I've been bitten by the MoM (Master of Magic, for those not into the acronym thing) bug once again. Fourth time in my life. I remember getting the game when it first came out (or near to) and opening it up and popping it into my brand new CD-ROM and reading the thick manual while it installed. I was only about 10-11 at the time, but I thought the game looked absolutely amazing. I played it a whole bunch but, of course, at that age didn't understand all the optimal strategies and such. Played again a few years later for a bit. Then after I moved out,around age 19 I discovered a DOS emulator, installed it again and played it while the girlfriend was at work. Here I am at 26 and I installed it once again and each time I install it I play it in a new light. There are so many races, combined with all the wizard traits and then you pile on the spellbooks on top of that and it allows for a lot of different experiences each play time. And then you add heroes, and random dungeons and items!
Now, I'll qualify this by saying I'm not a modder. Yet. I never played with any of the code or did any modding for Civ 4. However, I wanted to start a thread to get some ideas rolling. Someone else can use them, or in my free time (I work nights and on my days off, I still stay up all night, so I have at least 12-16 hours a week, uninterrupted) I can attempt to learn to mod and start tackling some of the coding. Obviously, if this becomes a serious project, I'd need assistance, but I'm happy to just use it as a learning tool as well.
So, what I want to discuss is ways to implement some of the features of MoM, what can be improved on the original formal, and what some of the features of Civ 5 that could make it even better.
Some questions:
Tactical Combat: Now that there are hexes and 1upt, is that a good enough approximation? Should there be two planes? Should I look into making separate hex battlefields for field, dungeon and town fights and spawn the units there during a battle?
Social Policies: Obviously this can be changed to a more magical theme and could be an enchantment list. Should this be adapted to spellcasting or should it be kept seperate?
Wizard Creation: Is this even possible? It seems like with having UAs for the Civs, that there will be a possibility for modding in the special wizard abilities with less hassle, but I guess only time will tell.
Anyway, I'm hoping for some feedback. Thanks!
Now, I'll qualify this by saying I'm not a modder. Yet. I never played with any of the code or did any modding for Civ 4. However, I wanted to start a thread to get some ideas rolling. Someone else can use them, or in my free time (I work nights and on my days off, I still stay up all night, so I have at least 12-16 hours a week, uninterrupted) I can attempt to learn to mod and start tackling some of the coding. Obviously, if this becomes a serious project, I'd need assistance, but I'm happy to just use it as a learning tool as well.
So, what I want to discuss is ways to implement some of the features of MoM, what can be improved on the original formal, and what some of the features of Civ 5 that could make it even better.
Some questions:
Tactical Combat: Now that there are hexes and 1upt, is that a good enough approximation? Should there be two planes? Should I look into making separate hex battlefields for field, dungeon and town fights and spawn the units there during a battle?
Social Policies: Obviously this can be changed to a more magical theme and could be an enchantment list. Should this be adapted to spellcasting or should it be kept seperate?
Wizard Creation: Is this even possible? It seems like with having UAs for the Civs, that there will be a possibility for modding in the special wizard abilities with less hassle, but I guess only time will tell.
Anyway, I'm hoping for some feedback. Thanks!