Dragonia II Mod

Darque

Chaotic Lord of Dragonia
Joined
Oct 15, 2004
Messages
1,147
Location
Illinois
Introduction
As I am nearing completion of the Dragonia mod for Civ3, I have decided to start design of Dragonia II for CIV. For those who have not tried the Dragonia mod, look for the link to the mod in my signature.

For this sequel, I want to retain the religions, civilizations, and world of the original mod, with changes to make it work well in CIV. The unit lines will be heavily modified, as will the tech tree.

(As I make design decisions for the mod, this post will be updated.)

Religion
Dragonia will use dieties from D&D. This will include Hextor, Heironeous, Nerull, Lloth, Correllon, Gruumsh, Nola, Yondalla, Garl, and Kord.
Spoiler List of Religions :

Tel'Seldarine - Polytheistic religion. Worships Corellon Larethian (Diety of Elves, magic, arts and crafts, music and war) and his court
Heironeanism - Monotheistic religion. Worships Heironeous (Diety of valor, chivalry, justice, honor, war and daring)
Nerullicism - Monotheistic religion. Worships Nerull (Diety of Death, darkness, murder and the underworld)
Morndinsamman - Polytheistic religion. Worships Moradin (Diety of Dwarves, creation, smithing, engineering, war) and his children
Hextorianism - Polytheistic religion. Primarily worships Hextor (Diety of tyranny, war, discord, massacres, conflict and fitness)
The One Eye - Tribalistic religion primarily worshipping Gruumsh (Diety of orcs, war and territory)
Solansim - Polytheistic religion. Primarily worships Pelor (Diety of the sun, light, strength and healing)
The Dark Seldarin - Polytheistic religion. Primarily worships Lolth (Diety of the Drow, spiders, evil, and darkness) and her court


Races/Civilizations/Leaders
The races in the initial release of Dragonia II will include Humans, Elves, Dark Elves, Dwarves, Orcs and Goblins. In later releases Gnomes, Halflings, Lizardfolk, and Gnolls will be added as well.
Spoiler Initial Civilizations and Leaders :


Black Orcs - Orcs - Gorlarg (Evil, Aggressive, Raider)
Drow - Dark Elves - Gulriel X'viir (Evil, Spiritual, Organized) and Elgul Nazamroth (Evil, Arcane, Creative)
Gashmog Goblins - Goblin - Kibilniz (Evil, Barbarian, Raider)
Hazelfire - Human - Mortarg (Evil, Spiritual, Insane) and Citheth (Evil, Arcane, Summoner)
Matsujima - Human - Aokata (Evil, Creative, Aggressive) and Masuko (Evil, Spiritual, Adaptive)
Tang Zul Goblins - Goblin - Khanali (Evil, Aggressive, Barbarian)
Furn - Human - Tarnal Ereuxis (Good, Spiritual, Ingenuity) and Aquilia Pierostos (Good, Philosophical, Defender)
Isendorf - Human - Hanric Fallowhorne (Good, Ingenuity, Financial) and Lynith Wilderreach (Good, Expansive, Adaptive)
Kalagori Elves - High Elves - Ararain Dewsword (Good, Spiritual, Defender) and Dolriel Silvendrop (Good, Arcane, Philosophical)
Paladorn - Human - Amonadan (Good, Philosophical, Spiritual) and Gwenlana (Good, Spiritual, Magic Resistant)
Rock Clan - Dwarf - Brodfean Ironsmith (Good, Industrious, Financial)
Stonecutter Clan - Dwarf - Dolduin Rantok (Good, Aggressive Financial)
Sundabar - Human - Falir Mustafa (Good, Spiritual, Aggressive) and Batla Aazaidj (Good, Arcane, Defender)
Jihish - Human - Sarin bin Khemrin (Neutral, Spiritual, Financial) and Farah Mumtazi (Neutral, Organized, Creative)
Mithrilcraft Clan - Dwarf - Gulroth Helmcutter (Neutral, Industrious, Creative)
Osterlands - Human - Osger Bloodaxe (Neutral, Organized, Raider) and Asta Eiriksdotter (Neutral, Adaptive, Raider)
Thay - Human - Onender (Neutral, Arcane, Ingenuity) and Krysia Alderwood (Neutral, Arcane, Adaptive)
Ungdu - Human - Chuphoc (Neutral, Sprawling, Raider) and Vanechka (Neutral, Sprawling, Adaptive)
Wei - Human - Isedo Gangsheng (Neutral, Expansive, Creative) and Zhu Chun (Neutral, Creative, Philosophical)
Silver March - Lizardfolk - Chiimogli (Neutral, Barbarian, Summoner)


