[MOD] POST APOCALYPTIC Conversion (For Warlords 2.08)

mabey you should create a mutant civ and I had an idea about the mutants. Mabey you should make some half animal or shape shifters. You could also have fish people with an ability to travel in both water and land. Just think about it.
 
Yeah I guess. Laser vision and steel claws would be cool.
 
hey let me know if you need help making custom maps. i feel like making some more to help the community. just send me pictures for the maps in 128X128 pixel size. I will turn them into working civ4 flag files.
 
Currently our "Work in Progress" Tech Tree is as follows:

Self Defense- The study of ancient martial arts, boxing, and other Fighting skills. While primarily studied in the shelters as a form of mediation and exersise, the leaders of the shelters quickly realized the value of such skills in controlling outsider settlements. Allows for basic fighting unit (str 2) (shelter only) and even more basic fighting unit (str 1)(non-shelter). - IMPLEMENTED

if you have a japanese shelter the shelter fighter could be along the line of a ninja
also you could have the "outsider" civ have a large number of cities but have them all small and secluded from any shelter civ
 
first idea mabey you should make animal domestication a promotion and give them a hundred percent chance of domestication against animals like mutant cows and horses and a smaller chance against only military animals like the giant scorpions so that you can have animals as a part of your army (idea came from Alpha Centurai you guys mentioned it earlier)
I wonder if you could hide some civilpedia entries until a tech so you could have the animals around now (like pre shelter bioology books made it through the shelter) and then after a tech (mabey the one that allows domestication) reveals the new animals and same with mutant barbarian entries (mabey with a tech that allows you to build hazmat units)
 
Hm... this is falling a bit back.

Anyway, shoould this mod be sort of mystic or supernatural? A bit like Omens or Fall from Heaven. Or should it be more Civilization type without any supernatural or similar interference?
 
Hm... this is falling a bit back.

Anyway, shoould this mod be sort of mystic or supernatural? A bit like Omens or Fall from Heaven. Or should it be more Civilization type without any supernatural or similar interference?

I think it shouldnt be supernatural or anything like that. It wouldn't really make sense to make it mystical its really a post mega disaster world not a mystic supernatural world. Religion should be the same as in normal civs.
 
Hey, I got some new ideas!

The alpha centauri feel is that you are actively interacting with another great power, which you can't understand, nor stop. This feel can be perhaps replicated by having some rather tough monsters rome around the map spawing at diffrent times. We could also try to hide their civ entry untill such monsters were discoverd.

Perhaps we could have some FMVs to them, but that might be taking it too far
 
Hey, I got some new ideas!

The alpha centauri feel is that you are actively interacting with another great power, which you can't understand, nor stop. This feel can be perhaps replicated by having some rather tough monsters rome around the map spawing at diffrent times. We could also try to hide their civ entry untill such monsters were discoverd.

Perhaps we could have some FMVs to them, but that might be taking it too far

I like the "interacting with great poweres concept" from alpha centauri and mabey there could be like xenofungus fuana that acts like forest and spawn a whole new race of animals (fungi on the meteor making it down or something). I also said something similair farther up about the civ entry.
 
Those are possible, both can be done useing Python. If Sarke ever gets back on I might just end up useing both ideas (or one which ever).
 
You mentioned socialism as a tech that is only available from a civic trait earlier. I think that there should be something similair with a crime control civic or civ. The society trait could be crime ridden and the tech organived crime. The entry could go along the lines of, even though locked in the shelter crime survived, if in the form of gangs or MAFIA the country let them in and now they have returned and are now taking control as they did before the meteor.
 
Oh, man. I had almost exactly the same idea (yes, including the mutant scorpion part), but not quite. Since you wanted ideas, and since nobody has proposed civilizations yet, I will propose some of the ones I came up with making, when I thought about making such a mod.

A note: I wasn't planning on making the survivors spend nearly as much time in their shelter. It's up to you whether or not they do stay a few hundred years, but the way I envisioned it, this should be a game of post-modern archetypes, similar to Alpha Centauri, but more advanced. I also envisioned it taking place mainly in America, and a nearer dystopian future so the characters could be based around (and satirize, to a point), current familiar personalities, instead of being below so long that they'd forget everything. So we'd have different civs with different values. A sample of the ones I came up with, in the order of Civ Name, Civ Leader, Civ description and Values:

Name: "The Freedom Fries"
Leader: General Trevor Jackson
These are the libertarian survivalist guys. Value freedom and military strength.


