MOVED TO THE FOLLOWING THREAD: http://forums.civfanatics.com/showthread.php?t=418201
However, we don't need to limit this to just "generals" ... we can also have Flag-Bearers, Magicians, etc. Any intelligent support officer or hero, which isn't mainstream enough to be considered a "military unit".
Basically you can move around generals, magicians, flag-bearers, heroes ... and powerful Commanders which are like a General/Hero/magician superhybrid.
As in ... you could have individualistic characters ... or just faceless support guys ... you can have them physically helpless, or with their own Combat ratings. You can give them spells, bonuses to allied units ... penalties to nearby enemy units (fear rating), etc.
Perhaps by utilizing the "Civilian slot" ... you can add Heroes, Generals, and other RPG-like characters into the military scene (instead of just the lore)
Also ... are you planning on Planar Travel? (ie. if Civ V allows multiple persistent maps, will I find out by following your mod? xD ... I'd follow ur mod anyways, but still, it'd be great if you were planning on adding multi-map functionality)
When you say 2-3 traits does that mean that your nations won't have unique units/buildings or that they will have a combo of two UU/UB in addition to the traits?
Look forward to more info, especially on the Lewenkai. Good luck.
what are you planning on adding as a major setting into the game
Its early days yet but we have some grand designs that we will reveal when the time comes
That sounds good but let make you guy's don't abandon the game too soon. I'm plan on making a mod on my own if I could learn how to mod on Civ 5, if I could I might help you guy's out.
What are your idea's on making the policies? It's obvious that your game must have magic if it want to be a fantasy mod. If your adding just a magic Policy, it won't be much in depth, I'm thinking of adding more policy of a specific type of magic, from holy, darkness, fire, water, whatever policy. If you could, make sure that specific policy allows specific use of magical spells. So that nobody be spamming fireballs if they don't got the fire magic policy (and the mana resources).
I also wonder how many ages are you going to include in your game? since it's a fantasy mod, it need to be change abit to make the feel of magic in the game and how revolutionary it can be. are your going as far as from stone to renaissance or from stone to apocalypse, or stone to fantasy sci-fi future?
If it is possible, see if you can make tunnels and new multi-level maps. So we can make tunnels, Portals, Astral Planes to travel from one part of the map to another part... Just think Age of Wonder's or Heroes of Might and Magic. This be a grand, and hopefully this can also happen on generated maps instead of one custom map that is always the same (custom scenario maps from Civ 4 and 3).
What are your thoughts on the 1 Unit per Tile??
will the "military" be basic mass-infantry units .... while specialty monsters, demons, and commanders take up the "civilian" slot??
Or will there be a Commander slot, Monster slot, AND unit slot for each tile ....
OR ... will Monsters and Mass-infantry use the single "military" slot, while casters and generals use the single "domestic" slot.
Basically, I feel that differentiating what combinations you can have on a single tile will have important significance.
For instance, whats to stop heroes/ generals/ demons to have *commander bonuses* for Mass-Infantry units ... yet ALSO have their own combat ability if their bodyguards (the military unit in their tile) get killed.
For instance ... there is a grid of "military units" which, for sake of argument, is both mass-intantry units and large monsters.
Then, underneath that, the central unit has an Intelligent Demon Commander in a separate slot-> giving commander bonuses to most of the military units on the grid.
Surrounding units get killed ... then finally the central unit is attacked by an enemy military unit. The central unit dies ... but the General is still underneath, with his own combat abilities. Assuming he had spells, he could have cast spells during the entire combat ... but now that he is no longer "protected" by military units, instead of being helpless he has his own combat value (for physical attacks).
The average commander wouldn't be completely helpless, and might even be much stronger than Early units ... however over the course of the game, perhaps about half as strong (or less) than an average military unit.
Not only having sizable (1/3 of normal unit) physical strength .... but also having (perhaps) spells, having high withdrawal rates (to escape wounded), and generally having higher movement than the average unit. Higher movement, greater longevity, etc.
Now, having a physical strength (possibly different Attack vs Defense powers) ... theoretically he could attack military units (even while being civilian). This has the effect of a Naval attacking a Military-in-water (which means its possible) ... but in reality it is the general going on the front-lines and fighting the military directly ... with or without any support from his own military.
Some commanders might have attack bonuses if they have a military unit to "give him cover" or "back him up" ... however generally its the other way around (presence of general increases combat abilities of units)
However, we don't need to limit this to just "generals" ... we can also have Flag-Bearers, Magicians, etc. Any intelligent support officer or hero, which isn't mainstream enough to be considered a "military unit".
Basically you can move around generals, magicians, flag-bearers, heroes ... and powerful Commanders which are like a General/Hero/magician superhybrid.
As in ... you could have individualistic characters ... or just faceless support guys ... you can have them physically helpless, or with their own Combat ratings. You can give them spells, bonuses to allied units ... penalties to nearby enemy units (fear rating), etc.
Perhaps by utilizing the "Civilian slot" ... you can add Heroes, Generals, and other RPG-like characters into the military scene (instead of just the lore)
IE: Demons ...
Military Units: Giant Monster Demons .... + Units of Demon Infantry
Special Units: Demon Casters, Demon Tacticians, Demon Overlord (powerful fighter, caster, and tactician)
IE: Humans
Military Units: Mass-Infantry .... + Cannons .... + Steam Tanks
Special Units: Heroes, Bards, Magicians, Tacticians, Political Leaders
And you are back, Alzara
I got to ask you, what are you planning on adding as a major setting into the game? Major concepts such as FfH 2 Armeggedon, are you going to add something major into the game that could make the game more fun and interesting? If you can add a special major important element into the game, your mod will be more special instead of just a mod with different packs. Since this is a fantasy mod, that will most likely won't occur, so what are your plans on adding a special feature into your game?
The art in the flags is really good. Really evokes the personality of the new civs. I can already guess what a few of them are...but the ones that really intrigue are the ones where I have no idea what their faction looks like. I know they look like something specific, but I can't imagine it from the flag itself.
I wanna see what those Civs look like. I want to wish you the best of luck with this, I'm looking forward to seeing a finished mod. May your bugs not be show-stoppers and may they be easily resolved.