Civics
Civics will be as follows:
Spoiler Civics listing :

Government
Despotism
Tribal Council
Monarchy
Republic
Thocracy
Plutocracy
Magocracy

Labor
Tribalism
Slavery
Feudalism
Guilds
Free Labour
Guild Socialism
Corporatism

Economy
Decentralization
Barter System
Mercantilism
Capitolism
Socialist Economics
Free Trade

Religion
Paganism
Organized Religion
Fundamentalism
Secularism
Free Religion
Holy War

Military
Militia
Regular Army
National Service
Volunteer Service
Paramilitary
Pacifism

Education
No Education
Basic Education
Apprenticeship
Religion Schools
Scholarship


Alignment
Each civilization/leader has a starting alignment (Good, Neutral, Evil).

Magic
In Dragonia II, I would also like to expand the magic system. Spells will be organized into different spheres of magic, and usable based on what sphere is available to the mage, cleric, or other spellcasting unit. The spheres of magic will be the same as in the D&D rules.

Screenshots
Here are some early screenshots of the mod:
Spoiler Screenshots :










I'm also looking for other modders to join the design and development team. If you are interested, please send me a PM. This includes, artists, modellers, designers, writers, and programmers.

Feel free to comment, as I would also like to know what people feel about this project.

Team Members: Darque (Team Leader), winddelay (3D Graphics), Woodelf (3D Graphics), StrategyOnly (Xml), Hexagonian (2D Graphics, Movies), Oaklanbash (Coding), Dan Winsky (Writing)
 
Introduction
As I am nearing completion of the Dragonia mod for Civ3, I have decided to start design of Dragonia II for CIV. For those who have not tried the Dragonia mod, look for the link to the mod in my signature.

For this sequel, I want to retain the religions, civilizations, and world of the original mod, with changes to make it work well in CIV. The unit lines will be heavily modified, as will the tech tree.

(As I make design decisions for the mod, this post will be updated.)

Religion
Dragonia will use dieties from D&D. This will include Hextor, Heironeous, Nerull, Lloth, Correllon, Gruumsh, Nola, Yondalla, Garl, and Kord.

Races/Civilizations/Leaders
The races in Dragonia include Humans, Elves, Drow, Dwarves, Orcs, Goblins, Gnomes, Halflings, Lizardfolk, and Gnolls.

Alignment
Each civilization/leader has a starting alignment (Good, Neutral, Evil). With the CIV engine and SDK, I would like to expand this to also include Lawful, Neutral and Chaotic as well; leaving 9 different alignment choices as in the original D&D game.

Magic
In Dragonia II, I would also like to expand the magic system. Spells will be organized into different spheres of magic, and usable based on what sphere is available to the mage, cleric, or other spellcasting unit. The spheres of magic will be the same as in the D&D rules.

I'm also looking for other modders to join the design and development team. If you are interested, please send me a PM. This includes, artists, modellers, designers, writers, and programmers.

Feel free to comment, as I would also like to know what people feel about this project.

Well, i suggest (if you know about SDK well) to grab Kael`s release of his (well with the fine help of Talchas;)) modiefiied SDK from Fall From Heaven II, there you will have your alignments, magic and stuff implemented. For placeholder Art, you will be happy about what you can find in FfH II and the Warhammer FB mod... and that will become more and more (and better and better :p ) as time passes. I dont want you to copy, i just want to give you a starting help ;) good luck (i never had Civ3, so i dont know about Dragonia I ;))
 
Should be lots of stuff in the database to help you out Darque. Good luck.
 
Should be lots of stuff in the database to help you out Darque. Good luck.
Thnx.
Looks like I will be using the FFH2.20 SDK as a base for this. I tried using the newer versions, but it seems to crash when I change some of the keys around.

Currently I have a base put in for all of my new Civilizations and about 80% of the new Leaders. Just need a few more leaderhead graphics. After that, its a matter of tweaking some of the stats for the civs and leaders.

The new religions are put into place already as well. Next step for religion is to put together some new graphics for the icons. Once the religion graphics have been completed, I will start working on the tech tree. As long as my attention doesn't waver to other projects (as it often does) the new tech tree should be designed within the next couple of weeks.
 