Name: "Gothica"
Leader: Maddam Delilah Gloucester
Hardcore cynics about human nature, newly-empowered by their belief that they warned that humanity's evil would destroy them, and that they were right. I'm not sure what these people should value, but they seem like a good choice.


Name: "New Beverly"
Leader: Princess Caitlin Reeser
Stuck up ex-mall-rat civ looking to rebuild a sucessful market economy.


Name: "The New Illuminati"
Leader: Baron Shmedley Von Engleheimer (or some goofy scientist name like that)
Father-knows-best civ who believe the majority are fools, and the wisest of men should rule everything. Not very popular, but good at the sciences.


Name: "United Earth Front"
Leader: Commrade Felipe Gonzales
A post-apocalyptic socialist movement.


Name: "Mormonia"
Leader: Reverend John Jacobson
The theocratic civ.



That's sort of how I envisioned it.
 
First of all I think (and it seems that Sarke has implied this) that the whole world should be involved. I also think that the civs shouldn't be based on ideals but on a twisting of the culture they came from. So that like there could be one that is China's shelter and comes out still communist but an American civ that comes out as one with total military state and starts with something ~= agressive and imperiliastic. So some civs can come out like there predecessors but others come out twistedly different.
so something mor like:
Soviet Chinese Shelter (or something more creative)
The socailistic government stood the test of time in the shelter and is now as strong as ever.
Leader is charismatic and socialistic or something like that.

These civs would have an ideal that they are based around but it would come from a part of culture that may be needed to be distorted enough to work, but is possible. Also, Alpha Centauri is that way because of there collection and then seperation into factions based around an ideal. This is just a government trying to save its people and new leaders devoloping the shelter how ever it can and resulting in a change of ideals, if there is any.
 
I like the new cives your proposing, but I think we should provide them with more back story and have some more of them, so, I made some of my own:

Name: Orsik Copperative
Leader: Minister Jon Store
Socialist, industrious

North European survivors, their vault was equiped with large numbers of construction equipment and technical manuals, making them superior builders once they emerge. Their vault was one of the first to open after the fall, and they have thus learned much about the environment around them. However, because of their early emergance they have less social knowledge, as they had less time to study in, and a higher mutation rate.

Name: The Rolop
Leader: Valdim Puts
Agressive, Survival
These people never made it to the vault. They survived by hiding in various makeshift shelters as they could find them, and simply tried to survive in a harsh world. Once supplies ran out at their current location they banded together and went in search of a new shelter. They found the vaults, and were expecting to be greated with open arms. The inhabitants of the vaults had other plans though, and these encounters would usually end in the vault being stripped of it's value, and it's inhabitants either enslaved or killed.

These are superior survivalists (health bonus, perhaps an XP bonus?), and have extensive knowledge of the land (equivalent to hunting), but their mutation rate is off the charts.
 
I like the new cives your proposing, but I think we should provide them with more back story and have some more of them, so, I made some of my own:

Name: Orsik Copperative
Leader: Minister Jon Store
Socialist, industrious

North European survivors, their vault was equiped with large numbers of construction equipment and technical manuals, making them superior builders once they emerge. Their vault was one of the first to open after the fall, and they have thus learned much about the environment around them. However, because of their early emergance they have less social knowledge, as they had less time to study in, and a higher mutation rate.

Name: The Rolop
Leader: Valdim Puts
Agressive, Survival
These people never made it to the vault. They survived by hiding in various makeshift shelters as they could find them, and simply tried to survive in a harsh world. Once supplies ran out at their current location they banded together and went in search of a new shelter. They found the vaults, and were expecting to be greated with open arms. The inhabitants of the vaults had other plans though, and these encounters would usually end in the vault being stripped of it's value, and it's inhabitants either enslaved or killed.

These are superior survivalists (health bonus, perhaps an XP bonus?), and have extensive knowledge of the land (equivalent to hunting), but their mutation rate is off the charts.

I like the new cives your proposing, but I think we should provide them with more back story and have some more of them, so, I made some of my own

Yeah, the backstory factor is really why I wanted to make the fallout period shorter, so we could have them not completely forget what they knew.

About your proposals (good ideas, BTW). What do their traits do? Or are those values?
 
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