[MOD] Alagaesia Total Conversion

@Classic, well, I've started digging through some medieval era music and I've come to the realization that either I really dislike medieval music (that screechy trumpet-like sound drives me crazy!), or I'm not digging deep enough. I'm sure the latter must be true, so I'm still working away. Although I want to keep the Middle Ages Mod music historically accurate, we can deviate somewhat for this mod, so I'm hoping I can find some really great stuff. If I can't find anything good, maybe I'll just make some, ;) Anyway, it's slow going at best, so don't take my radio silence as lost interest.

@Strategy, hi! :lol:

@Broken Hawk, my bracket is completely shot, I had Kansas and UNC in the final. D'oh!

-Laina
 
I finally made the desktop backgrounds. Check out the downloads section at my website. If you need any other resolution sizes just tell me.
 
Healing-Corruption Meter

I've just got the rough version working. The game now tracks your good and evil ratings. Good nations have faster research and culture. Evil ones build units faster. However, there are also units that rely upon how good or evil you civilization is. Just have to work on how civics and stuff effect the meter and I'm working on a graphical on screen representation. I also mean to have it adjust the surrounding terrains. Healing nations will have more forests and grassland. Corrupt ones will have more hills.

Adds to Healing
Making Peace
Using a 'good' civic
Capturing a 'evil' city
Being either Elf or Varden

Adds to Corruption
Razing a 'good' or 'nutral' city
Using a 'evil' civic
Declaring a War
Paying someone to declare war
Capturing a 'good' city.
being either the Urgals or Empire

What do you think?
 
I've been working on UU for all the civilizations. I have some for the Elves and Dwarves. But not the Urgals. So could some one do someone (such as C. Roland or SeZereth) do Urgal re-skins of the warrior, axeman, archer, and like?

Pictures
http://galleries.shurtugal.com/albums/castpics/normal_12.jpg
http://galleries.shurtugal.com/albums/castpics/normal_17.jpg

Thanks,
ClassicThunder

Hi, as i lurked into this thread I decided to do a quick re-texturing of some of my doviello units for you. I orientated them at the pics you provided. As I already said, i am busy and these aren`t anywhere close to the quality I could supply you with, when I had time, but perhaps you want to use them as placeholders.
which animations to use should be clear from the name.nif

here are some urgal units (axeman, javaleneer, warrior, archer)

-seZ
your corruption-health idea sounds interesting ;)
 
Hi, as i lurked into this thread I decided to do a quick re-texturing of some of my doviello units for you. I orientated them at the pics you provided. As I already said, i am busy and these aren`t anywhere close to the quality I could supply you with, when I had time, but perhaps you want to use them as placeholders.
which animations to use should be clear from the name.nif

here are some urgal units (axeman, javaleneer, warrior, archer)

-seZ
your corruption-health idea sounds interesting ;)

Thanks seZereth, I just got done looking at them and they look great for 'placeholders'. I'll go add them now ;).
 
A small update on Heal Curruption Rate.

healresearchqr4.jpg

curruptionlw8.jpg


I'm about done integrating the Heal Curruption component with the interface. I want everything to be visible so its easy to use and try to take advantage of.
 
Healing-Corruption Meter

I've just got the rough version working. The game now tracks your good and evil ratings. Good nations have faster research and culture. Evil ones build units faster. However, there are also units that rely upon how good or evil you civilization is. Just have to work on how civics and stuff effect the meter and I'm working on a graphical on screen representation. I also mean to have it adjust the surrounding terrains. Healing nations will have more forests and grassland. Corrupt ones will have more hills.

Adds to Healing
Making Peace
Using a 'good' civic
Capturing a 'evil' city
Being either Elf or Varden

Adds to Corruption
Razing a 'good' or 'nutral' city
Using a 'evil' civic
Declaring a War
Paying someone to declare war
Capturing a 'good' city.
being either the Urgals or Empire

What do you think?


This is gorgeous idea, no doubt about that. Its like the light/dark-side meter of Kotor and i absolutly love to see an effect from my own gameplay. However, i think the terms are not that good. While corruption sounds nice, healing doesnt. There should be a better word to describe good deeds or good behavior, in opposite to corruption...?
 
