How will Colonization affect the Mods?

Jackpot

Chieftain
Joined
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I am looking forward the the next Civ4 installment: Colonization. Naturally, as with any new installment/patch, we have to check the compatibility with the Mods. I was wondering what kind of time frame would be for the authors {i.e. - Kael (FfH2), Vehem (FF), & Tarquelne (Scions of Patria)} to create the updates. I suspect this will take a great deal of work to complete. Has there been any feedback yet? If I have to choose between the status quo and Colonization - I will stick with the Mods.
 
I believe Colonization is essentially a mod on Civ4... so... I don't think it matters.

I'm just curious how much they're going to charge for a mod!
 
It's not the same game. I doubt the release of Colonization will have much impact at all on FfH.

It will of course be modded itself in short order... I have half a plan for FF: Aegean Isles (Lanun-centric trading/piracy mod) :mischief:
 
It's standalone. And I'm hopeful it'll be awesome - it's got my nostalgia bug itching even more than SMAC :)
 
Colonization will release an advanced computer virus that will assemble itself into the world's first Artificial Intelligence. This AI - to be known as Sid-Alexander - will loot all mods of any good code, send it to Firaxis, and then erase all copies of those mods from the Internet and any computer that ever connects to the Internet.

Though I believe it's slated to be in the 1.1 patch, not the initial version.
 
Colonization will release an advanced computer virus that will assemble itself into the world's first Artificial Intelligence. This AI - to be known as Sid-Alexander - will loot all mods of any good code, send it to Firaxis, and then erase all copies of those mods from the Internet and any computer that ever connects to the Internet.

Though I believe it's slated to be in the 1.1 patch, not the initial version.

(Snickers evily) Well, Firaxis needs to do something to improve their code.
 
Colonization is out so I can talk a bit about it. There are no plans to convert FfH to the Colonization engine, so you won't need to buy Colonization to play FfH.

That said I was a playtester on Colonization and I've been playing it for about the past 9 months. It is well worth checking out, especially if you enjoyed the original (change that, if you enjoyed the original then this is a must buy). It is not Civ4, and Firaxis did a great job of using the Civ4 engine to make a brand new game. Its a lot of fun.

I already suspect we will get requests to implement a few of the things Colonization does so well. Like assigning population to buildings, a more detailed resource model, and being able to seperate population (complete with that citizens skills) from cities as units and take them to join other cities. Basically a focus on your nations economy. The overwhelming responce is going to be that we won't be implementing those systems. Though very cool and perfect for what Colonization is, they aren't what FfH is.
 
Are (or is that Arrrrr!) the system requirements much different from Civ 4? I just read a post on another forum by someone who could play civ but not colonization.

My machine is pretty crappy and I dont have a problem. It doesnt seem to be more processor or memory intensive (if anything the games seem to be small with less units and civs).

They didnt to create non-shader version of the units, so they only have shader versions. If your video card doesnt support shaders you aren't going to see much.
 
Are (or is that Arrrrr!) the system requirements much different from Civ 4? I just read a post on another forum by someone who could play civ but not colonization.

From the front page of CFC http://www.civfanatics.com/


MINIMUM SYSTEM REQUIREMENTS

Operating System: Windows(r) 2000/XP/Vista
Processor: 1.2 GHz Intel Pentium 4 or AMD Athlon processor or equivalent
Memory: 512 MB RAM
Hard Disk Space: 900 Megs Free
CD-ROM Drive: 4X Speed
Video: DirectX 9.0c-compatible 64 MB video card with Shader 1.1 Support
or better
Sound: DirectX 9.0c-compatible sound card
DirectX(r): Sid Meier's Civilization IV: Colonization DirectX(r) version
(included on game disc)

RECOMMENDED SYSTEM REQUIREMENTS

Operating System: Windows(r) 2000/XP/Vista
Processor: 1.8 GHz Intel Pentium 4 or AMD Athlon processor or equivalent
Memory: 1 GB RAM
Hard Disk Space: 900 Megs Free
CD-ROM Drive: 4X Speed
Video: 128 MB Video Card w/ DirectX 9 support (pixel & vertex shaders)
Sound: DirectX 9.0c-compatible sound card

Thanks to Modeltrainman for noticing this information!
 
