NAERALITH REBORN: New Civ 5 Design and Implementation Thread

Looking Great Al! the layout is perfect and logical and the quotes are great :)

i definately need to fix those icons alphas though some of them are pretty bad! just a bit of fine tuning and they be right :)

I should be able to work on the icons again in about a week and a bit...

good work again! cant wait to see what other progress youve made :)
 
Very good! Seems kinda bare, but it's a bare skeleton to hang stuff off of, which is very good. An important step, to be sure.

I quite liked your civilopedia entry on Patterns. It...felt real. Genuine. It was also quite engaging.
 
The tech tree looks great, I'm afraid it's better than the one I'm creating for my own mod :(
 
Very good! Seems kinda bare, but it's a bare skeleton to hang stuff off of, which is very good. An important step, to be sure.

I quite liked your civilopedia entry on Patterns. It...felt real. Genuine. It was also quite engaging.

Why thank you. I like to think that I can write well :D
There will be an update to my site soon with more lore and a new layout :goodjob:

Also, the tech tree will be less bare soon ;)
I am working first on implementing Pigments into the mod, so that I can reference them correctly from buildings etc :)

Al
 
I have to agree on the engaging and vivid texts on the techs. You really have a great grasp on worldbuild.

Looking very much forward on this one. Haven't been this excited since FFH2, and that's saying quite a bit.
 
Timppå;11025636 said:
I have to agree on the engaging and vivid texts on the techs. You really have a great grasp on worldbuild.

Looking very much forward on this one. Haven't been this excited since FFH2, and that's saying quite a bit.

Why thank you :)

I appreciate your confidence :D

I'm updating my site at the moment. I hope to have it back online with some new entries soon!

Then I plan on implementing pigments properly in the mod :)

Al
 
With all those techs, you need to keep in mind that every one of them needs to do something. And they should be useful.

Good luck on your balancing and your mod.

:)

(note, that wasn't sarcasm, good luck, really :D)
 
With all those techs, you need to keep in mind that every one of them needs to do something. And they should be useful.

We actually have a specific plan in store for each and every tech so they have their purpose. there is a brief run down on what each tech will do in one of the first posts (there should be a link in the first or second post to the tech designs)

We will be implementing a lot more buildigns and wonders than in vanilla civ so they will feature a fair ammount as well as some unique effects to do with pigments that have yet to be fully expanded on :)
 
With all those techs, you need to keep in mind that every one of them needs to do something. And they should be useful.

Good luck on your balancing and your mod.

:)

(note, that wasn't sarcasm, good luck, really :D)

Thank you :)

Also, like TheChanger said :D

Wow, this looks very promising :) I'm looking forward to it. You're of course welcome to use anything from the old WH soundtrack you like.

Awesome thank you so much. I might well be able to use some of those tracks :)

Al
 
Despite it being very quiet in here a lot of progress is being made. this isnt and 'official' update but i will fill everyone in on what ive been up to in regards to Naeralith.

ive been following Spatz's Mythology mod quite intently and have toyed a lot with the idea of introducing a very similar religious system to Naeralith. As such i have done the opposite of what many much better modders than myself would do and ive made the graphics for this first :p (after some very intense design) Below you can see the *Initial* concept of what could possibly be one of the religious screens. I toyed with the idea of colour coding all the icons but it looked like a total mess so i scraped it for the much cleaner look below.

Spoiler :
mandala2small.png


Another progect ive been working on for a long time is general buttons for the mod. The Tech icons and generic building icons are all complete and ready for use and i am close to completing the civ Unique Buildings for every nation (one a couple left to do) as it stands each civ will be getting 10-14 UB's (with the exception of Margoria who have a LOT more). in addition to Techs and buildings i have made almost all of the core spell and magic icons to be used in the mod, so unless there is significant overhaul in the design for this i am fairly close to completing that also.

So yes, thats a brief update on where the art for the mod stands (a shame 3D modding for civ 5 is such a pain in the a$$ or i would have done a fair ammount of that too... oh well :( )

Look out for more art teasers in the near future :D
 
Despite it being very quiet in here a lot of progress is being made. this isnt and 'official' update but i will fill everyone in on what ive been up to in regards to Naeralith.

ive been following Spatz's Mythology mod quite intently and have toyed a lot with the idea of introducing a very similar religious system to Naeralith. As such i have done the opposite of what many much better modders than myself would do and ive made the graphics for this first :p (after some very intense design) Below you can see the *Initial* concept of what could possibly be one of the religious screens. I toyed with the idea of colour coding all the icons but it looked like a total mess so i scraped it for the much cleaner look below.

Spoiler :
mandala2small.png


Another progect ive been working on for a long time is general buttons for the mod. The Tech icons and generic building icons are all complete and ready for use and i am close to completing the civ Unique Buildings for every nation (one a couple left to do) as it stands each civ will be getting 10-14 UB's (with the exception of Margoria who have a LOT more). in addition to Techs and buildings i have made almost all of the core spell and magic icons to be used in the mod, so unless there is significant overhaul in the design for this i am fairly close to completing that also.