I agree. And have been thinking of better names. Corruption doesn't work either. I mean "+25% production from Corruption Points"? Just doesn't make any sense.

Evil and Good points sounds too boring for me even though it would work. Had another couple of ideas but they don't really work either. Anyone have any suggestions?

Couple of ideas of mine.
Curruption
Ambition
Madness

Healing
Idealistic

And yes this will impact your game play. Apart from adjusting gold, production, and research rates and stuff like that. It will also allow you access to power units. There also something else real neat that I'm going to throw in there but info on that will have to wait.
 
Hi,

if u like to use new units, maybe u can use some of the fantasy units from FFH II? Lot of nice units :)

The Idea with the good and evil as impact on the gameplay is great - in FFH II they have the armagedon counter - never find out what he ist doing in reality because the evil forces are to weak ;) , but it should do a lot, thrusting the things I read in the forum...

regards
Gwydion
 
Personally I don't like taking units from other mods. I can count the items I've used from other mods on one hand and intend to keep it that way unless mod development relies upon it. And about the culture corruption meter don't worry it will make a large impact on gameplay. From units, terrain, to commerce modifiers.
 
Play Testers Needed

First I want to welcome Crezth to the team. He's agreed to help play test the Mod and brain storm.

However, I need a few more play testers. All you have to do is play Civilization 4 and point out anything you don't like. Plus you get to use the new features I added before anyone else.

So PM me if you interested and I'll get you started.

Later,
ClassicThunder
 
Just the file with the change i've told you by PM , tested with different map scripts .

A suggestion if this is not to hard to do , and if you want to play with in your MOD : As i like to play with aleatory trait with my scripts , may be you can put this in the future dll ?
The Lopez Scriptable Traits COMP

Tcho ! :)
 
Thanks Sto, nice of you to pop in. I'll checked the mod comp and it will most likely make it into the release after next. Looks like it can really help make gameplay more in depth.
 
Beta 1.2.0 Announcement

As soon as I clean up the 1.2.0 Beta it will be released. Exactly how long depends on when I hear from my beta testers. However, it should be ready by this weekend or early next week.

Added or fixed in Alagaesia TC: 1.2.0
+14 New units
Unique units for the Elves, Dwarves, and Urgals.
At least two new buildings
Addition of the dynamic Good Evil meter.
Addition of the Gateway to the Void component.
More balanced units, and resources.

About the Good Evil Meter and Gateways to the Void
The good evil meter is dynamic representation of how the people in your civilization act and feel. A evil civilization produces lees culture but more production. A good civilization is stronger with research and culture than an evil one. Also if you civilization becomes far enough to one side of the other they can attempt to summon help from within the void. A evil civilization will summon Hellhounds and spirits who will possess you fighters and turn them into the evilest of all creations, a Shade. If you are a Holy civilization Griffins and Archangels will support the rise of your utopia.

Pictures will be posted as soon as I'm of school. I'm taking a small break now. Everything has been integrated into the Pedia players to quickly learn how to use and take advantage of the added content.
 
Beta 1.2.0 Announcement

As soon as I clean up the 1.2.0 Beta it will be released. Exactly how long depends on when I hear from my beta testers. However, it should be ready by this weekend or early next week.

Added or fixed in Alagaesia TC: 1.2.0
+14 New units
Unique units for the Elves, Dwarves, and Urgals.
At least two new buildings
Addition of the dynamic Good Evil meter.
Addition of the Gateway to the Void component.
More balanced units, and resources.

About the Good Evil Meter and Gateways to the Void
The good evil meter is dynamic representation of how the people in your civilization act and feel. A evil civilization produces lees culture but more production. A good civilization is stronger with research and culture than an evil one. Also if you civilization becomes far enough to one side of the other they can attempt to summon help from within the void. A evil civilization will summon Hellhounds and spirits who will possess you fighters and turn them into the evilest of all creations, a Shade. If you are a Holy civilization Griffins and Archangels will support the rise of your utopia.

Pictures will be posted as soon as I'm of school. I'm taking a small break now. Everything has been integrated into the Pedia players to quickly learn how to use and take advantage of the added content.

Sounds very interesting:goodjob:
may i ask how a shade looks like? or even request a pic, if one exists? i dont want to imply anything with this question :mischief:
 
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