Mod X - creation and discussion thread

Another idea...

If you plan on using copper spearmen, upgrades to bronze spearman, or something with bronze, i think that civ should have to research smelting, and have both copper and tin. This idea of smelting could be used with different metals, like, umm, i dont know, i never pay attention in school...

Also, will you be working in music or something cultural into your mod, and giving it more than just one tech and a wonder? Not that it should be done this way if you use it, but something along the lines of

Music+Military Training=Battle Music. allows for unit who plays flute or something, but has a high defense, no offense, and should probably travel stacked with other units. what it efectively does, though, is increase defense in that stack.
Made obselete by (upgraded to) guerilla.
 
I doubt I will add more than Copper to the game, especially for non-industrial civs. Smelting will be better represented, however.

As for the unit you are talking about, I like it. I think what I will do, is make it an army with a larger HP bonus. You can't give an army defense, but you can increase the overall HP. This will prevent the issue presented by Supa as well, as he is right.

I haven't tested how the AI will handle this, but I did just make such a unit. The unit should be a drummer, IMHO. To further increase it's power it can allow 4 units to start, instead of the regular army's 3. That might be a bit overpowering, though, so I think a +3 HP over the standard Army will do. Perhaps enslavement as well???

So long as the AI can handle it, this one is in St. Jimmy! Thanks for the great idea! If someone wants to do the graphics, that would be great. If not, well, starting next month I will be learning how to make units myself.:king:
 
Supa said:
An idea for this unit: Forget the high defense, give it 0. But give it instead a high defense bombard value.
For the graphics, Steph converted a bunch of drummers.

How interesting that you can add bombard to an army unit with no defense (it does allow that). I might give it weak defensive bombard value for the time, but not a high one, as you now have me paranoid that some civs will use it as a city defense.

I totally forgot about Stephs conversions - I'll check them out. Thanks again!
 
You should be able to add defensive bombard to Army units, because I know that you can add bombard to them...

Oh, and good luck for Monday ;)
 
Well, just so long as a GW/SW can generate it that does not require any form of Army to have been built previously by anyone, ever, then you mat see the AI use it. May see.
 
Cool. I had an idea a couple of days ago, how about having resources for endangered animals, which you could exploit. So for instance, if you had a tiger resource nearby, you could build an improvement to do with the tiger (I don't have a name for them, at the moment) and it could generate 1 Happiness and money, but produce (Because you can't add corruption) Pollution, and maybe hinder culture and production, too
 
I have many animal resources, most of which allow various improvements throughout time. One idea you did just give me is an animal conservation effort for the animal in question. I think it should add +1 to both culture and happiness, but be expensive to maintain. I like the idea of it hindering production too, since progress will be slowed due to the protectionist efforts.

Is this more or less what you had in mind?
 
OK, now that I am done playing with Civ4 a bit, it is time to get back into development. This mod in particular has the most potential of my 3 to get something out of Civ4. I really like the new resource-based improvements that Civ4 has. The only way to implement this in Civ3 is to have these improvement be buildings that are built within the city. Unlike many other people, I also like the animal barbarians. Funny, because these are some of the features this mod already has. :D

Keeping in mind the modding limitations of Civ3, what other features in Civ4 have you heard about or experienced that you would like to see implemented in this mod? I will see what I can do to implement them.
 
Well, what exactly are you looking for?

There are more artillery and siege units than in vanilla, and all will have increased abilities. most will have a range of 1 so they can be used for more than just defense. Bombardment, craters, and collateral damage have been added to many of these. I may be increasing the offensive and/or defensive values of most of them as well.

I am open to new ideas.....
 
They, and many trade monopolies based on them, are already in X-Mod as well.

I haven't played or even DL'ed Anno yet - trying to not get spread too thin - but have skimmed the thread and it looks nice!
 
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