Fantasy Empires

Well they wont be nukes. They will be 'missiles' but not as devastating as a nuke.....Hmm however a Cloud of Death may have some effect like a nuke......Must think about this eheh.
 
Ok... here's what I came up with for the spell... This is just the casting, or the attack. The default will be one of two things (and I may do both versions), either a glowing spinning ball, or some type of scroll or spellbook. The when the spell is used it'll play this casting (and I plan on using some different symbols in different orders for different spells) and then it'll play the death animation, which will be an explosion or lightning etc.

What do you think?
 

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Ok, this looks like it'd be a great mod but... How exactly do I use it? I put it in C:\program files\civilization III\scenarios but when i go to start a game it wont let me pick those civs... :(
 
You need the Play the World expansion first... Then you can go to start a new scenario option, not just start a new game, and it should show you a list of the scenarios available. If you've installed it right it should be on the list.
 
Looking good, Kinboat! How many different spells can you make?
Also you meant, when the player is 'casting the spell' trhere will be a spellbook animation and after that lets say a floating fireball?
That would be really awesome! :)

Can you make a fireball type spell, a lighting bolt and some sort of cloud as well? If its too much work, just make color conversions with slight modifications if you can!
Thanks for your lot of help already! ;)


Chaltier - You need PtW to play this mod. :)
 
Well the spellbook and floating ball would be two different versions of the default animation... they wouldn't change between them. Then when the spell is cast (attacking with it) it'll play something like the animation above, and then the spell effect...
 
I see. Great job! Cant wait to implent them to v2.1! :)

Im thinking about adding the wall units as well. First I must test that the AI can handle it or not hehe. ;)
 
I agree, that would be best, pre=placing the walls.

That way you can have it look right and make a scenerio-type thing happening.

I have a question about the walls though, since they don't have attack, just defense, if you place a unit on that square, wouldn't an attacking unit just attack the wall until it dies? That wouldn't be good if that's true...
 
You can give it an attack value... Since it'll be immobile it still shouldn't be able to attack on it's own, just defend.
 
Humz...Well FE isnt a scenario. Now I see, that the AI cant handle the walls. [No land transport] :rolleyes:

Yes we could add them to a scenario but FE is a mod. :)
However.......maybe I will add them, so if any of you guys wanna make a scenario with FE, you can use them...
 
Nice mod... a few comments, though:

How come you have the Great Lighthouse in the first era, but the first naval unit doesn't come until the third? I highly recommend some sort of naval unit in the first age, even if it's a 0/0/1 vessel. I was fortunate enough to land on a continent with most of the other civs, but I'd hate it if I got stuck on some large island with no way off until the third era.

Also there are several units that I would never use, because quite simply there's something better that already exists. Perfect example: the frigate and the galleon (not to pick on naval units, but these were the first units that came to mind): the frigate is a 4/4/4 unit, with a 2/1/2 bombard. The galleon is a 6/6/4 units, with a 3/1/2 bombard AND a transport capacity of 4. Yet they come together in the same tech. Why would I ever choose a frigate over a galleon? Another example would be an axeman (6/1/1) and a longbowman (5/1/1) which both take about the same amount of effort to research. The only reason I'd research the longbowman is because it's a required tech for the age. How about making archery units have a 1-square radius minor bombard capability? That would help to make the archery units unique enough to play, without overbalancing them.

Like I said, great mod though, so take my suggestions as only that: suggestions.
 
Ok. With the v2.1 patch the archer units will be bombard units, they wont have melee power. :) I was thinking about the same like you it seems.

As for the frigate - galleon. The frigate is a lot cheaper. Yes they are coming with the same tech, but keep in mind, that building a frigate takes lot less time! Sometimes more weaker units can beat the heavy units! :)

Hm you are right about navigation......I will try to make up some little ship for era 1.
 
How about the canoe unit... I'm working on those spells... I have the default done (going to use it for the run as well) So all I need now are some spell effects... Shouldn't be too long.
 