It's not the same game. I doubt the release of Colonization will have much impact at all on FfH.

It will of course be modded itself in short order... I have half a plan for FF: Aegean Isles (Lanun-centric trading/piracy mod) :mischief:

I was thinking something on the lines of a scenario where there would be an established old world and then a rush to colonise the New Erebus, but with the (non expandable) Lanun island pirates either being in the way - you either pay them (a lot...and with the risk of being cheated) for passage to the New World/ship cargo back, or risk their dread pirates (and of course Barbarian pirates) preying on your colony ships/galleons

Would need some way of making the New World resources have to be shipped back to the Old Erebus.

It could also perhaps have the FF Lizardmen races as 'natives'?
 
Colonization is out so I can talk a bit about it. There are no plans to convert FfH to the Colonization engine, so you won't need to buy Colonization to play FfH.

That said I was a playtester on Colonization and I've been playing it for about the past 9 months. It is well worth checking out, especially if you enjoyed the original (change that, if you enjoyed the original then this is a must buy). It is not Civ4, and Firaxis did a great job of using the Civ4 engine to make a brand new game. Its a lot of fun.

I already suspect we will get requests to implement a few of the things Colonization does so well. Like assigning population to buildings, a more detailed resource model, and being able to seperate population (complete with that citizens skills) from cities as units and take them to join other cities. Basically a focus on your nations economy. The overwhelming responce is going to be that we won't be implementing those systems. Though very cool and perfect for what Colonization is, they aren't what FfH is.

Is it possible to use colonization graphic for FfH2 without a full conversion? I don't mean interface, just terrain, city buildings and units with better graphic
 
Is it possible to use colonization graphic for FfH2 without a full conversion? I don't mean interface, just terrain, city buildings and units with better graphic

to be true, I think it is the engine which is better (the shading does a huge job in improving graphics).
So, one might try to implement current FfH graphics (terrain, units) into Col and judge the effect the upgraded engine has...
(the water effects looks brilliant as well, but is part of that new engine...)
 
I think it will affect mods a bit since people might play Colonization and not mod as much for a while. At least for me it will.
 
Is it possible to use colonization graphic for FfH2 without a full conversion? I don't mean interface, just terrain, city buildings and units with better graphic

Most of the stuff is exactly the same. As seZ mentioned the water requires changes in the graphics engine so that cant be ported.
 
Unless by some stroke of luck Firaxis decide to back-port it to BtS. A man can dream :)
 
Just got Colonization and it's everything I expected. Has the feel of the original, plus all the great new features from Civ IV. Better than BtS, I'd have to say.:goodjob:
 
Heh I had to wait at work for a couple hours because the wife's train was delayed so naturally I booted up the original colonization... fun but irritating AI. Plus the tendency for at-peace nations to surround your cities with units was beyond irritating. Thank god they fixed that in the new one.

Sometimes I don't get people that can't let go of original versions of games. Yea, they were good for their time but there have been a lot of improvements since.

Except MOO2. I love MOO2. Don't y'all be talkin bad about my MOO2.
 
MOO3 was better? You're the first person i hear who's saying that...

@Fuzzy, there are a lot of original games wich were in different ways better than what followed.
Monkey Island I+II are better than Monkey Island III and IV, too much titles in a story-driven series sometimes get the feeling of Freddie Krueger movies and such...
Dungeon Keeper was in some aspects better than Dungeon Keeper II (i'm not saying it was the better game though).
Tropico was better than Tropico II, because the second was a cheap 'Spin-Off', where a big mass was changed to the worse.
The first 'The Settlers' was in my eyes better than what followed in 3 and so on, simply because the focus from building went more and more onto the fighting...
I also think in the end JaggedAlliance 2 will have the better gameplay than Jagged Alliance 3 (if the later will be released anytime in the future), simply because the old graphic was cheaper to produce and they had better fundings i thing. So now it's programmed from a russians wich have not the best records...

So i can't wait to see Conolization, even if i'm not sure i will like it, because to say the least i never really got into the old colonization.
But for it's price and becasue it's from Firaxis and from Sid Meier i will try it.
 
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