[MOD]Stone Ages : Pre Alpha

How about until you have the tech to found a city, you have to kill wild animals to support your population?
 
How about this: When you kill animal, you get (capture- for phyton use) something like civ3 treasury unit. Then you bring back that unit to your city. It increases production etc...
 
I LIKE THIS IDEA!!! I think you should not over look shamanism due to it being the first religon and all.I know some famus tribe names like the norse,the germanic clans and the nordic clans.I hope this idea works out becouse it would be my faverite mod.
 
Rather than that boomerang guy, for an early archer consider the atlatl. Spear slings were a major upgrade, enabling hunters to bring down big game.
 
Hi, I was just wondering how to download the .rar files? I've never encountered one before. Thank you.


Mike
 
griff09- download winrar

i just tried the mod and its pretty good. it needs loads more technologies though.
 
Sorry bout being away for so long - bit of a long story so I won't get into it.
The mod is still on - but I had decided to wait until the SDK was out before doing more work on it.
I am as of now going to be working full tilt on this mod, and hope to have a release version in roughly a month or so.
My apologies again to everybody for leaving it so long to get back to you, I still am yet to read the replies for while I have been absent.
I am planning to restart this mod, as there is a lot of things I intend on changing to what was already made, and think that it will be easier just to rewrite it rather than modify what was already done.
ty for everyones suggestions.

AS:crazyeye:

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KK - as it now stands with the remake in mind the mod component of this mod that I am going to spend the next bit of time working on will be the Paleolithic Era.

I have been spending most of the day going over what I had done before - remembering what I did and did not like about what I had done before.

So, a brief list of what I plan to include in the Paleolithic Era.

A central unit - kind of like a settler, this unit is called a Band, it can grow to a Small Tribe and then to a Large Tribe, but only if you have the Tribalism Civic. This in turn can grow to a Small Chiefdom which in turn can grow into a Large Chiefdom, but only if you have the Chiefdom Civic, Chiefdoms have the unique ability to produce Bands. Loose all your Bands/Tribes/Chiefdoms - and that is game over! I will note here that I intend to make the Chiefdom Civic so expensive that you would only use it to quickly pump out a Band, then revert back to Tribalism Civic, and that it would not be really that wise to remain in this mode for long. Perhaps even to the extent that while in Chiefdom Civic mode you can only build Bands, while all other unit building is put on hold.

Every Band, Small Tribe, Large Tribe, Small Chiefdom, and Large Chiefdom can produce other military units, at the price of mobility, while working on a unit, the Band/Tribe/Chiefdom must sit still for the duration of the build.
I was also thinking of making an inventory of sorts, kind of like how gold operates, but with hammers and food as well.
Then when you have enough food and hammers, your bands/tribes/chiefdoms can go find a safe spot to sit and build a unit. consuming the collected resources in the process, perhaps, and I am not sure really on actuall data and numbers yet, I was thinking of it taking roughly about 5 turns depending on game speed to build the most basic unit, the warrior(which might yet have a different name - not 100% yet.

Units that I have thought of putting into the Paleolithic Era are currently...
Gatherer(Paleolithic Dawn) - has the ability to build trails that don't really add any bonus to movement, but do churn out an extra food or hammer IF there is a settler style unit on the network to recieve it.(See Reqources below)
Hunter(Paleolithic Dawn)
Fisherman(Only effective on river squares, with the ability to enter coast)(Paleolithic Dawn)
Stone Clubmen(Early Paleolithic)
Paleolithic Archer(Early Paleolithic)
**The aforementioned 5 Settler style units**
Cannoe(Exploration Only - high sight range, with enhanced movement)
Scout(Exploration Only - high sight range, with enhanced movement)
Stone Axemen(Mid Paleolithic)
Stone Knifemen(Late Paleolithic)
Sooth-Sayer(I was intending that you start with one of these, and that they are also available from goody huts(See Resources below, and that each one gives you so many research points to advance your technology, without them you get no technology advance).
Fire-Carrier(Paleolithic Dawn) - a revenue creator unit, can not enter the same settler unit twice, but upon entering the settler unit provides a boost of 5-20 gold. No combat abilities - Enhanced movement.
Animals(From The Start) - taking the place of barbarians, there will be a wide variety of creatures, including snakes, wild boar, panther, leopard, lions, wolves, horses, and more, I have already started work on the graphics, but more help would be appreciated, I also wanted to include a vicious Neandrethal style unit that took the place of the regular barbarians, amking them slightly tougher than the regular units that the player has at their disposal.


