elder scrolls mod development thread

I guess it gets down to 2 circles...


And I have 2 more:
bosmer
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and my ugly try for hammerfell :sad::sad: perhaps it is better without the crown part
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for black marsh I think I'kk use the mongolian flag
 

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uhm... let's see, desert, fierce warriors who came from another continent and conquered hammerfell from the orcs (a legend says they arrived covered with blood), kind of arabic architecture, the dichotomy between crowns and forebears (2 groups, though Idk how to represent that), swordsingers ("who can cut the uncuttable"), supposedly don't like magic.

Actually maybe this can be their flag. It's some yokudan starmap from the game redguard.
 
For people who played this (reminder - download here)
there were 43 downloads - if 5 of you really played it, I need feedback and suggestions:

- game balance
- late game
- map - would it be better for dunmer to start in vvardenfel? and\or to make some land bridge?
- altmer - are they too isolated? I'm thinking of allowing to transport settlers way earlier.
- units
- improvements
- bosmer and argonian game experience - should be very different
- tweaking the orcs... I'm thinking of disabling settlers for them (so they'll can only capture cities), in exchange for huge bonuses in their capital.
 
I enjoyed it playing as the orcs, however the orc leader trait gives them +12234345675456 great people birth rate. your literally getting a great person every turn after a while.
 
I don't know :confused::confused::confused:
It works for me. I had this mod merged

It includes an altered CvEventManager.py
plus a new python file StartingPointsUtil.py
and an xml file xml/start_pos/Tamriel9_StartingPoints.xml

do you have them there??

Well, they should be there and I have no idea what's wrong.

I enjoyed it playing as the orcs

Courahee, can you tell Where did the civs in your game start?
 
I don't know :confused::confused::confused:
It works for me. I had this mod merged

It includes an altered CvEventManager.py
plus a new python file StartingPointsUtil.py
and an xml file xml/start_pos/Tamriel9_StartingPoints.xml

do you have them there??

Well, they should be there and I have no idea what's wrong.



Courahee, can you tell Where did the civs in your game start?

The Orcs were in nothern-eastern most corner of the pangea-like continent. The bosmer were below them. The rest were to the left. I quit before discovering the entire map however.
 
Current issues:

- Looking for new menu screen picture
- Orcs always block high rock and hammerfell. I have an idea of preventing that. - fixed, I hope. Need to test
- Lowered units maintenance for orcs? more aggressive leader
- Khajiits are too successful. Thinking how to nerf them down a bit. fixed
- Looking for civ-specific citysets, in FFH2 among others
- Edit era-related citysets... renaissance out!
- Settlers in galleys -maybe?
- The niben - should it be open to sea? Then maybe cheaper ships for transportation? It would still block the argonians... I wish there was a way... ah! forts!
- Should dunmer start on vvardenfell?
- Do you have an idea for a wooden wonder? Perhaps something from Skyrim?
- altmer and khajiit are same color. lol. fixed
- Animals & barbarians. I played this without them, so I don't know.
- writing texts, descriptions, civilopedia entries, etc. I like to do this the most, but it doesn't affect anything and takes a lot of time... I might as well spent all my modding time on this...
- the -3 health on defiance doesn't seem to work. it works! I am an idiot
- think of a better balance of ebony\ orichalcum\ moonstone
- I got the impression that the leaders aren't agressive enough. Is that true?

+ khajiit graphics - anyone is willing to help?
+ graphics for arcane university wonder
 
just for subscribing..
I'm mostly a FFH player so...and I have not enough time to play it so I'm not sure I'll play your's... But I think your work fantastic !!
and I really had my hopes up when I read the may 15th proposition to help with kajit.... :D
I really liked the FFH Maogata civ that you found... save that with lezard graphics it is less fun :D
 
About how to nerf Orcs and Khajites, I can help with that, adjusting some LH values to edit their Empire building preferences.
for khajiits, I'm thinking of cutting one of their 3 big trait bonuses (no anarchy, cities start at pop 2, and production and food from trade routes)
For orcs, I have an idea.

Also, flags is soon ready, but I probably won't be able to complete the until Saturday (would have been great if you could bump me or something on Saturday). I have a couple of suggestions for Redguards, Hammerfell and the Britons too, and I've changed the colours to fit my preference, which is the colours you will see when I preview them when they're all finished. If you like those colours, I could upload them to you.

excellent! :)
 
Those look great veBear! :):)

I think I prefer the minaret for the redguards.
And perhaps a brighter red for imperials?


...And I've just finished integrating a lot of citystyles from FFH2, cavemen2cosmos and warhammer, plus sume made by lord Tirian and Freya!
So after long and tedious editing of the horrible cityLsystem and PlotLsystem files, I'm happy to announce the new city looks (cities + hamlets\towns\cottages):

Plus, I've weakened the khajiit traits, and changed the orcs gameplay: now they are kind of OCC - they can't build settlers (but can conquer cities), but they have huge production bonuses, especially in their capital.

nords early and later:
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bosmer:
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imperial
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redguards:

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bretons:

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argonians:

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khajiit:

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orcs at 3 eras:

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