New Civ The Serrans (mod)

Mavy

Chieftain
Joined
Jan 25, 2006
Messages
37
I'm working on creating an additional civ for the ffh mod.

The Serrans are a Civ consiting of Angels and their Worshippers.

what the Serrans willbe ULTIMATELY about is their hero.
i want the civ to evolve with their hero, meaning he will become their leader at some point of the game.
but there will be some path for the hero.
i have severla ideas story-wise, but gameplay-wise the hero will either stay good or turn evil(be corrupted by power).
-accordind to which path you choose you will either get some advanced units(for good aligment) or a very powerful hero unit(for evil aligment), where some of your units have a chance of turning into barbarian units each turn.
story-wise : your hero will be corrupted by power and all your Angel units and possible other units too will have a chance to turn on you each turn, meaning your Archangel unti might turn into a barbarian unit.
flavor-wise, some of your more integer units will tun against you if you turn evil.

I wanted to create a civ that plays a bit different as the other ones.

So, whats different about them:

- they get less food from farms and cottages, but more Commerce/Hammers
- as addition to Warriors/Axemen/Macemen they get Angels with the according technology (Angels are stronger than the regular units but cost a lot more to build and are a national unit, so you can only have 3 of them.
- several Heroes, which can evolve during the game, meaning you get a hero and you can choose which path he takes (for example he becomes either a Warrior or a Priest/Magician)

those are things that i've already added or know how to implement.

some crazier thoughts, which i've no idea how to add are that depending on what you evolve your hero into, you get a different leader during the game.
I don't know if that is even possible, the idea was that your hero becomes the new leader of your civ and depending on your choices thats either a good empire or a corrupted empire controled by an evil leader.

Adding a hero that can upgrade during the game is not too difficult, a lot of work, but not difficult.
I'd really like to implement the good/evil hero thing, so if anybody has an idea how to do this, pls tell me.

If you read this Kael, how did you do it that the Lanun get extra food for water and less from farms, i thought it was the Seafaring tech, but its not.
I created a tech that gives those yield changes, but i'm not too happy with that since you can trade techs.

Implementing the bascis of the mod wasn't too hard, adding soem unique units is a lot of work right now, i don't want my angels to lool like a clone of Sphener with abit of jewelery.

The reason i'm posting this right now is that i'd like some feedback as it is easier changing stuff in an early development phase and i was hoping for some cool ideas for the name and maybe story of the new race, as i'm highly uncreative and highly influenced by Magic the Gathering.
I like some of those ideas, but i don't want to adopt the whole story.

so what do you think?
andy suggesions or hints?

mfg
Mavy
 
Heroes that can become warrior or sorceres or rangers or etc the Grigori alredy have... Well The Lanun bonus is from their palace I think. I don´t think that FfH need more angels, even because of the Compact that the angels signed saying they wouldn´t interfere on the life of mortals...
 
The Lanun get extra food from water because of their palace (GlobalSeaPLotYieldChanges). They get less food from farms because of the Seafaring tech (defined in the CIV4ImprovementInfos.xml file).
 
Kael said:
The Lanun get extra food from water because of their palace (GlobalSeaPLotYieldChanges). They get less food from farms because of the Seafaring tech (defined in the CIV4ImprovementInfos.xml file).
is that still the case in 0.16? i thought civs teamed with lanun wouldnt get the -1 food from farms any more, but it seems like they would if it was in the tech
 
i wanna they no, as i wanted to adress that problem with adding a tech that does those things, what would be shared in team, the palace thing probalbly won't
 
Sureshot said:
is that still the case in 0.16? i thought civs teamed with lanun wouldnt get the -1 food from farms any more, but it seems like they would if it was in the tech

Whoops, your right. No wonder Mavy couldn't find the place where the negative food from farms is applied to the Lanun's. I hard coded it in the SDk to keep it from being shared with other teams.
 
