit, the Horse Archer.

My reasoning is this:
Historically, Horse Archers, were a "harassing' unit. They would attack with their arrows from a range, then retreat. This is essentially what a High Withdraw unit will do.

Likewise, the Horseman, fit more in line with what the Horse Archer does in the standard game.

Anyway thats what I do, and have incorperated when I play. Actually, I have the Javelineer, and a "Skirmisher line" of units as well, and the Fireship. weird...

Also a good side effect of this is the fact that the Keshek will now replace the Horseman, and the Mongels will be able to build a Horse Archer. Which is also historically accurate. The Mongels used prime users of this Horse Archer, harrassing warfare,

In all honesty, you do have a good and interesting point with the switching the Horse Archer and Horseman thing. I think I will do something like that, making the Horse Archer more like a "first strike and withdraw!" unit. As for the Mongol Keshik, I think I'll probably either be replacing the art to make it look more like a horse archer, and/or I'll make the Keshik replace the Knight.

Just as a side note, a common addition for many mods was to create a unit inbetween the Trebuchet and the Cannon, usually a Bombard, Culverin, or something of that sort. I was too lazy to do that, and I did something maybe more simple, in my opinion. I moved the Cannon back to require Chemistry instead of Steel, so that there wouldn't be two types of artillery available during the Industrial Ages.

I may also - though I am not sure at this time - be introducing a new line of units. Namely, these will be extremely cheap and weak units - i.e. militia/partisan/peasant units, that are, well, extremely weak, but also extremely cheap to make. The only real exception to this will be the Guerilla unit available in the late Industrial and Modern ages; the Guerilla, thouguh slightly weak, will have a high withdrawal chance, thus stimulating real life Guerillas, which, as we all know, enjoy the employment of "hit and run" tactics.

Any thoughts or suggestions for the things above?
 
^That was kind of a joke... But I don't really want to stuff up the mod with random wonders, so I set myself 10 as a limit. I think at least 1 "mass media" wonder that's not American-centric or Eurocentric is better than none, right? And what better than Studio Ghilbli!
 
I've decided to share some pics of some work I've already complete.

Below are some screenshots of the new Javelineer unit. In WoL, the Javelineer is an early unit that is best suited for skirmishing. It has a huge withdrawal chance, and also causes collateral damage. This way, even though the damage it does is not that large, it is still extremely useful in weakening larger enemies.

Here, we see an Israelite army facing some Praetorian barbarians:

javelineerromantroops.png



Praetorians are pretty strong, so attacking them head-on with the Maccabees probably won't be a good idea. We'll attack them with the Javelineers, to weaken them.

javelineercollateraldam.png



The Javelineers managed to kill a Praetorian unit. Not only that, the other Praetorians are weakened slightly. Yes, the Praetorians are still pretty strong, but at least the job is made easier.

javelineeraftermath.png



(Note: I may have to tweak the Javelineer's stats later, but this is a good preview of them. You may also notice the Horseman unit in the screenshots, too. :D)
 
Swahililand
Leader: Barghash (Financial, Nationalistic)
UU: Dhow (Caravel) (Can hold any type of unit)
UB: International Port (Harbor) (+1 trade route, +10% gold)

The Dhow has the same bonus as the Portuguese UU, the Carrack, that can hold 2 units of any type. In my opinion, the Dhow doesn't seem very unique because it has the same bonus as another UU.
 
The Dhow has the same bonus as the Portuguese UU, the Carrack, that can hold 2 units of any type. In my opinion, the Dhow doesn't seem very unique because it has the same bonus as another UU.

Thanks for telling me. I apparently didn't notice that, but I think I'll change the Dhow to have a +1 or +2 movement bonus.

Anyhow, for those who may be wondering, no, this mod isn't dead. I'm about to start work on the hero units. Hopefully I'll try to post some screenshots of anything I have made so far and ask for feedback - unfortunately, my laptop seems to be in a bad mood at the current moment, so I'll have to wait out a few days to fix it up.

