New Mod in the works - coming soon

Exsanguination

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I am working full swing now on a new mod that incorporates new units, new techs, new govts, slightly altered rules and possibly new wonders.

Here's a sneak peek:

New techs such as Logic, Political Theory, Liberalism, Modern Tactics, and more.

New units including the Grunt, APC, Light Tank, Radar, and more (much much thanks to the ingenious unit creators!)

New govts like the Polis, Theocracy, Social Democracy, and several others.

This mod will be very in depth with many new features. I'll keep you posted as I make additions/changes and such. Give me some feedback, I'd like to hear from all of you!
 
I noticed one of your new units was Light Tank. Have you considered giving it the Foot Soldier trait so it can be transported by helicoptor? I know a while back we developed a tank light enough to be carried by the big cargo helicopters--it could lend a lot more weight to those airborne assaults. Anyways, just an idea.
 
Ed O'War:

That is actually a good idea. Let me know if it turns out :)
 
to answer your questions:

The light tank, tank, mech infantry and such will have their own transport plane (C90 i believe it is called). Of course, one could transport foot soldiers in it, but it will be expensive have have minimal transport capacity.

As for new city improvements, I'm leaning towards no because I can only make new improvements that add onto the existing ones - that is, I cannot make new effects. One I would really like to add is the farm, but its effects would be useless with this editor.

Also, I think it would be interesting to have a new tech 'refridgeration', which would allow cities to work extra tiles (equivalent to a third cultural expansion). Of cours, serious overlap would occur, but it be late in the game and it could come in handy (ie that uranium or aluminum in your borders but outside a city border that is now useless). Tell me what you think.
 
I like the idea of having a third row of tiles for cities to work, but I wonder if it's even possible to implement. Isn't the two tile rank limit hardcoded into the game? Or is there some way to do it that I'm not aware of?
 
Originally posted by Ed O'War
I like the idea of having a third row of tiles for cities to work, but I wonder if it's even possible to implement. Isn't the two tile rank limit hardcoded into the game? Or is there some way to do it that I'm not aware of?

oh, it is. And that sucks. It was just a notion. And if anyone Firaxians are reading this... *wink wink*
 
Alright, I've been working non-stop all day on the mod and here is what I've got so far:

14 New Techs
5 New Governments
16 New Units
2 New Improvements
and 4 New Wonders

The 4 new Wonders allow for 28 Wonders in all, seven per age.
Some new ones incluse the Russian Railway, The Internet, Temple of Zeus, and many others (I have renamed and changed the effects of many Wonders, effectively adding more than 4).

Another major change was the division between eastern and western civilizations. Eastern civs build eastern spearman/horseman/knights/pikemen and western civs build western ones. (hint: Eastern ones have changed)
Regarding this, I was wondering if anyone knew an 'eastern' or arabic name for a spearman.

Lastly, I was wondering if anyone would like to become the graphics editor for my mod. This position would entail editing the wonder screens and making the new ones, and editing the science advisor screen (there are probably also a couple other things that have to be done). I you are experienced in doing either of these things, please post. If you can do them for me, I will forever be in your debt. (More than one person can take up these jobs if necessary).
If I must, to name names, I think Mizaq's and Che Palle's work on the Wonder Screens is excellent, and Kal-el did a nice job to his sci-advisor screen in his Double Your Pleasure Mod *wink wink*.

If interested, E-mail me here, or post.

And that is the latest installment on my upcoming mod (to be released soon!).
 
Originally posted by Ed O'War
I noticed one of your new units was Light Tank. Have you considered giving it the Foot Soldier trait so it can be transported by helicoptor? I know a while back we developed a tank light enough to be carried by the big cargo helicopters--it could lend a lot more weight to those airborne assaults. Anyways, just an idea.

What about giving the light tank airdrop ability. It is my understanding that during WWII the US used to drop lightweight tanks out of helicopters or planes.
 
Pesoloco:

Why not give the Light Tank both traits...that way it can be transported by helicopter, or airdropped by plane. The reason to give it both traits is because not every city will always have an airport for airdropping units, but you can rebase a helicopter to any city and use it to carry the Light Tank. The only thing, though, is to give the tank a lower defense than paratroopers (otherwise, why bother with paratroopers at all), and to make sure it has a lower attack than a normal tanks (say 12 or 14).
 
