Mod X - creation and discussion thread

LOL

Good to know. Well I will let everyone else play it while I work then, and start playing it once everyone switches to my mods... ;)
 
Supa said:
What are you whinning about ? I've played both Civ-4 and AD! THAT'S a slow down ;)

You should try getting married sometime.... :p
 
AmesJustin,

Do you plan on having flying units be immoble, or are you going to do them IMO, the right way? that is, you give flying animals/vehicals attack/defence, movement, but keep them an air unit. One thing is that pikemen could attack them, which doesnt make sense, but if the "...ummmm, the no nationality one" flag is checked, than airplains can go right over the top of land units. The other side is that you dont get to know who is bombing the s**t out of you...
 
priests that convert (enslave) the enemy as desciples (2 movement, sacrifice or join city) Maybe some religions get a ummm.... cool name for a guy who trys to get you to join a cult... that enslaves as a cult member, who is sacrificed. Where as others have missionaries who create desciples who join city.... Taking your opponents people could be a considerable means of expansion...
 
dont you think that there should be a flavor tech for each civ that comes in one era that shows the greatest boost in economy for that civ in the appropriate era? e.g. US, industial, gold rush allows for a great wonder (the US is the only one who can build it anyway) that represents the ecenomy boost in that era, made obsolete in the modern age. Also, perhaps it would allow for Chinese workers (cost less/work better)?
 
piracy... How will you expand this? shouldnt some civs get it better than others? Also... I dont know if its possible for an amphibious land unit to attack a ship from another ship, but if it is, than dont you think that pirate land units should be made? Either way, they could help. Also, middle eastern raiders on camelback/horseback that have fast movement (were talking 4/5) and high attack, but almost no defence, to represent ambushing... and are invisible? not sure about invisible. Also, for the trade thingies or what you may call them, dont you think that they should be loaded into a train? or a camel caravan? or a wagon? Maybe carried on llamaback? I dont know... Would the AI even use these?
 
Yet another thing, i seem to be obsessed with vikings/norse yada yada. I know that you were planning on makin a map that had specific starting points, primarily the terrain/resources around each civ. The Norse would of course start up north, with tundra, wolves, (yaks?), and bears. They would build the wolf units, use the bear skins for there more prestigious "mystical" berserkers, and they would, of course be using (yaks?) to transport things, like those trade thingies. Im sure that you were going to do this, am i right?
 
Egypt:

Set is a god who can summon animals to him, and command them. Perhaps the egyptians can "research" his religion, which would allow them to, with the proper resources of course, "summon" said animals of the nile (but not deer, cows or that stuff. just elephants, lions, giraffes, crocidles, harmless pink flamingos, etc.)
 
When you do religion, are you going to have a shrine/temple/altar for that religion that has the "replace all other improvents with this flag" flag? And then do all the things that that religion allows require said temple/shrine/altar?
Cause i thought about it, and this seems to be the best way to do it...
 
Stormrage said:
Yaks? I`ve never heard of nords having yaks... Hey, half of CFC members are like from Sweden- guys, what do you think of this?

Yaks are native to China, India, and once upon a time Nepal, though I think they are extinct there now.

More on the rest later, as I am at work, and do not have the time to address them all. Some good ideas in there!

This mod is not dead, just was on hold due to Civ4, work crunch, my severe flu, the destroying of all the cartilige in my knee falling down the stairs, the holidays, and the death of my grandfather - all in the past 2 months.

Civ4 won't stop crashing and holds far less magic for me then Civ3, work is calming down, My flu has been reduced to a nagging cough, and the holidays are almost done, so I will be concentrating more on it.
 
i believe they used ox carts...

now, thinking again, the religion thing, i believe that multiple religions should be avaliable in one city, so scratch post #92. Also, the trade duhickies could be built by an improvement that allows for another improvement. said second improvement, say, marble freight loading station, would build the marble freight train, which does theexact same thing as a regular marble duhickie, but is much faster, wheeled and unable to move on any tile without a road.