Anyhow, below is a very small list of changes to the mod I thought I'd like to tell everyone anyhow:

- the Parthian civ will be replaced by the Hausa civilization
- almost all resources are unrevealed to the player at the beginning of the map; that means, for example, you'd have to have researched Agriculture to know where wheat is, and you'd have to have researched Animal Husbandry to know where cows are; the logic behind this is that if you don't know the technology behind something, why would you care where it is?


Also, I'm still desiring a modder with expertise in python - it's not a dire need, but I'll need one eventually.

Thanks all!
 
Hello again...

I've changed the main posts to reflect updated information - there's more information now about the heroes, and hero ancillaries, as well as another feature I'll be implementing - guilds.

For your convenience, below is the list of heroes (first one is national hero, second one is military hero. If you have any suggestions or concerns about this list, please feel free to tell me!

Spoiler :

Aztec: Huitzilopochtli, Itzcoatl

Inca: Manco Capac, Tupac Yupanqui

America: Thomas Jefferson, George S. Patton

Rome: Romulus, Scipio Africanus

Greece: Odysseus, Leonidas

Egypt: Khaemwaset, Thuthmose III

Spain: El Cid, Hernan Cortes

France: Henri IV, Joan of Arc

England: Lord Nelson, Robin Hood

Germany: Frederick Barbarossa, Erwin Rommel

Russia: Leon Trotsky, Ivan IV

Arabia: Baibars, Khalid ibn al-Walid

Persia: Rostam, Khosrau I

India: Chandragupta Maurya, Aurangzeb

China: Zheng He, Guan Yu

Japan: Hideyoshi, Yamamoto

Mongolia: Ogodei Khan, Subutei

Mali: Sundiata Keita, Mansa Sakura

---

Carthage: Dido, Hamilcar

Celts: Merlin, King Arthur

Scandinavia: Canute, Gustavus Adolphus

Ottomans: Osman, Barbarossa

Korea: Gwanggaeto, Yi Sun-sin

Zululand: Nelson Mandela, Cteshwayo

---

Maya: Kukulcan, Tecun Uman

Native America: Pocahontas, Hiawatha

Byzantium: Basil II, Constantine XI

Portugal: Henry the Navigator, Afonso Henriques

Holland: Pier Gerlofs Donia, Michiel de Ruyters

Holy Roman Empire: [removed from WoL]

Babylon: Nebuchadnezzar, Ashurbalpinal

Sumeria: Enkidu, Sargon

Khmer: Jayavarman II, Jayavarman VII

Ethiopia: Ezana, Menelik II

---

Polynesia: Maui, Tu’itatui

Brazil: Tiradentes, Luis Alves de Lima e Silva

Venezuela: Antonio Jose de Sucre, Francisco Miranda

Israel: Solomon, Maccabaeus

Poland: Jadwiga, Casimir

Turkmenistan: Shah Rukh, Babur

Tibet: Gesar, Trisong Detsen

Vietnam: Le Loi, Quang Trong

Indonesia: Arok, Iskandar Muda

Nubia: Alara, Taharqa

Swahililand: Shehe Mvita, Sinbad

Austria: Charles V, Eugene of Savoy

Hatti: Larbana, Mursili II

Phoenicia: Baal-eser II, Ithobaal I

Uighurstan: Iparhan, Bilge Khan

Canada: Arthur Currie, Issac Brock

Australia: Henry Parkes, John Monash

Thailand: Chulalongkorn (Rama V), Suriyothai

Cholas: Karikala Chola, Rajaraja Chola

Hausa: Bayajidda, Amina

Kongo: Nimi, Pedro II

Italy: Lorenzo de’ Medici, Enrico Dandolo

Berbers: Kahina, Yusuf ibn Tashfin



Also, some screenshots of the beginning work on the heroes (evidence at last):

Guan Yu, the Chinese military hero:

001guanyue.png



Guan Yu in action:

002guanyuattacks.png



Zheng He, the Chinese national hero:

003zhengheattacks.png
 
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