Fastjack
Chieftain
I have started making a mod. I have lots of experience with coding, and although I don't know XML or Python, I have already picked up a lot of it. Also, I can do a good job doing 3d animation with Lightwave. Can lightwave export the right kind of file? Anyone know? If not, is there any way to convert something that Lightwave does export to the right file?
Okay, now the mod.
This is a semi-complete overhaul. Half of the game will stay virtually the same (I may add/change a few things if I think it is neccesary to balance the game and whatnot, but at this point I don't have anything specific in mind). What I hope to do is to create a subterranian level on the maps (think Test of Time) that will house dwarves, elves, goblins et cetera. The underground races will have no contact with the surface and vise versa. The humans on the surface will be playing a game as normal, but the people underneath will have different tech tree(s) that lean towards magic. Finally, at a specified time (maybe with the construction of a wonder similar to the Apollo Program), players on both ends will be allowed to build tunnel entrances which will allow zoning back and forth. So in the late game, we have the sudden appearance of these fantasy creatures with magic that rivals the power of science... You can never enter diplomacy with these races (and they can't with you) and the two sides start at war with one another.
I will try to keep the fantasy tech tree similar to the science in the abilities that it grants. For example, I might have a building for the elves that functions like an airport, but is flavored to be a "Ring of Teleportation." This is to prevent late game unbalanced-ness, although I may get to have some fun in the early and mid games as long as it works out to be even in late game. =P
I think one of the most difficult problems facing me is creating the underground aspect to begin with. If I can't do it test of time style I will have to make all maps twice as tall, add a 10 or so thick layer of peaks halfway down and just have the two areas set apart.
Any suggestions?
Okay, now the mod.
This is a semi-complete overhaul. Half of the game will stay virtually the same (I may add/change a few things if I think it is neccesary to balance the game and whatnot, but at this point I don't have anything specific in mind). What I hope to do is to create a subterranian level on the maps (think Test of Time) that will house dwarves, elves, goblins et cetera. The underground races will have no contact with the surface and vise versa. The humans on the surface will be playing a game as normal, but the people underneath will have different tech tree(s) that lean towards magic. Finally, at a specified time (maybe with the construction of a wonder similar to the Apollo Program), players on both ends will be allowed to build tunnel entrances which will allow zoning back and forth. So in the late game, we have the sudden appearance of these fantasy creatures with magic that rivals the power of science... You can never enter diplomacy with these races (and they can't with you) and the two sides start at war with one another.
I will try to keep the fantasy tech tree similar to the science in the abilities that it grants. For example, I might have a building for the elves that functions like an airport, but is flavored to be a "Ring of Teleportation." This is to prevent late game unbalanced-ness, although I may get to have some fun in the early and mid games as long as it works out to be even in late game. =P
I think one of the most difficult problems facing me is creating the underground aspect to begin with. If I can't do it test of time style I will have to make all maps twice as tall, add a 10 or so thick layer of peaks halfway down and just have the two areas set apart.
Any suggestions?