Also also, i think you might could remove the railroad function from the worker's abilities, and if possible make the roads become railroads (still the same function as regular roads though) in the industrial era. Also in the industrial era, you could build a thing called a steam train. It would not be extremely fast, but would be fast. It would have to stay on "roads" and would be a land transport (i know there is a lot of controversy over AI and land transports, but this a good idea, so hear me out). Then, this way, you must load you troops into a train to move them. This would also prevent you from being able to travel across the world in one turn, and i think this is good because it allows for some other interesting things to happen...

other interesting things that happen

the trains (at least in the beginning) are not defended, which means that somebody with something as small as a bandit/raider on horse/camelback could effectively delay a train full of troops being sent to the battle front. Another good thing, thiss allows for a new train capturing strategy, if you make the train capturable (i think it works this way) then in order to capture the train, you must defeat the units inside. that, or they're destroyed, i dont know. Or the game could crash...

Also also also, when you make the preset maps/scenarios, some should involve trade more than others. E.G. Egypt V.S. (rival of egypt)

Desert region. egypt is building the great lighthouse. Their coastal city requires the production from the quarry across the desert. The coastal city has no production whatsoever. (rival of egypt) is trying to prevent egypt from making the great lighthouse. The must steal the camel back caravans being sent across the desert. They then (i dont know what yet, maybe they win after a certain number of turns and egypt wins if the great lighthouse is built by egypt). THat would make for an interesting scenario, i think. How many scenarios do you intend on making?

Anyway...

Cioa

Edit: you're probably thinking "he cant tell us to ignore someone else" so i will tell you that it is me, returned from the land of nord.
 
TheNewSaint said:
i believe they used ox carts...

now, thinking again, the religion thing, i believe that multiple religions should be avaliable in one city, so scratch post #92. Also, the trade duhickies could be built by an improvement that allows for another improvement. said second improvement, say, marble freight loading station, would build the marble freight train, which does theexact same thing as a regular marble duhickie, but is much faster, wheeled and unable to move on any tile without a road.

Also also, i think you might could remove the railroad function from the worker's abilities, and if possible make the roads become railroads (still the same function as regular roads though) in the industrial era. Also in the industrial era, you could build a thing called a steam train. It would not be extremely fast, but would be fast. It would have to stay on "roads" and would be a land transport (i know there is a lot of controversy over AI and land transports, but this a good idea, so hear me out). Then, this way, you must load you troops into a train to move them. This would also prevent you from being able to travel across the world in one turn, and i think this is good because it allows for some other interesting things to happen...

other interesting things that happen

the trains (at least in the beginning) are not defended, which means that somebody with something as small as a bandit/raider on horse/camelback could effectively delay a train full of troops being sent to the battle front. Another good thing, thiss allows for a new train capturing strategy, if you make the train capturable (i think it works this way) then in order to capture the train, you must defeat the units inside. that, or they're destroyed, i dont know. Or the game could crash...

Also also also, when you make the preset maps/scenarios, some should involve trade more than others. E.G. Egypt V.S. (rival of egypt)

Desert region. egypt is building the great lighthouse. Their coastal city requires the production from the quarry across the desert. The coastal city has no production whatsoever. (rival of egypt) is trying to prevent egypt from making the great lighthouse. The must steal the camel back caravans being sent across the desert. They then (i dont know what yet, maybe they win after a certain number of turns and egypt wins if the great lighthouse is built by egypt). THat would make for an interesting scenario, i think. How many scenarios do you intend on making?

Anyway...

Cioa

Edit: you're probably thinking "he cant tell us to ignore someone else" so i will tell you that it is me, returned from the land of nord.


The thing about this idea is that it ads more micromanagement. I suppose in the end it is up to Amesjustin, but im not so convinced my own idea is one good enough for entering such elegant a mod as that of which is currently under developement by a modder so innovative as Amesjustin. Yet another reason the idea i mentioned in the previous post does not have a place in this mod is that the AI (a little light on the "I" part) do not fully understand the concept of a landbased transport.

Finally, I decided that I would leave this post up for future modders undaunted by the idea of micromanagement, who want a PvP type of game. Really, in PvP mods, one can do so much that a hardcoded "Next Best Move" type AI would never in their wildest fantasies believe in any way to be plausable "strategery" such as the common man would. To sum this Anti-Post up into lament terms,

"The AI is frickin' ********!!!!!!!!!"
 
OT, but TheNewSaint, your sig is 25 (or 26) lines long!!!!!!!!!!!!!
The CFC limit is 5 lines!
Your sig is five times longer than allowed!
 
Back
Top Bottom