Ngomele civilization, a modmodmod for Orbis

Hey there
for a start I provide you with the basic Gnoll (lots of space on the UVmap left for additional gimmicks, etc.)
and with a basic Spearman Gnoll, rigged to the Papal Spearman animations from Charlemagne.
I hope you can find someone who can model and rig some more gimmicks for you, so you get some more units done. The deal here is: Find an artist (e.g. Warkirby) who can model and rig stuff to the basic unit i provided here, give him the descriptions/pics of how you imagine the units and then, when I am back from my beach holiday, I can help cleaning the models out and texture the new gimmicks. So:
models and rigs: someone else, textures: me, sharing the work for more efficiency...

hope that is ok
 

Attachments

Thanks :D

It's totally okay. I'll try to find someone willing to take a bit of time for me :)
 
My Opinion: You should never make a civ Agnostic: That's just bad design. If you want the Gnolls to adopt their Greensea religion, cool: give them weights for penalties to other religions or whatever. But if push comes to shove, and my Ritualists are at the Gnoll borders saying "Convert or Die!" The Gnolls should be able to convert. ;)
 
If there is a really good reason for a leader/a civ not to be able to adopt a religion then agnostic is not bad design. For example Cassiel could as well commit suicide if he adopted a religion as he descended from heaven because he considered the gods' impact too big. If he allowed a bit impact of the gods he could as well stayed the Archangel of Dagda. Gametermwise agnostic is offering a bigger challenge to play as you deny the player a lot of tools and thus force him to explore the alternatives. Also agnostic civs tend to be good starter civ as you don't get overwhelmed as easily by the possibilities. In general I say: completely agnostic yes, can be good design if you have a good reason, but partially agnostic no (i.e. Only my self designed religion.)
 
When I play Cassiel, let me play him the way I want to. Maybe I think that Ritualists or Cultists, or Empyrean guys at my borders is a good reason to convert. Maybe I've changed my mind or whatever. I mean, I can't even fake convert. I mean Sabathiel can be forced to convert, but Cassiel can't? Not even to save his people? Yeah........

But yeah, I mean Ulven is a good example of bad design. I mean he does want a religion, it's just the white hand, so when the game says Agnostic, it really means he likes his national religion. You see the same with FF Lizardmen civs, they say Agnostic but they really mean they like their own personal religion. Bad, bad design.
 
Why are you talking about that? I ditched this idea some time ago already :lol:
I thought about creating the Green Sea religion but I'm not sure it would be worth it.

About Auric, agnostics and all, that's why I created the bUniqueCult tag in Traits, making it so the leader isn't called agnostic anymore but still can't adopt a religion. However, the leader will still have malus towards other religious civs :)
 
Why are you talking about that? I ditched this idea some time ago already :lol:
I thought about creating the Green Sea religion but I'm not sure it would be worth it.

About Auric, agnostics and all, that's why I created the bUniqueCult tag in Traits, making it so the leader isn't called agnostic anymore but still can't adopt a religion. However, the leader will still have malus towards other religious civs :)

Well, it's on the first post of this thread ;)

I'm glad they're not called agnostic, but I don't see that they shouldn't have the ability to adopt religions. I mean, sometimes its convert or die and you choose convert!
 
Well, it's on the first post of this thread ;)
Ah, yeah, I didn't update it for a long time;.. :p

I'm glad they're not called agnostic, but I don't see that they shouldn't have the ability to adopt religions. I mean, sometimes its convert or die and you choose convert!
Well, they'd choose die :)
 
Well, it's on the first post of this thread ;)

I'm glad they're not called agnostic, but I don't see that they shouldn't have the ability to adopt religions. I mean, sometimes its convert or die and you choose convert!

Well looking at history alone would be against your argument... How many Muslims, Christians (and all other religions) have chosen to die rather than convert.
 
So, I think it may be wiser to put Ngomele's related discussion here rather than in LENA's thread.

What I've planned for version 0.40

The next version of LENA, which is, by the way, Leaders Enhanced: Nuova Alba, will feature somewhat revamped Ngomele. Here's a quick feature list:
  • City population cap depending on buildings, civics and techs;
  • Now able to build cottages (but cannot upgrade to town) and yurts;
  • New semi-recon, semi-magic units: the Vigilants, units specialized in recon-units' butt-kicking and adepts-guarding!;
  • Expanded Kha line, reworked Kha mechanics;
  • Reworked Gather Food system;
  • Changed "Food on Death near Cities" system to "Culture on Death near Cities";
Some words on the Kha:

The Kha will be able to upgrade into either the War Kha or the (for now called) Divine Kha.

The War Kha won't get the "hanging spells" of the Kha (the refrains) and will mainly use duration-based buffs aimed at warmongering. It will also be a good fighter and unable to spread religions.

The Divine Kha will get the Divine promotion and the spells coming with it. Not sure how they will be handled yet. Maybe a specific version of each spells... Anyway, it will also be the medic unit of the Ngomele, I think. Or maybe not. Not sure yet! And it will be able to create temples like High Priests but without sacrificing itself... Instead, it will take a fair amount of turns (like 5) and gold (like 300).

-----

What I plan for after 0.40

I want to work on Banung. She will get special summons.

I also want to bring the Druidess unit. Special things for it too.

I would like to work on the other unit lines, even though not all ought to be unique. Like, I don't think I'll ever invest time in ships. Ngomele aren't sailers. One line I particularly want to work on is the siege line. I thought of giving him a unit which will represent the paroxysm of Ngomele's magic and mechanic skills: a "shoulder cannon". A heavy metal tube wielded on the shoulder and used to destroy both walls and enemies. I know some people don't like the idea though.

I will need to work on the spells and on terraforming. Currently, the Shur spells are weak for most and there's no way for them to terraform or repel hell terrain...

-----

I think that's all ;)
 
[*]New semi-recon, semi-magic units: the Vigilants, units specialized in recon-units' butt-kicking and adepts-guarding!;

for goodness, i hope. If not than Boo will go for your eyes! :D

((sry, i couldn't resist))
 
I just ran a test game with the new Ngomele... It was a pretty good game, they were powerful enough, at least in my hands and I'm a poor player. The Cowrider is really awesome, 6:strength: 2:move: and able to receive defensive bonus is great.

There's just an issue right now about how they can spread religions since they don't get regular disciples and their spreading-religions unit is kinda off the religious line.

Also, I think I'll ditch the Bone/Ivory weapons thing. Not great.

(Yes, I'm basically giving myself feedback)
 
Back
Top Bottom