Originally posted by Ed O'War
Pesoloco:

Why not give the Light Tank both traits...that way it can be transported by helicopter, or airdropped by plane. The reason to give it both traits is because not every city will always have an airport for airdropping units, but you can rebase a helicopter to any city and use it to carry the Light Tank. The only thing, though, is to give the tank a lower defense than paratroopers (otherwise, why bother with paratroopers at all), and to make sure it has a lower attack than a normal tanks (say 12 or 14).

Yep, thats what I was thinking. And they would also be able to be put on naval transports too.

Sounds cool :soldier:
 
Light Tank = 14/6/2 Airlift/bombard/upgrade to Modern Armor 100c

Heavy Tank = 16/8/1 Bombard/upgrade to Modern Armor 120c

Panzer = 16/8/2 Bombard/upgrade to Modern Armor 120c

-all three available with Motorized Transportation
-Helicopter will carry only foot units.

That answer your questions?
 
Oh, and also - the mod is essentially done. All I need is someone to take care of the graphics side of things (mostly the wonder splashes... i can't do those for crap). Other than that, I'll give it couple days and see if anything new comes into my head.

If someone is willing to teach me how to make wonder splashes, I can take lessons. I couldn't follow the tutorial on wonder splash making, I got lost on too many things (plus PS6 didn't seem to follow the steps it did in the tutorial).

Other than that... its just a matter of time.
 
Ex,

I am always willing to help another civer, but right now is not a good time for me. Any time that I am not devoting to school or my wife is being put into getting my own mod finished.

Do you have any specific questions about the tech tree? Email me and I will try and give you some pointers. It really isn’t that hard once you get everything placed properly. ;)
 
Kal-el - All i need is to get the arrows right, like you did in your mod. You know how when you make a mod, the arrows turn to grey lines that often tell you nothing? I was hoping someone (you) could re-edit the arrows and lines to accomodate the new mod (not sure, but I think its the subject of Razorwing's tutorial on editing the tech tree). If you know how, I'd be very willing to learn.

the problem with razorwing's tutorial was a) I use PS6 and b) PS6's magic wand doesn't do a very good job. If you can teach me - I'd be forever in your debt. Just e-mail from the link above or just continue in correspondence here, I dont care.

thanks
 
Yeah, while the gray lines are better than nothing, they are not always that clear, in fact they can be downright confusing. Just for kicks try and play my mod as a scenario, and try and follow all the lines. Goodluck!

Would it be helpful if I posted the arrows? All you really need are the arrows, which you can edit to fit your needs and a blank science background. I can send you that too, but that’s pretty easy to make.

I don’t know, there might even be one that comes with the game. I don’t think so though, because both elucidus and myself made blank backgrounds independently.

Are you using his small tech boxes? If you are planning to add a lot of techs, not sure which era those 14 techs are going into, you really should. They are invaluable. You can get them either by downloading my mod, which would be overkill if that’s all you wanted to get from it, or the file is in the double your pleasure – under construction thread. I think, but am not sure, on the third page.

I can send the files to you tomorrow if you want them.
 
4 new ancient techs
1 new middle age tech
5 new industrial techs
4 modern techs

Are the arrows JUST the arrows, or do they have a background? Cause Razorwing's had a background, so selecting only the arrows or lines is a B***H. So I gave up.
Also, about the small tech boxes, no I'm not using them. But wouldn't they cause problems when a tech adds many different things, like Space flight or rocketry?
 
the arrows are just the arrows on a white background.

the small tech boxes are just smaller than the original tech boxes but there are still boxes to fit every need. check out my tech trees I am using the smaller boxes. If I didn't there is no way all those techs would fit on the tree.

Do you have them all already placed? that is really the hardest part.
 
Originally posted by Kal-el
the arrows are just the arrows on a white background.

the small tech boxes are just smaller than the original tech boxes but there are still boxes to fit every need. check out my tech trees I am using the smaller boxes. If I didn't there is no way all those techs would fit on the tree.

Do you have them all already placed? that is really the hardest part.

yea, i got em all placed good. But how do i use the arrows?
 
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