Heretic_Cata's All in One Mod - Expansion

Blue Monkey said:
If you're not using an Earth map, why would the nomads necessarily originate in the North? What effect would this wonder have (knowing that might help us come up with a suitable name)?
During history, the nomads always seemed to come from the north : North of the Roman Empire, north of the Crescent Moon, north of China ... :crazyeye:

Effect: it will spawn settlers. :)
 
^
Horse Goddess ? :hmm:
That wouldn't do even if it was a God; i have another wonder that spawns nomadic horsemen.
 
Amesjustin's new resource thread made me think ...
Should i post the resources i made separatley ?
I worked on several of them, but they are compilations of other people's work (most of them).

Here's a pic:
resourceshr7.jpg
 
Darn, i made the thread but something screwed my connection and it gave me the invalid thread, contact admin. And it took about 15 minutes to write the thing. :mad: :mad: :mad:
I'll make it again in a few days.
 
ok clearly its been a while for me and the thread as well, but i have some ideas:

make the nomadic wonder called "Pastoralism" if you want... not exactly the same, but it works sort of and make it produce nomadic horsemen that enslave settlers (like i tried so long ago) trust me, it works. but in addition to that i would say it should reduce maintenance costs (either as a courthouse or as a FP would) but then again you might want to make it have a negative commerce bonus (if you can) to represent the lack of a real modern or cohesive economy

for orthodox, that golden horn/arsenal idea is perfect and is absolutely unique... so keep it in.

for the protestants... i think that increased production AND decreased corruption... maybe as an improvement though. why not? it could be interesting.

lets keep this thread alive... and btw, if Wonder A goes obsolete but is required for wonder B... that whole question... it works, so go with it. i learned this from working on RFRE a long time ago and am sure that it will work.
 
Don't worry, the thread's not dead. :) I just keep forgeting to post status reports on the progress ... :crazyeye:

Status report:
I finished establishing the religious wonders for all religions ... i could post a list of them if anyone would like to. :) The only non-religion wonder that i didn't finish with is the nomadic wonder that spawns nomadic settlers. - i just don't have a name for it ... everything else is set.
I am almost done looking for wonder splashes - and now that Blue Monkey helped me, i think i have all of the new wonders covered ... i'll have to check first tho.
I will soon start adding the wonder splash entries in the pediaicons.txt.

Now:

King Coltrane said:
ok clearly its been a while for me and the thread as well, but i have some ideas:

make the nomadic wonder called "Pastoralism" if you want... not exactly the same, but it works sort of and make it produce nomadic horsemen that enslave settlers (like i tried so long ago) trust me, it works. but in addition to that i would say it should reduce maintenance costs (either as a courthouse or as a FP would) but then again you might want to make it have a negative commerce bonus (if you can) to represent the lack of a real modern or cohesive economy
My nomads won't be close to your idea - it will be simpler. Their full potential would be clear later in the ancient age.
"Pastoralism" - :hmm: i still don't have a name for it ... i'll think about that one.
A negative commerce bonus is doable. I did that to my freelancers. - A large building maintainance.
King Coltrane said:
for the protestants... i think that increased production AND decreased corruption... maybe as an improvement though. why not? it could be interesting.
Ok, more production and low corruption. :)
Improvement ... :hmm: I don't think so. The only religion with an improvement was the catholic mission from catholic evangelism. And, because it was a very good and cheap improvement i did not add any new wonder to this religion in the expansion.
King Coltrane said:
lets keep this thread alive... and btw, if Wonder A goes obsolete but is required for wonder B... that whole question... it works, so go with it. i learned this from working on RFRE a long time ago and am sure that it will work.
Ok, thanx. :)
I don't remember what i needed that for tho. :lol: :hammer2:
 
darkedone02 said:
the music in this game is pretty good by the way, one of the songs sounds like a NES song.
Thank you. :) I had a hard time choosing which ones to put in the game. I had to leave some good ones out. :(

I think i know which song you are reffering to ... "Content Workforce", which is NES-ish (but not a NES song per se) and happy-ish. :)
It doesn't fit 100% with the others, but i like it. :D

(when that song is playing your cities have one extra happy face :mischief: )
 
Glad to see you've used a couple of my resources (shipwreck I based off the Magellan Wonder and the indigenous people were taken from Fallout).

