LastSword
Prince
- Joined
- Feb 24, 2013
- Messages
- 1,129
1. Foreword
I have recently started working on Total Conversion mod, my try on "history simulator". I decided to create a mod development thread as some kind of motivation. It might help me see the progress of mod (and luckily the possibility of finishing it), therefore I am gonna update it monthly (I think forum can handle this spam
) with new content done.
I don't want to describe in details what I am planning to do. I have already learnt that reality is merciless for the complicated systems my imagination creates. That's why I am gonna show certain system/mechanic when/if it is done.
However, I can bore you with general concepts of mod.
AI - First of all, I always believed that civ series are a single player games. I am focusing to make everything very easy for AI to handle, in order to make mini-game challenging and interactive (so player is not the only actor on scene). I dream about default one-difficulty level with no bonuses for AI.
Why I call it mini-game, not scenario/total conversion? Since It is gonna use map scripts instead pre-made maps, I think it doesn't classify as scenario, while total conversion is too long string.
Time - I am aiming in 2 hours of gameplay (the concept of 100 turns with option to continue game). Victory will be based on earned "points of glory" (for remarkable achievements in words history; earned for things like "first to discover technology" or having the best artist of the Era).
Theme - the game is settled in Classical/Ancient Era. Obviously, I would like all players to advance into Medieval Era once the 100 turns passed, but let's make it real (and 2015).
General Idea - Civilization V is not the game where losing a city is a disaster... seriously, it is game where losing an important unit is a disaster (something rare/a mistake from player). I hate it sooooo much. I want to make progress unlinear with almost a surely fall of empires and rising of new dominant powers. Mentioned "points of glory" are gonna be much different than current system of points. Simply, it is not gonna favour the empires that are strong at the end of mini-game. You earns points through whole the game. It's not gonna be forgotten If you had controlled a large amount of territory in T50, but your empire collapsed.
It is impossible to be disqualified. Losing last city turns you into a deputy of conqueror (with reaching enough power you can "revolt" back to "King" status).
I decided that I need new combat system to achieve those. I have greatly reduced the number of units of the map. Settlers? Removed. Workers? Not needed. Great Persons are gonna be part of UIs. Finally, I simplified combat to only one type of units crossing the lands of game - Armies.
At the end I am gonna mention that resources will be "get & spend" instead of "have & use". For example, Horses are obtained from entering the tile with them. (they are gonna spawn through the game).
I think there is currently no need to write more (my usage of english is neither fast nor good). If you are curious about something, I am more than happy to answer your questions.
2. The Conclusion of first two weeks
It was fun, mainly deleting and disabling content. Faced a very funny CTD that took me only 3 days to fix (UnitCreated -> Creating Instances = random CTD; UnitCreated -> DisplayProceedButton -> Click -> Creating Instances = works). Made first combat simulation, General system, Improvement UI display. Forts have City Names. Moving forward.
Some screenshots (the order is mixed, but you might see: forced Combat simulation between my two Armies, assigning troops, creating improvements (and cities since new Cities begun as Forts) and military overview).
http://imgur.com/a/Ly7ya#2
I have recently started working on Total Conversion mod, my try on "history simulator". I decided to create a mod development thread as some kind of motivation. It might help me see the progress of mod (and luckily the possibility of finishing it), therefore I am gonna update it monthly (I think forum can handle this spam

I don't want to describe in details what I am planning to do. I have already learnt that reality is merciless for the complicated systems my imagination creates. That's why I am gonna show certain system/mechanic when/if it is done.
However, I can bore you with general concepts of mod.
AI - First of all, I always believed that civ series are a single player games. I am focusing to make everything very easy for AI to handle, in order to make mini-game challenging and interactive (so player is not the only actor on scene). I dream about default one-difficulty level with no bonuses for AI.
Why I call it mini-game, not scenario/total conversion? Since It is gonna use map scripts instead pre-made maps, I think it doesn't classify as scenario, while total conversion is too long string.
Time - I am aiming in 2 hours of gameplay (the concept of 100 turns with option to continue game). Victory will be based on earned "points of glory" (for remarkable achievements in words history; earned for things like "first to discover technology" or having the best artist of the Era).
Theme - the game is settled in Classical/Ancient Era. Obviously, I would like all players to advance into Medieval Era once the 100 turns passed, but let's make it real (and 2015).
General Idea - Civilization V is not the game where losing a city is a disaster... seriously, it is game where losing an important unit is a disaster (something rare/a mistake from player). I hate it sooooo much. I want to make progress unlinear with almost a surely fall of empires and rising of new dominant powers. Mentioned "points of glory" are gonna be much different than current system of points. Simply, it is not gonna favour the empires that are strong at the end of mini-game. You earns points through whole the game. It's not gonna be forgotten If you had controlled a large amount of territory in T50, but your empire collapsed.
It is impossible to be disqualified. Losing last city turns you into a deputy of conqueror (with reaching enough power you can "revolt" back to "King" status).
I decided that I need new combat system to achieve those. I have greatly reduced the number of units of the map. Settlers? Removed. Workers? Not needed. Great Persons are gonna be part of UIs. Finally, I simplified combat to only one type of units crossing the lands of game - Armies.
At the end I am gonna mention that resources will be "get & spend" instead of "have & use". For example, Horses are obtained from entering the tile with them. (they are gonna spawn through the game).
I think there is currently no need to write more (my usage of english is neither fast nor good). If you are curious about something, I am more than happy to answer your questions.
2. The Conclusion of first two weeks
It was fun, mainly deleting and disabling content. Faced a very funny CTD that took me only 3 days to fix (UnitCreated -> Creating Instances = random CTD; UnitCreated -> DisplayProceedButton -> Click -> Creating Instances = works). Made first combat simulation, General system, Improvement UI display. Forts have City Names. Moving forward.
Some screenshots (the order is mixed, but you might see: forced Combat simulation between my two Armies, assigning troops, creating improvements (and cities since new Cities begun as Forts) and military overview).
http://imgur.com/a/Ly7ya#2