It's funny because I had been working on a fantasy mod when I found yours. I'd gotten as far as unit design, but I hadn't actually solidified the eras or gotten any unit graphics. It seems we were thinking a lot alike on a lot of things. If you'd like, I can give some ideas that I was planning to put into mine. I'll probably stop working on mine since yours is already out and looks so nice. :)
 
Kinboat thats a good suggestion. It sounds good. Either a canoe or some tiny boat maybe. Now I must add a new Civ. Advance to era 1, and there isnt too much empty space left on the Science Advisor screen! :D Anyways what tech should I add? Theres astrology and navigation in Era 3...Hmmmmm must think think think.
Thx for the spells again. Cant wait to implent them! ;)

donquixote - Im glad that you like my mod. If you have any suggestions just post them! :)

v2.1 will be a big patch it seems, I added the dwarven units so far, waiting for the spell effects, and hopefully Telgar will finish the new forest gfx as well. I fixed the reported bugs, updated the archer units [changed them to bombard units], also there is a new strategical resource : Dwarven Stronghold.
I will add more advances of course for the various spells, and maybe a few others, however Im still not sure that what will be in v2.1 yet.

Stay tuned I will post more news as soon as I can. :smoke:
 
Okay, here's the big one: create four new techs: Law, Chaos, Good, Evil. Give each civ two of those techs, a la D&D. Certain units can only built by certain alignments. This would mean that you'd have to take out the Great Library, but I think it's worth it.

New tech: Necromancy, requires new resource: graveyard, and the Evil alignment. Allows you to build skeleton versions of existing units that cost half as much to build, and cost no maintenance, but are only half as powerful as well.

Deities: have various types of temples that can be built in cities that offer different bonuses. Base the types of temples you can build on your alignment, so for instance only Good civs can build temples to the fertility goddess, and only Evil civs can build temples to the god of death. You could even give each temple the "this replaces all other buildings" flag, so that each city can only have one temple in it.

Add five new resources - Air, Earth, Fire, Water, Nature. The resources you control determine what spells you can cast.

Make civs for the various races, e.g. elves and dwarves. I find it easier to get into a game where I'm familiar with the civs than when I'm not, and everybody knows who elves and dwarves are. Nobody knows who for instance the Ostian Empire is. Also, make your existing civs more archetypical - make a Lawful Good paladin-type civ, a Chaotic Evil civ that leans toward magic use, a nature-oriented civ with free access to the Elves and Nature tech, etc. If each civ has a distinct personality, I'm more likely to care more about who I play.

That's about all off the top of my head. I'm sure I'll think of more later.
 
More:

Create a "thief" unit, and beef it up as you pass thru the various eras. A Thief has a hidden nationality (later versions are also invisible), so he can go onto neighboring civs and destroy their improvements/attack their workers without incurring their wrath.

Create another new unit, "Gypsy Caravan" that's basically a land transport unit with a hidden nationality. Create new non-movable units ("traps") that are various strengths, and that are hidden and invisible. You can load the traps into the gypsy caravan, go into enemy territory, and drop the traps. The only problem with this is the AI doesn't know how to use land transports, so it may be too overpowering.

New use for the magic node: Summon Elemental. You can summon four different types, depending on whether you have the appropriate resource. Earth elementals have an awesome defense but can't move, Air elementals are 0/0/10 invisible flying units, etc.
 
Originally posted by donquixote235
Okay, here's the big one: create four new techs: Law, Chaos, Good, Evil. Give each civ two of those techs, a la D&D. Certain units can only built by certain alignments. This would mean that you'd have to take out the Great Library, but I think it's worth it.
If you make the tech's None-Era they can't be researched and you won't get them with the Great Library. This is what the DyP mod does. Each religious civ get 1 tech etc...
 
Originally posted by Grey Fox
If you make the tech's None-Era they can't be researched and you won't get them with the Great Library. This is what the DyP mod does. Each religious civ get 1 tech etc...

They can't be researched, but we've had a few reports that people have been given the techs through the Great Library, so DonQuixote is unfortunately right, it seems :(
 
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