Mod X - creation and discussion thread

Hey guys... Been supa busy lately. This mods progress has indeed slowed to a crawl, but it is not dead by any means. Since Supa has been building units specific to the Godzilla mod, 90% of my modding has been on that. I still add to this on occasion as well. I will comment on all the suggestions since my last posting soon, and may have some updates for you too!
 
I didn't read everything here, so i don't know if this has been mentioned.

Sorry to tell you this but:
Amesjustin i saw you have a LOT of resources(more than my mod) and that this will be a random map mod(like mine). So i might as well tell you ANOTHER limitation (like the 256 buildings).

There is a LIMIT :cry: to the number of resources that the random map generator puts on the map.

I have lots of reources myself so i wanted to see if the generator distributes them properly across the map. So i generated a standard map - I was SHOCKED to see that there was NOTHING on water tiles :eek:, and when i looked on the land tiles i saw some of my resources WERE NOWHERE to be found.
I did conclude smthing though - the strategic resources and luxury have priority over the bonus resources.

So i created a Huge map - the SAME problem, though i must say that, to some extent, some of the missing resources did exist but were kinda unique (i only found 1 fish in the water, no whales, 1 crabs).
This is yet ANOTHER serious set back for my mod.

I did manage to place every water resource i had by making all of them strategic resources. But this would not solve the problem because, it would have to be realistic, so the app ratio would have to be HUGE - and by doing this to all the water resources it would mean the bonus resources on land would dissapear.

You should generate a map to see if the resources apear properly. :(
I had to (AGAIN) start to erase resources from my mod. [pissed]
 
The resource limitation is one I was already aware of, and have already found a way around it. The improvement limit I was unaware of, and is going to force me to rebuild everything in that area. :(
 
Amesjustin said:
The resource limitation is one I was already aware of, and have already found a way around it.
:hmm: May i ask what way you found around it ?
Did you make all of the bonus resources, strategic resources and found a app.ratio that would make it more realisticly spread ?
 
So here we are 8 months later, and I've finally been modding in Civ3 again. The past year has been insane, and I apologize for the crawl.

The loss of my computers HD last spring coupled with the realization the X mod had already hit the improvement cap pretty much left me with nothing more than what was in my head. The fact that I switched jobs twice and lost my C3C CD didn't help either.

I got the CD back about a month ago, and RL has calmed down to something close to normal, though I've got a kid due in February which I am sure will consume all my time.

Despite the fact that this mod has a larger scale than Hawaii or Modzilla, it refuses to leave my brain, so it is the one I am focusing on for the moment. Modzilla may follow it, since I refuse to let all of Supas work be for nothing.

So, the status right now for X mod is that it is being redesigned. The buildings, techs, and resources have to be planned out thoroughly before work begins, so I don't find myself hitting the limit before I am halfway through like last time. This unfortunately means many improvements and techs will be gone. Civ-specific everything will not go back in (other than UU), Drug trade might not. I was going to drop the Great Zoo to make room, then decided I would rather drop the Spaceship stuff and build the GZ. Most of the rest will stay, or will have something similar. The one limit that is fairly high is units, and that is the only limit I won't hit with this mod (over 8000).

I am experimenting with the resource management, as I would like to have 55 resources in this mod, without having to worry about the resource overflow bug or the issues heretic_cata mentions that I have experienced before too. It may have to be done with a fixed map. If some resources are very scarce on some random maps, while others are scarce on other random maps, I can live with that, but several resources completely missing or resources that seem to always be missing I cannot. We'll see how it goes.

Here is a list of the resources I would like to have in:
Horses
Iron
Salpeter
Coal
Oil
Rubber
Aluminum
Uranium
Grapes
Furs
Dyes
Incense
Spices
Elephants
Silk Worms
Gems
Whales
Game
Fish
Cattle
Wheat
Gold
Sugar Cane
Oasis
Tropical Birds
Tar
Sheep
Copper
Lumber
Shipwreck
Kelp
Offshore Oil
Block Stone
Wolves
Dinosaur Fossils
Sea Turtles
Wastelands
Indigenous People
Camels
Big Cats
Honey
Alligator
Llamas
Potatoes
Agave
Apes
Zebras
Snakes
Panda Bears
Rhinos
Rice
Coffee
Tea
Cocoa
Tobacco

...and here is the ancient tech tree....
 

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I guess I should mention that the basic tech tree will not differ TOO greatly from the main game. There will be a few tweaks and additions to the core tree, plus a new tech in each era for every culture group and trait. All civs start out with only their culture tech and both trait techs.

The name of the mod may be reborn as well.... as Destiny Reborn. This also happens to be the name of a web game I will be starting up next year.

