My sPace-Mod ideas

Daftpanzer

canonically ambiguous
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Ive been looking for any civ3 space/sci fi / MoO type mods for civ3, ive found the space-sea terrain and the star wars mod, they look cool but not really the full civ-in-space kind of mod that id like to see :crazyeye:

Im new to civ3 modding, but ive had a few years experience with civ2 fiddling and creating stuff or other games. Ive decided to have a go at a amatuer space-style mod thing for civ3 version 1.29 (not PTW). The MoO scenario for civ2 was quite fun, but it had some serious flaws IMO (cities could be built anywhere in space, star systems were kind of wierd etc). Ive found that Civ3 actually offers lots of possibilities for a space mod (so much for being worse than civ2 :) )

Why create a space mod for civ3? why not just play a space strategy game? I dont know, maybe i am demented, but i find creating and modding stuff is fun, and playing a familar game, but differently, is kinda cool.

These are my ideas... maybe somebody could tell me what they think?

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Idea #1 - I want to have space as plains/grassland, NOT sea (as most people might expect would be best). I think there are potential A.I issues with loads of little 1-square 'planet/star system' islands in a 'space' ocean (although, i havent actually tested this).

Also, fighting a war with 'space' ships and marine-style invasion forces could get tedious (constant loading/unloading etc). Although it would be cool to have both ground and space forces, ground units would only ever defend a planet from enemy marines or attack as marines themselves, which could get boring.

'Space' ships could be made too weak to damage ground units except with bombard attacks, and then you need your marines to actually take the planet, which could work well. But i think the bottom line is, although strong ground defences enable a planet to hold out longer, whoever has spaceship superiority will win. IMO it doesnt seem to make much sense to have seperate ground and space units.

Also, as im not a very good at making graphics for all the combinations of coasts, i cant really change the complex land/sea/coast graphics to space graphics.

IMO the advantages of space-as-land are:
'hyperspace beacon' roads can be built in space to connect your cities, which would allow trade routes etc without ALWAYS having to build a 'space'harbour. This also gives the defender an advantage in moving his forces in his territory, which seems fair.

The cultural borders will probably work better this way too. Also, if all units are ground units, then your space forces can fortify at strategic postions in space. (As i understand, fortify for sea units is a 'hold position' order only, which doesnt give a defensive bonus if attacked)

IMO Fighting with ships only (which can catpure and garrison planets/cities) would be easier and more fun to play. Perhaps some kind of immobile unit could represent tough planetary/system defences, if the A.I could handle it.

Oh yeah, air units could still work IMO - nimble space fighters/gunships that can evade the fire of heavy ships and bomb targets or do recon, and dogfight each other [hopefully its possible to have land units as carriers?]

LEADERS/ARMIES - A major point, this requires land combat. IMO it would be cool to have space fleets, and you get leaders from space combat rather than marines attacking planets.

COLONISATION - One unit can do it all, you dont need to have a transport and a separate colonist unit. Also the A.I would probably like this better

Idea #1b - Have 'Star' terrain to represent a whole star system, where stars are the only squares where cities can be built (one of the cool things with the latest patch). Having individual planets taking up a square each would be cool, but it might get a bit strange on the map, and the number of terrain types is very limited. I have another idea for planets anyway.

With plains as space, terrain such as forests, mountains and hills - any type of terrain graphic that can go above the diamond area of the square, and not disturb nearby terrain types when placed - can be used as the various star system types - red giant, yellow star, blue star, binary etc.

Not a great deal of variety is allowed this way, but only 4 or 5 types of star should work, and give the map a nice varied galaxy look. Since planets affect the resource outputs of the system and not so much the star (see below) it doesnt matter really what the star type is.

Idea # 2 - NO city graphics, excpet maybe a symbol similar to the harbour/airport symbols to go above a star. So you have the star with the city title bar below it if it is colonised. Ive tried this and it looks quite good IMO.

Idea #3 - Planets as BONUS RESOURCES (thanks to civ3!) These can be placed NEXT to a star, maybe with the graphics for the planet resources done off-centre so that the planets appear to be closer to the star and not spread-out. IMO this is a nice way of doing it, because as i understand, the number of resources is not fixed in the rules (+ the resources graphics file can be expanded by adding extra rows). So any number of different planet types can be added, completely unlimited by the number of different terrain types used by the game.

E.G. Terran planets give LOTS of food, allowing the population of that system to grow large. Barren mineral-rich worlds give lots of shields for that system, but not much food. Since only 1 worker is needed to work the planet, it doesnt mean that a size 3 city/system cant have 2X the production of a size 10 farming system.