Kael said:
Whoops, your right. No wonder Mavy couldn't find the place where the negative food from farms is applied to the Lanun's. I hard coded it in the SDk to keep it from being shared with other teams.

yeah, i kinda tried everything without the sdk and it didn't work
is there an easy way to add this in python or how this is added(I'm not afraid to learn a bit of Python or other stuff)
 
this is an iteresting idea... i was wondering, for the hero leader thing... what are you going to use to do this (triats, events, etc)? It would be pretty intesteting to have the civ with a hero trait, which would change depending on the hero unit you have....
 
To my knowledge no one has done in-game leader swapping. But it could be modeled on the adaptive trait.

Hey, here's a thought for you, might be kinda cool--there are two leaders/heroes. One is a melee type, one is a mage/maybe divine type. If you select leader A, you can build leader B as a Hero with no requirements. At any time after that point, you can switch these two, so that you get new leader traits and a different type of hero.
The heroes will have str. points/channeling promotions added after researching certain techs, and must of course retain promotions when switched.
It'd be a limited way to react to changes on the battlefield or globally via new traits or hero. If actually changing leaders is hard to do programing wise, simply switch the traits and say that they look the same (make it a generic angel pic).
 
i didn't stop working on this, its just a lot more of work than i expected.
i probably would have released something by now, if it weren't for the 15k version ;-)
if you know what you're doing its still not difficult to install a mod, but probably too much trouble for most for an early Alpha version.

i have a few problems so far though, maybe someone of you can help me, i may be very ambitious, but i'm still a noob when it comes to modding.

is it possible that a unit requires two or more of a specific ressource ( in this case mana)

the idea behind this was that i want to create Angels that require 2 Life and/or Law Mana to build (the Archangel Version would require 3).
since it makes sense for the civ, the palace already gives 1 Law and Life, but so far the angels would be too powerful if you can build them with just the one ressource.
Well, i could weaken them, but i wanted them to be a bit stronger, but have higher requirements (for example, as addition to axemen you can build up to 3 Angels if you have access to 2 Life/Law Mana)

In general Angels are more expenive to build than the according unit of that tech but more powerful(talking quality over quantity, the idea was that you can create 1 Angel that would be stronger than other units, but for its cost you could create several of the regular units, which would beat the Angel by quantity.

the problem is that i have no idea how to make my Angels require 2 or 3 Life/Law Mana, without those requirements they would be too powerful, but being powerful was the idea of creating them in the first place

mfg
Mavy
 
Grey Fox said:
I think jdog2000 has done this.

there would be a jdog5000.
do you mean him?
as i'm very interessted in that particular thing.

mfg
Timo
 
ah thx.
i kinda thought it was him, but i don't like to annoy people for no apparent reason ;-)

anyway, thx for helping me out by pointing me in the right direction
 
another thing:

i created an "Angel" promotion which currently adds 40% agianst demon, i'd rather want to make it 30% demon and Undead but so far it only seems possible to create one bonus.
as i might have mensioned i'm a noob, so don't know if there is a simple solution to change this.
i was thinking a bout adding a second promotion and things would be fine, which would be good in the short run, but probably not in the long run.

mfg
Mavy
 
Mavy said:
another thing:

i created an "Angel" promotion which currently adds 40% agianst demon, i'd rather want to make it 30% demon and Undead but so far it only seems possible to create one bonus.
as i might have mensioned i'm a noob, so don't know if there is a simple solution to change this.
i was thinking a bout adding a second promotion and things would be fine, which would be good in the short run, but probably not in the long run.

mfg
Mavy

That is correct. As implemented anti-promotions can only be against one promotion. You could give your angels 2 promotions, "Angel" which gives a bonus against demons and just make sure they also get "Undead Slaying" as well.
 
Kael said:
That is correct. As implemented anti-promotions can only be against one promotion. You could give your angels 2 promotions, "Angel" which gives a bonus against demons and just make sure they also get "Undead Slaying" as well.

ah thx alot.
i just wasn't sure.
i wanted to create an additional promotion against Undead and Demons for the Angels, as additon to those slaying promotions, meaning you could make them the ultimate units agianst Undead and Demon, since they would be weaker then agianst other untis i don't see much problems balance wise and flavor wise it seems only natural that Angels hate Demons and Undead.
 
im very interested to see how this is going to work out with the ffh story... When are you going to post the story for the civ?
 
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