So yes, thats a brief update on where the art for the mod stands (a shame 3D modding for civ 5 is such a pain in the a$$ or i would have done a fair ammount of that too... oh well :( )

Look out for more art teasers in the near future :D

I love that diagram :D

Maybe you should explain it to the masses so the understand the principle? :)


Updates wont be long now... thank you all for your patience :crazyeye:

Al
 
Maybe you should explain it to the masses so the understand the principle?

Ok :p

As it stands, the religion concept follows Spatz's Mythology mod quite closely. at the begining of a game your civ will be able to select one of 7 Pantheons to worship. Each Pantheon has 3 Patron Deities with the exception of Infernalism which only has 2. Each Patron Deity has 3 Focus elements, or Foci, what determine the effects and benefits of worshiping that god or goddess (or Deamon) (For example you could worship Alzara the Lord of Lust to gain the bonuses from the Lust, Fire and Pain Foci)

Each of these Foci is classified as Primary Secondary or Tertiary (depending on the order they are listed for the god, so Alzara's Primary is Lust, Secondary is Fire and Tertiary is Pain). Primary Foci 'level up' to more advanced bonuses faster than secondary and tertiary foci. Each Focus has 4 'levels' of bonus. Throughout a game you might only get your Patron Deitys Primary focus up to the 4th tier, but if it is an exceptionally long game, or you focus on religious aspects you could potentially reach 4th Tier of your Patron Deitys secondary or any of the Minor Deities Primary Foci.

On top of your Patron Deity that you select at the begining of the game you have the option to select more minor Deities to worship throughout the game (Each of whom have a Primary and Secondary Focus). You can also select the remainig Patron Dieties as Minor Dieties, f you do so they lose their Tertiary Focus and keep only their Primary and Secondary Foci. In order to select more Deities, and level up existing Deities Foci, You must gain Favour Points (akin to culture). Favour can be gained through Combat, Buildings, Priest Specialists and casting magic, completing projects and througe events and goody huts.

This is just a small part of the overall initial design. a lot more thought needs to go into it so im fairly sure a lot of what i just said will change in the final rendition of the system.


Forget about this, looks like we wont be needing this design after all :)
 
Ok :p

As it stands, the religion concept follows Spatz's Mythology mod quite closely. at the begining of a game your civ will be able to select one of 7 Pantheons to worship. Each Pantheon has 3 Patron Deities with the exception of Infernalism which only has 2. Each Patron Deity has 3 Focus elements, or Foci, what determine the effects and benefits of worshiping that god or goddess (or Deamon) (For example you could worship Alzara the Lord of Lust to gain the bonuses from the Lust, Fire and Pain Foci)

Each of these Foci is classified as Primary Secondary or Tertiary (depending on the order they are listed for the god, so Alzara's Primary is Lust, Secondary is Fire and Tertiary is Pain). Primary Foci 'level up' to more advanced bonuses faster than secondary and tertiary foci. Each Focus has 4 'levels' of bonus. Throughout a game you might only get your Patron Deitys Primary focus up to the 4th tier, but if it is an exceptionally long game, or you focus on religious aspects you could potentially reach 4th Tier of your Patron Deitys secondary or any of the Minor Deities Primary Foci.

On top of your Patron Deity that you select at the begining of the game you have the option to select more minor Deities to worship throughout the game (Each of whom have a Primary and Secondary Focus). You can also select the remainig Patron Dieties as Minor Dieties, f you do so they lose their Tertiary Focus and keep only their Primary and Secondary Foci. In order to select more Deities, and level up existing Deities Foci, You must gain Favour Points (akin to culture). Favour can be gained through Combat, Buildings, Priest Specialists and casting magic, completing projects and througe events and goody huts.

This is just a small part of the overall initial design. a lot more thought needs to go into it so im fairly sure a lot of what i just said will change in the final rendition of the system.

Some very nice ideas you came up with here :)

I'd look into them but it appears that Spatz does not approve of his mod being modmoded by other members of the community.

Nice ideas though :)

Al
 
I'd look into them but it appears that Spatz does not approve of his mod being modmoded by other members of the community.

yeh, oh well, not to worry well figure something else out :)
 
UPDATES

I have just noticed that I totally forgot to create my Ralaeya civilisation design. I thought to myself that it might be a nice idea to involve the community in designing the UBs for this civilisation.

So if anyone wants to contribute what they would like to see from this civilisation then please do so! http://forums.civfanatics.com/showpost.php?p=10375972&postcount=16

I will leave this option open till next Saturday (Nov 26th), at which point I will complete the design of the civ, incorperating community requests :)

Al
 
bud[b];11107525 said:
looks fantastic! looking forward to your release :)

Thanks :)

Been busy with the lead up to Christmas! Will thankfully have some time off soon!

Also, my website is undergoing a major overhaul, but will be up and running again soon :)

Al
 
Very excited for this mod, also excited to see the Alvacon more. The amurites were my fav in FH2/RIFE, and in DnD the Nether empire was always my fav as well :)
 
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