Fury Road LS Mod Mod

good I will need beta testers soon hopefully.

Right now I am clearing out kmod, to turn into a smaller amount of stuff that I can then build on top of to make fallout stuff.

I am also adding Archids Slave mod, which should hopefully be functioning after the weekend.

One thing you can be thinking about is unit stats.

We all know what sort of units there should be.

Rangers
Mutants
Ghouls etc.

but what should their stats and bonuses and promotions be? How are they different from one another, what is the special trait of a Ranger or aa ghoul etc. etc. I already had some stuff worked out like mutants get march so they heal on the move and ghouls had immunity to fallout, fallout needing to be worked back in to the new version.
 
Lib, i think some sort of TODO list need to be made first.
I like to work with you and so for collaboration reasons it need to be done.

todo for everything.
from "deep in the mod" stuff, to needed pictures, texts, models and so on.
Information need to be in ordered way not in chaotic forums post scattered by thread.

stats for units? hm i take beasts units)
(attack\defense\moves)
rats (1/1/1)
little rad scorps (2/1/1)
molerats (2/1/2)
Human-eting flowers (3/1/0) attack all nearby enemys
rad scorpions (4/2/2) have chance to poison enemy with random poison strange (1-3) poisoned promotion will decrese HP by poison level
silver gekko (5/3/2)
Big Molerats (4/5/3)
golden gekko (6/6/3) attack wil ignore leather armor (+50 against leather armored)
deathclaws (7/7/4) attack wil ignore leather armor (+80 against leather armored), dont have movement penalty
fire-breathing gekko (9\7\4) attack wil ignore leather armor (+150 against leather armored), have chance to burning enemy (1-3 levels) every burn level decrease hp by 2 points

Some promotions :
Leather armored (unit made with gekko \ brahmin leather) defense +2
Metal armored (unit made with iron) defense +5
Force armored (unit made with metal \ electronics) defense +7, movement +1, resistance to poison \ fire

weapons
Burning - Bazooka \granades have chance to grant your foe 1-3 levels each level will hit for 2hp equal to level turns (so 3 level will hit for 6 each turn 3 turns long (with 18 hp hit in overal))
Poisoned - scorpions, poisoned spears have chance to poison enemy with 1-3 levels each level will hit for 1 hp equal to level turns.
Radiated - ?

i will think more about it)
 
erm..ok..

I thought you just said you couldn't do graphics or coding so why do you need a to do list?

there is not much point me making to do lists unless I have people to do them? Otherwise it is just wasting my time? The only to do lists I have are the lists in my head that I need to do. If someone comes with a skill, I can give them some to do, I have a button maker, but so far that is the only person I have working with me.

Also there is only a strength stat not a defense stat, you can program bonuses to defence (percentage city defense, forest denfense, etc.) but not a stat. Also I don't really need beasts, there are already some good beasts from fury road.(Death claws, rad scorps, giant radioactive spiders) I need faction units. read the first post for factions.

Also I have no idea how to go about programing most of those promotions, they are too complicated for me, unless I can find someone who has already done it and learn how to integrate their code, but I have not seen it.

I have thought about the concept of armour types. I need to learn the best way to go about implementing them (If I do). I either need to make 'unit types' same as melee, ranged etc. or I need to make them promotions and give them bonuses against certain unit types, or in certain situations, like defense in a forest. So far the only thing I have done with armour types is made power armour into 'armour units' same as tanks. I also thought about weapons promotions such as minigun troopers having bonuses against melee units and having a number of first strikes. Or plasma guns having a bonus against armour units.

:D
 
If you work your way through some of the xml tutorials in the forums, (that is where I started and is about the only coding I can actually do, the rest is just using other peoples code and guessing and then asking for help when it explodes...which it does a lot!) Then I could tell you some of the xml jobs that need doing. In terms of pictures, I already have quite a lot, I have even made a button making template (from button maker 2.0) for making faction unit buttons in GIMP. But unless some one can make custom unit and building graphics, I have already found most of what I can use on the forums that modders have released. So from the 'finding stuff' side of things there isn't much to do. (Until everything I have is programmed in) From my old mod, I already have a template that I am working to get back to, with all the extra code additions that K-mod and the other SDK mods will offer. Then I need to learn how to integrate the python code into K-Mod. Then I can go back to modding the XML files for building units and techs. But there is not much point doing the XML if I can't get the hard part to work :D
 
i think for promotions you canlook in "master of mana" or caveman2cosmos this mods have nicely working promotions.

Without todo lists - how do you want to attract more people to this project?
Defense can be seen as HP )
 
I really liked the Fury Road Mod and i hope u can finish ur modding project. I'm not sure if i could do something to help u ... i have some graphics skill, but never modded Civ 4.

Anyway .. i hope u dont loose motivation :)

Good luck!
 
