DJ Bonebraker
a.k.a Laura
I know that I still have other projects that I'm working on and such, but I've intended from the beginning, that once I got the Final Fantasy mod (more or less) finished, I'd start on a mod based on the Lalande 21185 mod for Civilization II Test of Time.
Currently, I've been working on converting resources and terrain data from the game and this is what I have thus far:
Resources:
[Pre]
Name Food Shields Data ($) Terrain
Ice Worms 0 2 1 Tundra
Relic 0 0 3 Tundra
Thalarctos 1 1 0 Tundra
Pachyloumis 2 0 0 Tundra
Closbeast 1 1 0 Prairie
Vertida 2 0 0 Prairie
Artifacts 0 0 2 Salt Flats
Interzona 1 0 1 Salt Flats
Ruins 0 0 3 Foothills
Rare Earths 0 3 1 Foothills
Spark Bags 0 2 0 Burning Trees
Quench Fruit 2 0 0 Burning Trees
Adnausium 0 4 1 Mountains
Bauxite 0 5 0 Mountains
Razor Beast 2 1 0 Acid Shallows
Gracklings 1 1 1 Acid Shallows
Picus 2 0 0 Willies
Yellow Willies 0 0 2 Willies
Fia 3 1 0 Sea
Algae Mats 2 2 0 Sea
[/Pre]
Terrain:
The main thing I need to do (aside from creating suitable terrain for the Acid Shallows and Burning Trees and some final resource conversions) is to figure out the following:
Factions to indlude:
Humans:
The Feds (paranoid/xenophobic but good spies) Expansionistic and Militaristic (or maybe Militaristic and Industrious, since these guys will be representing just about every other government conspiracy theory trope)
Neo-Victorians (Steampunks): Scientific and Industrious... Basically these guys represent the Steampunk ethic, but just because they dress up like they came from the late 1800's, and their units look like they came straight out of one of H. G. Wells or Jules Verne's books does NOT mean that they will be pushovers: They embody the "Steampunk ethic" which means that not only does their stuff LOOK good, it is also more durable and well made than most other factions stuff is... The downside, of course, is that such emphasis on quality means that their stuff takes longer to build, too.
Some Generic Colonist faction....
Other Humanoids:
Psilons (smart guys, your sterotypical grey aliens... Scientific and Religious)
Elerians (Blue-skinned space elves... Expansionistic and Religious)
Eldain Alliance: Elves and Dwarfs.... IN SPACE!!!! Yes, I'm going to be adding some "Warhammer 3K" flavor to this... Basically these guys are Religious and Industrious
Da ORKS!!! (WAAAAAAAAAAAGH!!!!) Militaristic and Expansionist (DUH!)
....Of course, I MAY split the orks into two or more factions, based on Warhammer 40k Factions (Bad Moonz, Evil Sunz, Goffs, etc)....
Jarofan Federal Republic (One of my originals ): Scientific and Agricultural... The Jarofans sort of resemble a cross between ancient Sino-Japanese/Korean culture with a modern social-democratic political structure... very UN-warlike race. They come from the Epsilon Eridani system.
Bugz:
Tachidi: Expansionist and Industrious.... Unlike most Insectiods, they don't have a Hive-type government.
Klackons: See Tachidi, but with a Hive Mind type government...
The (whatever the Alien race in the original Lalande 21158 mod was called): Scientific and Commercial.
Saurians:
Sakkra: Militaristic and Agricultural (To represent the fast population growth the Sakkra have in Master of Orion)... VERY agressive... Will use Lizardmen units for most of the worker/infantry type stuff.....
Raas: Seafaring and Industrious, not so aggressive.
Borgs:
Meklar: Industrious and Militaristic
Cynoids: Commercial and Seafaring
Other Races:
TBD, depending on what kind of units I can scrape up....
Other/general concepts:
First of all, nobody will be able to build settlers... A generic "Colony Pod" will be auto-produced by the faction's capitol every 15 turns or so, with an additional "Colony Pod" generating SW available later on in the game.... Either that, or I could make Colony pods require 3-4 population points and make them buildable later on to slow down rapid expansion....
Also, I need to figure out a tech tree, but that will, in part, depend on what units and/or buildings I can find.....
Humans factions will share the basic "Colonist" worker unit and many other generic units and such... Same goes with the two "elven" factions, the Bugs and the Lizards....
Finally, I'm going to be concentrating on getting a WORKING MOD up and running FIRST and mess around with fancy graphics LAST... That was my biggest mistake with the Final Fantasy mod (i.e. waiting to add something in until I had graphics for it), and I won't be repeating that mistake.
Of course, SOMEONE had enough foresight to come up with a tentative LH library...
But more LH will need to be found/made... I MAY end up using Still images from MoO II for one or more faction, however......
Any comments or suggestions are welcome.
....BTW, anyone know how to set up tables in PHP-BB coding?