I will be working on this fairly heavily over the next few months, but once my daughter is born I won't have too much time. After that the programming of my own web game will take precedence. Rather than let this wither and die, or crawl on forever, I would like to open this up to the public as a community mod starting next year. I'd still like to be the creative lead, but let others put in their ideas. If any of you are interested, just let me know. I already have a domain I own that will host it (www.destinyreborn.com), and I will set up some forums for it there too.
 
Well, the bottom and Eastern parts of the Med were all OWNED at this point (up to the Balklands, which were owned for the 1st half), so I'd suggest snooping around Naples.
 
Hmmmm. They have canals already as their medieval tech, but perhaps they get a great wonder in Industrial times???

Already doing something similar with the Americans and the Transcontinental Railroad...
 
You know, I think they should have a tech that follows the "Nationalism" theme, because most of the all of the civs in this area (bar Spain+the Ottomans) were in some kind of Revolution or Re-unification (or under someone else' rule).
 
Heretic_Cata said:
:hmm: May i ask what way you found around it ?
Did you make all of the bonus resources, strategic resources and found a app.ratio that would make it more realisticly spread ?

Sorry for the much delayed response here. :blush:

No bonus resources, larger maps, lowered ratios that have been tweaked heavily, not going above 55 resources, ordering the images to match the order in the biq, and padding the resources.pcx file with empty slots to avoid the resource overflow bug.

All of this heavily reduces the problem, but doesn't completely eliminate it from ever happening. I've decided I can live with some random maps missing a resource or 2 in my mod, as that adds to the randomnes of it. I will also be including a map which has all the resources presented in such a way to make some of them a little scarce, and therefore valuable and worth fighting for - but not missing or extremely rare.
 
Wow, i didn't even remember asking that. :crazyeye: I must have been a n00b with a few hundred posts back then ... :lol:

Amesjustin said:
ordering the images to match the order in the biq
Does this have any effect ? :hmm: Why ?
 
Heretic_Cata said:
Wow, i didn't even remember asking that. :crazyeye: I must have been a n00b with a few hundred posts back then ... :lol:
Does this have any effect ? :hmm: Why ?

I read somewhere it helps with the resource overflow bug. I was already padding the images with the empty cells, so I did this at the same time. Not sure if it helped or not, but it works now.

Without further ado, an update:

I will be starting up a new thread soon for the revamped version of this mod, now called Destiny Reborn. The reason I will be doing this is that much of it will be changed, as I now have a much better understanding of the game limitations. The Destiny Reborn mod will be based on this mod, and also very loosely influenced by the Destiny Reborn game I am working on (link in sig). It will still be a historically-based epic mod that starts a bit earlier and ends a bit later than the regular game. While mostly reality based, there is quite a bit of alternate history explored, so do not expect a mod that is 100% historically accurate. My goal is to make it fun and interesting, without really qualifying as a fantasy mod.

The new thread will just focus on the new mod, without discussing X mod. This thread will remain open, in case you want to ask if your favorite X mod feature will go along with it. Keep in mind the improvement limit really drove a stake in the heart

Hopefully this will clear up any confusion…

What will or may be removed or changed:
- No civ/trait/culture/government-specific resources. With 50+ standard resources, there just is not room. There will, however, be culture and trait specific uses for the resources that everyone has access too (farms, stables, distilleries, mines, etc)
- Religions will be revamped. They may now be represented as a tech, government or improvement. A few major religions may be available to everyone or to a specific culture group. Religious civs will have a few extra options here.
- Drug Trades and addiction will also need to be revamped. Alcohol is a factor in the game, so there will be alcohol trades and later on alcohol treatment centers. The same goes for tobacco. They will retain the mixed effects. Cocoa and Hemp are present in the game, and their illicit derivatives may be represented as well – if I have the room. Coffee and Tea are still in game, with no addiction represented. Poppies (and thereby opium) are no longer in game.
- The Great Zoo may not make it in, as it takes up quite a few improvement slots. I am trying to make it fit in, and may remove the UN and spaceship parts to make room (although this reduces victory conditions).
- Barbarians will now be represented by nature. There will be no human barbarians in the mod version, although this will not be the case in the mapped.
- Flavored techs no longer mirror each other in tech tree placement.
- The Trait-specific techs now offer very different gameplay options
- Overall, less buildings, more units.

Everything else I am trying to get into the mod in some form or another. The focus of living of the land is still central to Destiny Reborn – perhaps even more so than it was in X-Mod.

Once I write up the intro post in the Destiny Reborn thread and post it, I will link it here, then let this thread fade away – unless someone has questions….
 
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