Cheers mate :)

Well if you can help with graphics that would be great, I know there are a lot of tutorials for various graphics elements, units, leaderheads, etc. That break down the processes into easy to follow steps, so if you have 3d modelling or graphics knowledge, you may get on quite well with these tutorials, and a graphics artist would be a great addition to the project, as we have lots of units and graphics work that will be needed. I have pretty much no graphics skills at all, so it will never get done by me, it just makes my head hurt :)

Recently we have had some good additions into the code, most notably a slaves system which is quite exciting. Right now I am in the process of designing the tech tree to be rebuilt in the new version, so things are moving along slowly and with some successes so I am not beaten yet :)
 
I am quite good in 2D Graphics and i have worked with 3D Renderers and Raytracers in the past too. But i dont feel confident enough to do any 3D Game models. I worked with (and still own an outdated students version) Cinema4D in the past ... the purpose of that program is not really to do Game models and i dont have enough skill in better suited programs like Maya oder 3DSMax (and of course i dont own that super expensive programs). I'm quite good at modelling and texturing with Cinema4D, but not in animation and i have no idea of the specifications of models for 3D Games. I own an older version of Poser, maybe that could help for Leaderheads.

What i probably can do is to help with 2D Graphics. Buttons, Backgrounds, Themes, Design, UI, Sprites etc ... i'm quite familiar with that stuff. But i only did things like that for Battle for Wesnoth Mods (a freeware 2D TBS Game, no 3D content at all).

I would need to know exactly what u need and i need specifications (file formats, resolutions, bits, colorpalettes etc.), then i can tell u if i could get that done.

Maybe thats not very helpful ... i dont know :)

(I hope my english is good enough)
 
:)

My advice would be to have a look at some of the tutorials for the graphics modding. I don't have any knowledge about working with rendering, textures, or anything, so it left my mind a bit confuddled.

I think most of the stuff in Civ4 can be modded using free software, I know there are a few recommended and sometimes linked in those tutorials, you may find it interesting, you may even find a free software that you find really good for improving your skills, I don't know, but I would say it is worth a shot, I know there are a few good graphic guys that are happy to help learners trouble shoot there problems too. Those tutorials often also talk about the best settings and specs for designing things to go in civ 4 too.

Anyway, no pressure from me, but you might find something that you enjoy and get good at :)
 
Ok guys just a quick progress update from me, work on the tech tree is SLOWLY moving forward.

a conservative guess is putting the full tech tree at about 80-120 techs minimum!

So far I have named and placed the first 30 techs which will make up the post apocalyptic ancient era. Next I have to work out how to program ALL the right effects of these techs, most will be easy, but a few may present a tricky challenge as I am hoping to introduce some new terrain improvements, which might get a bit complicated on the coding side of life as I have never done it before and there are quite a few variables to take into account which may or may not be hard! So wish me luck :)
 
It will work if you just move the additional specialist loop so that it is inside the commerce loop just above it; and change it to "for (int iJ = 0" (etc).

But it would be even better if you changed it a little bit to make use of the specialist counting already done for getSpecialistExtraCommerce. (If you don't use the specialist counting stuff, then the AI will not understand that the commerce boost for the specialists is more valuable when they are using more specialists.)
 
Hey K thanks for the response, I would love to do the edit as you say, but my coding knowledge is poop, and I would have no idea where to begin maing the modification you suggest, if you woud be willing to supply me with the modified code that would be fantastic, right now I am struggling with syntax errors, and not sure where I should put the error changes, I have tried a few combinations but none have worked....

Like I said coding knowledge = 0...

Spoiler :
1>CvPlayerAI.cpp
1>CvPlayerAI.cpp(14042) : error C2143: syntax error : missing ';' before '+='
1>CvPlayerAI.cpp(14134) : error C2143: syntax error : missing ';' before '+='
1>NMAKE : fatal error U1077: '"C:\Program Files\Microsoft Visual C++ Toolkit 2003\bin\cl.exe"' : return code '0x2'
1>Stop.
1>Project : error PRJ0019: A tool returned an error code from "Performing Makefile project actions"


Again, thanks for your help I really appreciate it!
 
Been watching this like a hawk, but I have no skills to help you with. :{
I'm just one of those annoying fans.
 
:)

nothing annoying about fans :) Like I say in the OP why mke a game if no one wants to play :)

I am currently grinding slowly towards an alpha demo of the new version of the mod, that will include the first era (hopefully) all polished up, I am not yet sure when to release it, if I should release it as soon as I finish the tech tree components or if i should wait and add in a lot of the faction specific content as well...
 
I am also thinking about creating a 'testing team' who can try out the mod in it's most current states while it is still being developed, by giving them access to my development dropbox. If anyone is interested in joining this team, please respond here, or pm me with an email address and a short reason why you would like to be involved, or about yourself, so I can add you to the dropbox folder.

Cheers Guys!
 
Code:
1>CvPlayerAI.cpp
1>CvPlayerAI.cpp(14042) : error C2143: syntax error : missing ';' before '+='
1>CvPlayerAI.cpp(14134) : error C2143: syntax error : missing ';' before '+='
1>NMAKE : fatal error U1077: '"C:\Program Files\Microsoft Visual C++ Toolkit 2003\bin\cl.exe"' : return code '0x2'
1>Stop.
1>Project : error PRJ0019: A tool returned an error code from "Performing Makefile project actions"

Paste your code here or better yet, post your CvPlayerAI.cpp file and I can probably figure out what the syntax error is.
 
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