Mod looks good! Many ideas I had for the X mod are in this (Civ-specific wonders, Positive-Negative buildings, Religions, Negative bonus resources, and "Guard Tower" Type units). Glad to see you had the dedication I lacked in following through with getting these into a mod. :)

I'll be downloading this and testing it out. Can't wait to see how it evolves. :D
 
Amesjustin said:
Glad to see you've used a couple of my resources (shipwreck I based off the Magellan Wonder and the indigenous people were taken from Fallout).
Yes, in the thread i was going to make with my resource compilation i was taking every resource and saying where i got it from (if i remembered). You probably had the most credits. :)
Amesjustin said:
Mod looks good! Many ideas I had for the X mod are in this (Civ-specific wonders, Positive-Negative buildings, Religions, Negative bonus resources, and "Guard Tower" Type units). Glad to see you had the dedication I lacked in following through with getting these into a mod. :)
Some of those ideas i had 2 years ago, but i have to admit i stole the guard tower idea from you. And also, in my alpha version there was only one negative resource (haunted ruins), but when i read about how many resources you added in your mod, i thought i should add a crap load of bonus,luxury,strategic,negative resources ... (of course they were waaaaaay to many then so a lot of them couldn't make it here)

And i forgot to mention you in the credits. :eek::o:(:blush::cry: Sorry :please:
(I'm adding you now)
 
Heretic_Cata said:
Yes, in the thread i was going to make with my resource compilation i was taking every resource and saying where i got it from (if i remembered). You probably had the most credits. :)

Some of those ideas i had 2 years ago, but i have to admit i stole the guard tower idea from you. And also, in my alpha version there was only one negative resource (haunted ruins), but when i read about how many resources you added in your mod, i thought i should add a crap load of bonus,luxury,strategic,negative resources ... (of course they were waaaaaay to many then so a lot of them couldn't make it here)

And i forgot to mention you in the credits. :eek::o:(:blush::cry: Sorry :please:
(I'm adding you now)

Wasn't looking for credit, just glad to see others using my work, since I have never had the follow-through to finish a mod myself. :D

The only resources you use that I made are the 2 I mentioned above. I might have made the double game too, but I don't remember anymore.:crazyeye:

At any rate, I like the description of your mod quite a bit.
 
It is a fun mod.

I was playing it the other day, and started with "mystical fields" in my radius. Oh, the fun you can "conjur" up with that ;)
 
Virote_Considon said:
I was playing it the other day, and started with "mystical fields" in my radius. Oh, the fun you can "conjur" up with that
I know, I know... ;) My first start was with the "mystical fields" and Freelancer's Guild! :mischief:
 
Amesjustin said:
The only resources you use that I made are the 2 I mentioned above. I might have made the double game too, but I don't remember anymore.:crazyeye:
:hmm: Maybe now they are ... but in my version with lots of resources there were a lot more. I only choose resources from 2 huge resource files. Your was one of them. :)
Amesjustin said:
At any rate, I like the description of your mod quite a bit.
Can you believe it took me about 4-5 days to write that thing. :lol: :crazyeye:
 
on the next version of this mod, please add in a future era and also more songs as well, cause the songs are mainly use to make the mod more interesting like the features.

More ages, More Technology, More resources, different Religions, etc.
 
But you can't add more ages! I think someone discovered a way to simulate more ages, but for sure you can't add them (like the way you add units in the editor)
 
To Heretic_Cata :
Nice mod you have done there, i like you put the techs and the religions in this mod...I highly appreciate :goodjob: and by the way my SC4demo have full version now is call Test IV Time...and have the simplified version using CIV3 game system.

To Mirc:
May be you can put two differents ages in one tech age, like im doing in my mod. a solution :)
 
darkedone02 said:
on the next version of this mod, please add in a future era and also more songs as well, cause the songs are mainly use to make the mod more interesting like the features.

More ages, More Technology, More resources, different Religions, etc.
More ages: like mirc said, it's not possible per-se. But there is a way to add "minor" ages. (steph has at least 2 minor ages per major age i think) I could do that, but it would take a while, also an important factor would be space. I have no room for any more buildings. And also i'm not the most creative SF person ...
Another reason would also be, the fact that i don't want to change the "original" game too much ...

More songs: i would love to add more, but i fear the game will get to 300MB if i'll try that.

More resources: there will be 2 more important resources in the expansion. Again, i am unable to add as many as i like (hundreds) because of stupid hard-coded limitations. The game is suffering somewhat as it is because there are too many resources ...

Different religions: again that darn 256 building limit ... :(
In my original mod's idea there would be a lot more religions (for example China would've had access to 3 religions).
But, the expansion DOES have a bit more for the religions ...
There will no longer be Islam, there will be Sunni Islam and Shi'ia Islam.
Also, all religions will now have at least 4 wonders. (except Catholic Evangelism) Judaism and Zen Buddhism will also get another wonder, and some occult wonders will be available: the "Rosacrucian Order" and the "Thule Society" are 2 of them ...

Stargate said:
To Heretic_Cata :
Nice mod you have done there, i like you put the techs and the religions in this mod...I highly appreciate :goodjob:
Thanx :) - it was quite hard to arrange the techs so that they won't overlap. (good thing BadKharma helped me with that :))
Stargate said:
and by the way my SC4demo have full version now is call Test IV Time...and have the simplified version using CIV3 game system.
I wanted to try your mod too, but i haven't played civ3 in at least 3-4 months. The next game i'll play will probably be my mod's expansion when it'll get here ... But i might play your mod eventually. :)
 
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