I tired having planet resources ON the star/city squares, but this didnt work since any food bonuses are ignored and the city square produces the standard 2 or whatever.

Idea #4 Luxury/Strategic resources - these can happily be placed ON the stars, giving maybe every system a certain resource or luxury to the owner. The graphics could be changed to look as if they're above and/or to the side of a star, not in the middile as it looks now.

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I think theres lots of new possibilites with civ3, such as unique units for each civ /alien race (i acutally have lots of ideas for different aliens). Or resources like special crystals or heavy alloys that you need to build certain ships and buildings - tons of possibities!

If youre wondering if the A.I can work on something like this, well i tried it on a custom made map and the A.I kicked my ass! It DOES realise that star squares are important and they where you build cities. Ive seen the A.I place defensive units on unclaimed stars, waiting for a settler to arrive. Ive had some problems with wokers, the A.I doesnt seem to want to build roads (maybe because i removed the irrigate.mining commands?).

Ive tested it with normal units which is a bit wierd (as you see in the pic). I can make basic units with direction only (no anim) with 3D MAX. A custom tech tree and buildings etc. will be the most difficult thing, maybe meaning this mod will never work. As for a custom civlopedia - :cry:

Ok, Thanks for reading this! (Wow, i spammed a lot). Any feedback/suggestions or any links to other space/sci-fi mods would be much appreciated (i know they must be out there!).
 

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oh yeah, space is pure black at the moment, which will change hopefully so you know where the fog-of-war is. Or the FogOfWar grahpics could be made semi-tranpsarent, so you can see all stars but until you explore you dont know exactly what kind of star it is or what planets they have.

Another pic - testing the planet resources idea. One gives about 20 food, the other lots of shields.
 

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That pic looks awsome.:goodjob: Great idea, no it's batter then great it's awsome. mines could be spacestations.

edit: I have so many ideas that you could use.
 
Thanks bobbisack! The stars are just made from lens-flares, but i dont think it looks too bad. Yes id love any ideas/suggestions!!! i was wondering about having mines or irrigation in space, might look a bit wierd if all your territory is ful of them tho, maybe have asteroid areas that you can mine or something? Fortresses could be mine fields or something.

The A.I doesnt seem to build fortressed ever even in normal civ3 so i dont know if ill include them tho (its kinda cheating IMO)

Another pic, just to show the A.I can compete with a human in something like this. I made a simple spiral galaxy effort with 5 civs. Rome in red is kicking ass, fighting both me and Egypt (yellow). I was china in blue.

Attmitedly Rome had a good start position in the centre and i accidentally gave them 3 starting systems instead of two, but i was still impressed with what they did. The white dots are all cities that were built after the game started, so they all expanded quite a bit (They were all on star squares, so it seems to A.I obeys the no-city flag in space).

The brown colour is ugly, hopefully theres a palette i can change somewhere...
 

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This is a neat idea, :goodjob: although with pure black on the base terrain it seems it would be hard to know where you are, even with the grid on. I'd like to see perhaps a dark grey to still give the feel of space but with the ability to figure distance better.

Another potential idea is to use a water variant as a separator between different galaxies (or universes, dimensions, whatever. Sci-fi terminology isn't my strongpoint ;)) Something like coast being a galactic boundary, sea representing a wormhole path between galaxies, and ocean as the impenetrable vast void in-between. Then you could have transport-type ships to ferry units through the wormhole with a combination of high-movement cost for the ocean void and "sink in ocean" for all "boats" to keep units out of the void. Something to think about, at least :)
 
Yes, thats a nice idea!! it would be a shame to loose the whole sea-faring side of civ3. I hadnt actually thought about different galaxies on the same map with a sea inbetween - lots of possibilites there, the only thing is it would be a bit wierd where you had only the systems on the edge of a galaxy that build 'sea' units, but not a major problem.

I tried using a 'cloud' filter in my paint program to give space a texture with dark grey colours. Unfortuenately its not random enough, so when applied to the whole terrain file you can easily see where the differences are between square types. Im not a major graphics guy, so im trying to rush things and mass-produce if possible! hopefully i can find some way of fixing this, maybe grey/dark purple space even.
 
1. The roads could be trade lines witch are off of Freelancer a awsome game. I would have the trade lines make the units move 1\5 per movement point and I suggest you get rid of railroads unless you use the as jumpholes (another think from Freelancer). The jumpholes travel form galaxy to galaxy, but the trade lines traval form planet to planet.