Currently, I've been working on converting resources and terrain data from the game and this is what I have thus far:
Resources:
[Pre]
Name Food Shields Data ($) Terrain
Ice Worms 0 2 1 Tundra
Relic 0 0 3 Tundra
Thalarctos 1 1 0 Tundra
Pachyloumis 2 0 0 Tundra
Closbeast 1 1 0 Prairie
Vertida 2 0 0 Prairie
Artifacts 0 0 2 Salt Flats
Interzona 1 0 1 Salt Flats
Ruins 0 0 3 Foothills
Rare Earths 0 3 1 Foothills
Spark Bags 0 2 0 Burning Trees
Quench Fruit 2 0 0 Burning Trees
Adnausium 0 4 1 Mountains
Bauxite 0 5 0 Mountains
Razor Beast 2 1 0 Acid Shallows
Gracklings 1 1 1 Acid Shallows
Picus 2 0 0 Willies
Yellow Willies 0 0 2 Willies
Fia 3 1 0 Sea
Algae Mats 2 2 0 Sea
[/Pre]
Terrain:
Code:
Terrain Food Shields Trade Irrigation Mining Road Action
Graminiae 2 0 0 1 1 1 Plant Forest
Prairie 1 1 0 1 1 1 Plant Forest
Salt Flats 0 2 1 1 1 1 N/A
Tundra 1 0 1 1 0 1 Plant Forest
Foothills 1 1 0 0 2 1 N/A
Mountains 0 1 1 0 3 1 N/A
Burning Trees 1 1 1 0 1 1 Clear Forest
The Willies 0 1 2 0 0 1 N/A
Acid Shallows 1 0 1 0 0 1 N/A
The main thing I need to do (aside from creating suitable terrain for the Acid Shallows and Burning Trees and some final resource conversions) is to figure out the following:
Factions to indlude:
Humans:
The Feds (paranoid/xenophobic but good spies) Expansionistic and Militaristic (or maybe Militaristic and Industrious, since these guys will be representing just about every other government conspiracy theory trope)
Led by either Agent Dana Scully or Agent Fox Mulder...
Cities: Area 51 (Capitol), NSA Complex, Hangar 18, Site 9, Cheyenne Mountain Complex, NORAD, The Pentagon, Little Pentagon, etc.
Neo-Victorians (Steampunks): Scientific and Industrious... Basically these guys represent the Steampunk ethic, but just because they dress up like they came from the late 1800's, and their units look like they came straight out of one of H. G. Wells or Jules Verne's books does NOT mean that they will be pushovers: They embody the "Steampunk ethic" which means that not only does their stuff LOOK good, it is also more durable and well made than most other factions stuff is... The downside, of course, is that such emphasis on quality means that their stuff takes longer to build, too.
Leader: Queen Elizabeth or Kind Edward (Constitutional Monarchy)
Cities: Londontown, Whitechapel, Boston, New York, Steamtown USA, other Victorian-esque locations
Some Generic Colonist faction....
Other Humanoids:
Psilons (smart guys, your sterotypical grey aliens... Scientific and Religious)
Elerians (Blue-skinned space elves... Expansionistic and Religious)
Eldain Alliance: Elves and Dwarfs.... IN SPACE!!!! Yes, I'm going to be adding some "Warhammer 3K" flavor to this... Basically these guys are Religious and Industrious
Leader: Prince Tyrion III (Constitutional Monarchy)
Cities: Alfheim, Hammerfall, Rivendell, Goldberg, Lothlorien, Moria, etc
Da ORKS!!! (WAAAAAAAAAAAGH!!!!) Militaristic and Expansionist (DUH!)
Leader: Urfang Skullkrusher
Cities: Gorkamorka, Gorbad, Urfang, etc (need to raid every orc city list for good orky names)
....Of course, I MAY split the orks into two or more factions, based on Warhammer 40k Factions (Bad Moonz, Evil Sunz, Goffs, etc)....
Jarofan Federal Republic (One of my originals ): Scientific and Agricultural... The Jarofans sort of resemble a cross between ancient Sino-Japanese/Korean culture with a modern social-democratic political structure... very UN-warlike race. They come from the Epsilon Eridani system.
Leader: Governor Mitaki Tagalima
Cities: Shin Shokutan, Dalian, Shin Kolima, Tagahala, Kilan, Laoshin, etc.
Bugz:
Tachidi: Expansionist and Industrious.... Unlike most Insectiods, they don't have a Hive-type government.
Leader: Alpha Leader Bzzchrk Thzzzrik
Cities: Who knows....
Klackons: See Tachidi, but with a Hive Mind type government...
The (whatever the Alien race in the original Lalande 21158 mod was called): Scientific and Commercial.
Leader: Gonna have to dig up something from the Lalande 21158 scenario
Cities: Ditto the above
Saurians:
Sakkra: Militaristic and Agricultural (To represent the fast population growth the Sakkra have in Master of Orion)... VERY agressive... Will use Lizardmen units for most of the worker/infantry type stuff.....
Leader: TBD
Cities: TBD
Raas: Seafaring and Industrious, not so aggressive.
Leader: TBD
Cities: TBD
Borgs:
Meklar: Industrious and Militaristic
Leader: Overlord 0110110
Cities: Meklon, Central Processing, Left Node, etc
Cynoids: Commercial and Seafaring
Leader: Lord Cylar
Cities: Cylon, Cyclotron, Nexus, The Matrix, Cybertron, Autobot City, etc
Other Races:
TBD, depending on what kind of units I can scrape up....
Other/general concepts:
First of all, nobody will be able to build settlers... A generic "Colony Pod" will be auto-produced by the faction's capitol every 15 turns or so, with an additional "Colony Pod" generating SW available later on in the game.... Either that, or I could make Colony pods require 3-4 population points and make them buildable later on to slow down rapid expansion....
Also, I need to figure out a tech tree, but that will, in part, depend on what units and/or buildings I can find.....
Humans factions will share the basic "Colonist" worker unit and many other generic units and such... Same goes with the two "elven" factions, the Bugs and the Lizards....
Finally, I'm going to be concentrating on getting a WORKING MOD up and running FIRST and mess around with fancy graphics LAST... That was my biggest mistake with the Final Fantasy mod (i.e. waiting to add something in until I had graphics for it), and I won't be repeating that mistake.
Of course, SOMEONE had enough foresight to come up with a tentative LH library...
But more LH will need to be found/made... I MAY end up using Still images from MoO II for one or more faction, however......
Any comments or suggestions are welcome.
....BTW, anyone know how to set up tables in PHP-BB coding?