Kal-el's Unit Concept Sketches

It looks good. :) The only thing is that whenever anyone bash him in the face, that visor is gonna bend down. He can't see anything, and he can't get the visor open to stop the nose bleed. :p
I like all the feathers, but I'm not sure that the tropical birds agree. ;)
 
Originally posted by Grey Fox
Is there anyone else but me that is working on a Flavor Mod btw? (I havn't actually noticed that anyone else is doing it, except that Dom Pedro has his Flavor Units Project, but it doesn't seem to be a mod.)


Btw, I just updated my Flavor Mod to Conquests. :) (You can find it here: Graphics Flavor Mod)

Oh, trust me. There is a mod I have for my flavors... I just haven't posted it. And I figured I'd generate more interest in creating flavor units if it wasn't expressly for one mod. The FUP was merely a tool to organize ideas and creator talents.
 
Originally posted by mrtn
It looks good. :) The only thing is that whenever anyone bash him in the face, that visor is gonna bend down. He can't see anything, and he can't get the visor open to stop the nose bleed. :p
I like all the feathers, but I'm not sure that the tropical birds agree. ;)
:lol: He'll just have to be careful to not let anyone bash him over the head. :)
 
Originally posted by Dom Pedro II


Oh, trust me. There is a mod I have for my flavors... I just haven't posted it. And I figured I'd generate more interest in creating flavor units if it wasn't expressly for one mod. The FUP was merely a tool to organize ideas and creator talents.
Ok, my Graphics flavor mod doesn't change the game dynamics in anyway though. Does yours? (I don't have to ask Kal-El this, cus he probably means the DYP mod ;))
 
Originally posted by Kal-el
Also his "sword" would be metal at this point rather than wood with obsidian blades.
As knights require iron, and he probably have iron in his metal armor, that would be a good idea, yes :)
 
Originally posted by Grey Fox
Ok, my Graphics flavor mod doesn't change the game dynamics in anyway though. Does yours? (I don't have to ask Kal-El this, cus he probably means the DYP mod ;))

Version 1 of my mod changes the rules but not nearly as drastically as DYP. I've added new units as well as flavor units, some tweaked features like more HP, readjustment of ship and plane stats, some new techs, some new resources, and new improvements and wonders. But I haven't done anything like change amounts of food produced by terrain types or anything that would require much more playtesting.

Version 2 however is going to be an entirely different beast. Version 2 is going to be a civ-specific game essentially. Each civilization will have its own tech tree to research. Some will have their own wonders, citizens, resources, improvements.... There are some serious balancing issues of course, which is why Version 1 is playable and Version 2 is not... :)

The tech tree has really been the biggest pain in the ass....

When I was still at school, I was reading up extensively on Iroquois and Zulu culture as well as on Asia and so forth. And on the internet, I've been learning more and more about the history of education and medicine in China, India, the Middle East.

Basically, there will be a scientific tech tree that everybody can research. Then there will be a sort of group or regional cultural tree for say religion (Christianity, Buddhism, Islam) or geographic region (Mediterrenean, MesoAmerican), and then there will be civilization-specific branches on each of those trees.

I'll give a quick example of some of the features.

The Inca, for example, can get a bonus resource called "terrace farms" that other civs can't see which makes building near or on hills much more practical.

The Aztecs get (instead of the Cathedral which is now strictly a Christian building) they get the Teocalli, which in addition to giving them the benefits of the generic Cathedral, it also gives the city a defense bonus. In ancient MesoAmerica, the temple was the place where all the weapons were stored and made and it was also usually the most fortified structure in the city, so when it came down to it, the temple was the last hold out. It was almost a castle of sorts.


Anyway, I don't want to spoil anymore... hopefully the mod will be done before Doomsday! Cheers! :goodjob:
 
Sounds like a nice project. I'd help anywhere I'd can if you like.

I'm going to do a 2nd version of my flavor mod aswell, changing the stats on each flavor unit to make the civs a little more distinct from each other. Although, it won't change anything of the game dynamics, or atleast not much.
 
Originally posted by Grey Fox
Is there anyone else but me that is working on a Flavor Mod btw? (I havn't actually noticed that anyone else is doing it, except that Dom Pedro has his Flavor Units Project, but it doesn't seem to be a mod.)

Well, Steph incorporates many if not all flavor units in his mod (= BIG ;) )
 
Originally posted by LouLong


Well, Steph incorporates many if not all flavor units in his mod (= BIG ;) )
Yeah, but that is a mod with new techs and such right?
 
Btw, we should have some kind of thread where those who makes these units can post which unit they are planning to do, or are working on. So two unit creators won't make the same unit.
 
The Zulus sounds great.

I think it's a good idea to post what is being worked on. You can either post here or start a new thread. It might be better to post here before you get started and then create a separate preview thread once you have something.
 
Well, I will start to model the Body that I can use for all the Zulu units.

And no, I won't take an already finished model, I'm trying to learn here ya know ;)
 
Originally posted by Grey Fox
I think I will start modelling something new today. Any unit you'd want me to make?

I know you're making Zulu units, but will ya be makin Egyptian Units, too?:);)
 
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