2. Don't have gound units have the spaceships the gound units and make big spaceships that bombard and little spaceships as fighters witch attack. The big spaceships can attack if you want but they should have strong bombardment and weak attack. Because of low maneuverability.

3.have planets as the only place to build citys and make planets like hills in doing this you have to make prebuilt maps though. Suns\stars are like grassland (note:these are examples) resources can be asteroids, white dwarfs, space debris, etc.

thats all I can think of off the top of my head.:)

edit:I like your idea about the citys batter.


I tired having planet resources ON the star/city squares, but this didnt work since any food bonuses are ignored and the city square produces the standard 2 or whatever.

Idea #4 Luxury/Strategic resources - these can happily be placed ON the stars, giving maybe every system a certain resource or luxury to the owner. The graphics could be changed to look as if they're above and/or to the side of a star, not in the middile as it looks now.
 
OMG, this is exactly what I've been working on... (anyone remember my threads with problems :p)

What?! How!!??... Have you been spying on me??

space.jpg



I made planets resources, and I've placed them myself. They are all from Dwarf Gas Planets to Giant Terrestrial Planets... to Rich Water Planets.

Hills are stars, and they are also placed on the map. They are the only terrain you can settle.

I even got a first draft of the first Era in the tech tree:
spaceTech.jpg


And As Bobisback is saying, I was going to use roads as Warp Gates, and Railroads as Jump Gates (instant travel).

I got plenty of Ideas, so I hope we can do this together. Because I don't want to give this up just because you posted before me :(
 
Grey Fox awsome pic.:eek: I will love to help if you were talking to me.;) That looks so cool. Could you possibly pm me that mod I would love to check it out or tell me about it I would love to no about it.:love:
 
wow that looks good:goodjob: Your planet graphics and the asteroids look great! I also love your tech tree! i was thinking that it was impossible to make a fully custom tech tree....

your mod looks much more professional :) I think ill keep working with my ideas (small star systems etc), but id love to help you out on your mod if i can.

All i have so far is the yellow and red star graphics, and little satelite things for 'hyperspace beacons' (roads) i can post them if you want.

Have you got any unit graphics yet? I have 3ds-MAX, but im still learning the basics. This is about the best ive done so far:

attachment.php


PS, id love to use your asteroid graphics, if you would allow it....
 
That unit is real cool.

I'm working on units for the Halo Mod. But I think I can make some to my and yours. Or "Ours" if we are going to cooperate.
 
I have a screen shot of a trade line form freelancer.(this is the frist time I tryed to post a image:))

edit: It worked.:eek:
I'm working on units for the Halo Mod. But I think I can make some to my and yours. Or "Ours" if we are going to cooperate.
I would love to help.:rolleyes:
btw I have 3 more screen shots if you want to see them
 

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Grey Fox, Since my idea is slightly different (lots of stars closer together) i think ill keep working on it to see how far i get. Id also like to co-operate with you on your mod if theres anything i can do :confused:
 
I've played the game, and the Freelancer stuff is what I had in mind.

Oh, the normal trade lanes are called Jump Gates.

So are those you travel far with called Jump Holes?
 
Originally posted by Daftpanzer
Grey Fox, Since my idea is slightly different (lots of stars closer together) i think ill keep working on it to see how far i get. Id also like to co-operate with you on your mod if theres anything i can do :confused:
Ok...
 
Originally posted by Grey Fox
I've played the game, and the Freelancer stuff is what I had in mind.

Oh, the normal trade lanes are called Jump Gates.

So are those you travel far with called Jump Holes?


jump gates are Jump Holes but jump gates are more stable then jump holes.jump gates\Jump Holes travel form galaxy to galaxy and trade lines traval form planet to planet.:) Heres a screen shot of a jump gate.
 

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Heres another.
 

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You guys are putting alot of effort into this and it sounds like it will be awesome when done. They only thing I saw that wont work when reading is this:

Originally posted by Daftpanzer
Or the FogOfWar grahpics could be made semi-tranpsarent, so you can see all stars but until you explore you dont know exactly what kind of star it is or what planets they have.

The FogOfWar graphics are now hard coded, and unchangable. I was hoping that FIRAXIS would only make it hard coded in MP games, but they completely hardcoded it.

I think I will subscribe to this thread to get any updates, and try to help solve gameplay problems if needed.

GIDustin
 
I think we\you should keep the FogOfWar the way it is it will make it hard\batter.;)

btw here is the last screen shot. one more thing I can take pictures of planets in freelancer and size them down. then put them in civ3.;)
 
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