Fantasy Empires

Balrog you can use the Sith Master as a fireball carrer, it wood be a great Wizard or Sorceror to.:)
 
Yea I wanted to add wizards as well, but Im waiting for the proper .flc animations of fireballs and/or lighting bolts...or other spell effects! :)
Kinboat will make these, but we must be very patient hes got lot of work to do already.
 
tpasmall just made a Sith Master that shoots lighting bolts,its in the unit forum.;) It looks just look a wizard\Sorceror.
 
Ya Ive got another .flc for a mage as well. What Im waiting for are spells. Fireball could be act like a missile for example, and the mage will be the carrier. :)
 
I've now tried to download the .zip from the link twice and Windows tells me the folder is invalid or corrupted...any ideas?
 
Hey Balrog,

While I have yet to try out your mod, the premise and graphics look GREAT!

My only minor gripe is your disclaimer about people not using your art for their mods. While I have no need for any of your art assests, and can respect your desire to not get your hard work compromised, aren't a few of these art assests taken from other fantasy games or the public domain?

Basically, while again I'm not trying to flamebait here, but unless this artwork really is 100% your own (and if it is please ignore my whole gripe here) how can you claim ownership of it?
 
Harbinger - The link is working, I dont know whats wrong when you cant D/L it......
Maybe the civfanatics server had some error, so just try again. :)


LordGek - Yes, you are right, but not totally. I edited all stuff manually, those are not original gfx. I dont care, if someone use them of course, since as you said those arent 100% my artwork, but I dont wanna see them in other mods. I think its better if the mods are unique! :)
 
First I've just reached the third age in my game... Looks cool :) A few issues/problems... The Art of War great wonder doesn't seem to be available with any advance... just wondering why it was left in the civipedia if it's not in the game. Also there seems to be a small problem with the aqueduct/hospital upgrade path. I have a city that is next to a river so I don't need an aqueduct (and can't build one) but I can't build a hospital in that city... I can build it in another city nearby that isn't near a river and has an aqueduct built.
 
oops also in the spell animations do you need a civspecific color? I thought it didn't because it'll only come out of the city if it's going to attack that turn or go into a carrier unit that does have colors... And do you have any ideas on what type of spell effects you'd like and what the default could look like (a non-specific default that could be used by all the versions and just represent a spell).
 
Bugs are fixed Kinboat, thx for the bug report.

Zulu - Transparency bug is fixed, thx for reporting it.

Kinboat: I think we wont need civ specific colors for the spells. I think a fireball with a blue line in it wont be good. :)
Just make them without civspecific colors.
If you can make a fireball, a lighting bolt, and some cloud effects.
[If you have something in your mind, just make that too, Im sure that I will be able to implent all spell effects! ;)]
Big thx Kinboat, for making these units! You will be credited as a designer of the mod of course.

I think that this mod will be the biggest in size in the history of Civilization! :D
v2.1 will include a new race the dwarves, + I wanna implent the spell animations as well to v2.1.
 
Balrog,
I'm enjoying your mod very much so far but i have a minor issue.
I think you should (if possible) get rid of pollution. I can only clean it up by automating it (there's no pollution button anymore), correct me if i'm wrong but i don't seem to be able to find city improvements to help combat it (have you left them out?) and I don't think it goes well at all with the fantasy theme.
Well just thought I'd let you know what I think, and may I say again that this mod is very good so far :goodjob: and pollution is my only issue.
 
Hm there was any pollution effect in the mod? I took out the clear pollution yes.
I checked the .bix, and only the Grand Library had 1 pollution effect! I forgot to take it out. Lezz consider this a tiny bug. :)
Of course pollution in a fantasy mod is ridicolous.
I hope that there wont be any more pollution in the mod. [Is there any other stuff, than the city improvements, what can cause pollution? I think no..]


Thx for reporting this bug as well.

You guys now see, that Im making the mod, but I not played with it yet. :D [No time for that yet....:cry:]
 
Originally posted by Balrog
[Is there any other stuff, than the city improvements, what can cause pollution? I think no..]
Yes, every citizen above the Hospital limit.
 
Ahh yes, forgot about that. That'll probably be the problem, anyway it can be delt with?
 
Hmmmmmm, I have no idea.
Anyways what you meant on hospital limit? How could I solve this pollution problem? Any ideas?


EDIT.
Maybe I found out how to get rid of the population pollution. What if I will give the flag -"Removes Pop. Pollution"- to the Hospital? [Healer's Lodge in the mod]

I think that will nullify the pollution caused by the population. [Im not sure cuz I never tried, but it looks like logical.]


I checked out the original civ3, and the Mass Transit System got this flag there. If you build that in a normal game, is it eliminating the whole pollution caused by the population? I hope so..
 
Give the Hospital, or whatever building that you use in your mod for that function that reduces Pollution caused by citizens. The one that recycling station has. Other buildings could have this ability aswell.

You could always use pollution your mod... it could be plague or something.
 
Grey - Mass Transit System got the flag -Removes Pop. Pollution.

Recycling Station reduces the pollution caused by buildings. [All of the buildings generating 0 already, so this wont be a problem]

I gave the Removes Pop. Pollution to the Aquaduct + Hospital [Healer's Lodge] as well, just in case. If something, than this will work. :)
 
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