Its been awhile since an update, so...
  • In the past couple of months, I have added Dan Winsky to the team as a writer. His main task right now is to write content for the civopedia. As content becomes completed, I have been adding it to the Dragonia online civopedia at http://diabolicstudios.net/DragoniaIIMain.aspx
  • I got my copy of BTS this month. Work has restarted on Dragonia, this time using BTS. I have decided not to directly use the FFH2 code base. Instead, I will be creating a new codebase for the Dragonia mod, using some of the code changes in FFH2, as well as other modifications.
  • All the new civilizations are now created, and the new leaders have been created as well. Next is to update the leader traits and to fix the created flag graphics; and then to implement the new religions.
  • If anyone is interested, I can still use more team members for graphics, coding, and general modding. Contact me if you are interested.
 
Another quick update - I have completed the new graphics icons for the religions in Dragonia 2. They are as follows:
Spoiler :
Tel'Seldarine
Faith of The Sun
Church of Moradin
Church of Heironeous
Dark Seldarine
Holy Order of Nerull
Bringers of Strife
Cult of Gruumsh
 
Buildings thread here.

Gruumsh Temple added. Do you still want the Gruumsh Shrine to be a simple bloody altar? Anything thing else around it?
 
I can steal a skull from Firaxis easily enough. I made an orc hut using stuff from them previously.
 
woodelf said:
Time for some more critiquing:



I shouldn't have a problem using your texture and adding windows to it. What color for the legs, same?

Also, any windows on the main building or just windows on the bottom ring of the dome?
The building model looks good now :)

Yes, the whole temple should use the texture (or similar) that I created for the Dark Seldarine Shrine.
The windows should be on the bottom ring of the dome. Use the window shape that is in the top of the tower in this pic:
 
Sounds good to me.

UPDATE:
Today I worked on doing my first major unit reskinning. After many labourous hours, I have developed the following:
Spoiler :



Those look super Darque.

I'll try to make some red windows that match that style.
 
He looks fearsome. :thumbsup:

Any thoughts on the religious Wonders? I only have a few temples/shrines left and am trying to plan my schedule.
 
There will be 2 wonder buildings for each religion; a Centre of Power and a Holy Place. The Centre of Power can be built anywhere, while the Holy Place will need to be built in the Holy City. I'll start a table here with the wonder buildings required for the religions:

Tel'Seldarine (Corellon)
Centre of Power: The Great Tree - This wonder should be a large evergreen tree as tall as the Civ4 Eiffle Tower wonder. A temple building should be incorporated into the base of the tree. The temple building should be similar to the New Elven Fortress
Holy Place: Pantheon Temple of the Seldarine - This wonder should look similar to this

Dark Seldarine (Lolth)
Centre of Power: The Web of the Spider Queen - This building should look like a cluster of stalagmites enmeshed in a vast nest of spider webbing.
Holy Place: Temple City of Guallidurth - This wonder should look like a cross between the The Hagia Sophia and the Angkor Wat. The building in the center whould use the flying buttresses from the Dark Seldarine Temple. The skin should again use the dark purple texture of the DS shine, plus also add some lighting similar to this

Heironeanism (Heironeous)
Centre of Power: Sactum of Heironeous - This wonder should be styled similar to this
Holy Place: The Bastion of Faith - This wonder should be styled similar to this and this

Hextorianism (Hextor)
Centre of Power: The Iron Sanctum - should look similar to this Walls should look like rusty iron.
Holy Place: Citadel of Strife - should look similar to this Walls should have similar texture to the Temple of Hextor.

Solanism (Pelor)
Centre of Power: The Citadel of Light - This wonder should be styled similar to this. At the top of the tower, it should contain a giant sphere that radiates light.
Holy Place: The Temple of Brilliant Reflection

Nerullicism (Nerull)
Centre of Power: The Necropolis - This wonder should look like a small city of mausoleums with a temple in the middle similar to this
Holy Place: The Crypt of Souls - This wonder should be styled similar to this surrounded by a graveyard.

Church of Moradin (Moradin)
Centre of Power: The Seat of Moradin
Holy Place: The Hall of Moradin's Forge - Place it on a hill and style similar to this

Cult of Gruumsh (Gruumsh)
Centre of Power: The Iron Fortress
Holy Place: House of the One Eye

I'll complete the rest of the entries soon, along with descriptions. (Suggestions are welcome)
 
Here's the Lolth Temple using your shrine texture.



I honestly can't see anything except black. Must be my 5 year old monitor. :(

download link in the other thread.
 
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