Buildings...
I am not certain they had buildings in this era, but they did have cave paintings, suggesting they did dwell in caves, I was going to put caves in various mountains, and allow a defensive bonus for them, making the settler style units almost invincible while they are within - at least from predators.
So...
Caves
Cave Paintings(the starts of culture are here)
Burial Grounds(the starts of religion are here)
Shrines (Not stone, just like little flower beds scattered about the countryside, a special place for the tribe - the dawn of culture and the starts of religion)
Wooden Baracades (A defensive wall - but only for caves - it is not infinitely improbable that early man strengthened the defensive capabilities from caves!)
Dig Outs (Takes just 2 turns at quick, say about 6 or more at marathon, provides defensive capabilites for bands/tribes/chiefdoms when a cave cannot be found - requires technology aquired from burial)
More - yet to be decided.

Resources...
I was going to do resources differently to the conventional Civ IV game, I have plans to make it so that a resource pops up for a few turns and then disappears, either through harvest, or just out of a change in season. The other thing I was going to do was to make hammers and food drop from animal/neandrethal encounters. As mentioned earlier, I was going to work on some code that will allow the player and AI to collect Gold, Food, Hammers, Research, and Culture in stores that will allow purchase of units and technologies.
Some resources that will grow on the terrain will include...
Flax
Hemp
Jute
Maguey
Nattle
Papyrus
Sisal
Yucca
Fish (in coast/ocean and on rivers)
Mushrooms(Various)
Fruits(Various)
Nuts(Various)
Grubs/Termites/Grasshoppers
Crayfish/Crabs
Snails/Clams/Mussels
Beehives/Brids Nests/Small Animals Den
Vines
Springs(Fresh Water can be a hassle in this period)

Civics
I have only really thought of the one civic for this period so far..
Organization-
+Bands
+Tribalism
+Chiefdoms
The values of these I am yet to decide.

Religion
There is really only one religion in this period - one that Bevertje refers top as Animism, the rest come later, and this religion is far from the minds of most Paleolithic people, this in mind I am going to include it - but only as a precursor to the next age (Mesolithic Era), it will bring with it it's own bonuses, but I am thinking they will be fairly limited until later in the game, I am still deciding as to wether to have early Animism/Late Animism, or just Animism - ?!? who knows - suggestions are welcomed.

Diplomacy
Basic War or Peace
Trade of Hammers/Food/Gold did exist in the early tribes (according to the books I have read anyhow)
Gifts of Hammers/Food/Gold did also exist, and were more prevelent than trades in early times (it was percieved that the person who gave the most was the big man, and the one who had the most, but did not give was the little person - hence it is those who are poorest who get the most aid - something I will include in AI - since in this Era, for the bands/tribes/chiefdoms, life was more about survival than warfare).
 
I'd like to offer my assistance on this mod - I like your ideas, and I hope I can help bring it into existence.

My skillset doesn't exactly mesh with what you're looking for, but I can provide flags, as well as 'pedia writing.
 
Redstar05 : I plan to have an XML modified version out in a few days-weeks.
Because of the way in which I am doing the mod I will need to compleatly rewrite the civilization/leaderheads which is why I started my other mod 15 mythologicals. This I have down as abandoned but still plan on updating at some later point (which may turn out sooner than later)
Either way - A rough version will be out in less than a month (hopefully) if you want a date (and I am reluctant to give you one) say May 15th, I'll put out StoneAge Era MK2 V0.1.0.0 - it will be a long way from finished, but it will be playable with all 4 stoneage eras involved.
erikg88: I could do with help - see my PM
Zuul: Your PM box is full - I want to help you expand on your exotic animals mod if I can - get back to me - I already working on some things in GMax.
 
Another thing - I am working on putting up a web page devouted to this project - which should be roughly up in a few hours - when it is - I'll post a link to it from here - but will then prolly not be coming back here for a bit as I will be focusing on my work - to date I have the mods here on CivIV, a couple of UT2K4 levels I want to work on, and an Oblivion Mod that can quite comfortably be classed as a major project. Since the only work I do is modding, I have the time to get this done, I just need to work on the focus part - which is something I am intrinsicly poor at - to top this off I still have the aforementioned RL problems which are really starting to annoy me - lol
I'll be back with more info on the web site soon....

ok - I've attached the web site to my signature, looking forward to seeing some trafic - so don't be shy, you don't need to register to post in the public section, so drop in and visit.
 
AcidSphinx: Ah many thanks. Didn't know it was full. Wonder how many pm:s I have missed.
 
Thanks for the advice on Winrar. I installed the Mod and I loved it, but I downloaded the new patch that came out and now I can't play it anymore. The main menu just pops up with no writing and I can't to anything except exit the game. Doe anyone have any ideas as to what it is that I'm doing wrong.

Mike
 
your not doing anything wrong, the mod isn't 1.61 compatable yet. Or at least thats what I think it is same thing happened to me with this mod and the WWII Europe mod (which isn't 1.61 compatable)
 
ok I dont have this mod yet but it looks like a very cool concept- I like games where you have to gradually build up, just barley scraping survival... but could you please put it on a different filesharing site? I have to wait like an hour and a quarter if i want to download a 4mb file! WTH?
 
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