1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

NiGHTS: General Discussion

Discussion in 'Civilization NiGHTS' started by markusbeutel, Nov 22, 2010.

  1. TDawg3

    TDawg3 Chieftain

    Joined:
    Jan 23, 2011
    Messages:
    24
    Yep! :) By the way, what's that Civ mod editor tool you're using in the screenshot? Is that something you've written yourself?
     
  2. Iduakil

    Iduakil Chieftain

    Joined:
    Apr 26, 2010
    Messages:
    19
    In the first place, thanks for a really awesome mod to CiV markusbeutel! I admire your hard work! Before the recent patches only NiGHTS was giving me the real fun of playing and the much awesome feeling of .... just one more turn.

    I believe I can speak for some of your supportes, yeah we`re waiting for the major update, but we`re not asleep ... we`re in a shallow nap waiting just for the right ringabell :p

    Keep up the good work! NiGHTS is great!
     
  3. Panda_Power

    Panda_Power Chieftain

    Joined:
    Jun 9, 2010
    Messages:
    280
    Location:
    Shanghai, China
    Yeah, I got nothing to post, I just keep checking in to see if v9 is out!

    Looking forward to it very much!:)
     
  4. Karantaner

    Karantaner Chieftain

    Joined:
    May 8, 2011
    Messages:
    165
    Location:
    London
    yeah. everybody is waiting for V9. and like me is checking for any news each day :)
     
  5. Wallabulla

    Wallabulla Chieftain

    Joined:
    Nov 9, 2002
    Messages:
    110
    Location:
    Norway
    This is really a great mod, awaiting v9 :D
     
  6. sriou

    sriou Chieftain

    Joined:
    May 3, 2011
    Messages:
    20
    Location:
    Paris or on 18 holes
    Go Markus, the wait for v9 is more stressful than jailbreak release :crazyeye:
     
  7. Tayran

    Tayran Chieftain

    Joined:
    Apr 20, 2011
    Messages:
    32
    That is indeed the case. Im working now so I dont have time to play a new game every time a new patch is released. So Im basically waiting for my grand game when v9 is released.
    But Im eagerly checking the thread every week to see how the work on v9 is progressing!
     
  8. markusbeutel

    markusbeutel NiGHTS

    Joined:
    Sep 26, 2010
    Messages:
    1,976
    Location:
    Vancouver BC Canada
    Thanks for the support everyone! :) Work and school are the main things holding me back at this point from getting this update out there at the moment. I'm finished with my classes after the first two weeks in august so I'd say if, for some reason, I'm not finished the update by then, it won't be much longer after that.

    Per Oohforf's suggestion, I may also introduce a beta/testing period for the mod, (which probably won't include custom artwork), for anyone that's interested - as balance will be difficult to properly adjust in v9 with all of the divergent tech paths, new policies/buildings/units.

    At some point I'd also like to flesh out the civlopedia for all of the new buildings and units being added. This is kind of a time consuming task, but I'd take on anyone interested in playing a role here.

    I'll post some more screenshots and details this weekend on what I've been working on lately besides UI stuff.
     
  9. markusbeutel

    markusbeutel NiGHTS

    Joined:
    Sep 26, 2010
    Messages:
    1,976
    Location:
    Vancouver BC Canada
    Here's the final breakdown of Tech's and the Era's they become available. Note that some Tech's may seem like they come perhaps a little bit too late, (Atomic Theory), but this is more to offset how gamebreaking nukes can be.

    There are now 110 Techs in the game, up from 74 in the base game. One aspect of v9 is that I've made an effort to have Buildings in later era's feel powerful when compared to earlier era buildings. This means reducing the effects of buildings like the Market, which at +25% Gold, is incredibly powerful for an early era building. I've felt this has always been a problem in Civ, where you can build these early buildings that cost next to nothing when compared to later-era counterparts yet provide, in some cases, a much larger bonus.

    I'll post a complete building list sometime this weekend. Many of the new techs are taken from earlier iterations of Civ. There is quite a bit of space in the Tech Tree itself that separates when units can be built. This means you shouldn't be able to research gunpowder, and then finish researching rifling before you can build your first musketman. Wars will hopefully seem unit-appropriate in that Knights will be fighting Longswordsman, etc, (unless you decide to specialize in certain parts of the tree).

    ANCIENT x10
    Despotism
    Fishing
    Mysticism
    Agriculture
    Mining
    Animal Husbandry
    Warrior Code
    The Wheel
    Pottery
    Masonry

    CLASSICAL x17
    Sailing
    Horseback Riding
    Archery
    Calendar
    Bronze Working
    Metal Casting
    Compass
    Ballistics
    Invention
    Writing
    Iron Working
    Construction
    Physics
    Bartering
    Philosophy
    Aesthetics
    Engineering

    MEDIEVAL x19
    Astronomy
    Mathematics
    Curreny
    Theology
    Meditation
    Leadership
    Optics
    Navigation
    Astrology
    Civil Service
    Code of Laws
    Drama
    Literature
    Trade
    Polytheism
    Education
    Chivalry
    Music
    Nationalism

    RENAISSANCE x22
    Cartography
    Archaeology
    Liberalism
    Machinery
    Military Tradition
    Divine Right
    Ancient Wonders
    Scientific Theory
    Printing Press
    Gunpowder
    Metallurgy
    Biology
    Fertilizer
    Replaceable Parts
    Acoustics
    Dynamite
    Chemistry Medicine
    Sanitation
    Magnetism
    Mercantilism
    Military Science
    Crucible Steel

    INDUSTRIAL ERA x16
    Penicilin
    Ecology
    Banking
    Rifling
    Steam Power
    Electricity
    Economics
    Espionage
    Industrialism
    Railroad
    Flight
    Refrigeration
    Radio
    Corporations
    Combustion
    Artillery

    MODERN ERA x18
    Electronics
    Computers
    Radar
    Plastics
    Space Flight
    Miniaturization
    Advanced Flight
    Globalization
    Stealth
    Mass Production
    Lasers
    Atomi Theory
    Robotics
    Metamaterials
    Nanotechnology
    Satellites
    Neuroscience
    Rocketry

    FUTURE ERA x8
    Particle Physics
    Environmentalism
    Quantum THeory
    Neuroethology
    Transhumanism
    Heavy Weaponry
    Sentient Machines
    Future Tech
     
  10. ahmed5

    ahmed5 Chieftain

    Joined:
    Nov 11, 2005
    Messages:
    32
    i keep getting many texture load errors when i play this. and the Civ attributes haven't changed in the load up. any ideas?

    I've got version 1.0.1.275
     
  11. Panda_Power

    Panda_Power Chieftain

    Joined:
    Jun 9, 2010
    Messages:
    280
    Location:
    Shanghai, China
    Game needs patching. I think there have been 2 patches since that one!
     
  12. Panda_Power

    Panda_Power Chieftain

    Joined:
    Jun 9, 2010
    Messages:
    280
    Location:
    Shanghai, China
    Looks awesome Markus! Great work...in fact I think you should mod yourself into the game as a Great Person!:D
     
  13. ahmed5

    ahmed5 Chieftain

    Joined:
    Nov 11, 2005
    Messages:
    32
    so why does the OP say compatible with 1.0.1.275?
     
  14. Oohforf

    Oohforf Praise loud, blame soft.

    Joined:
    Oct 17, 2010
    Messages:
    321
    Location:
    In that corrupted Ontario south.
    ^ You need to have minimum patch 275 to get adequate help from him. Either that or he hasn't updated the front page in a while.
     
  15. Cross Cowboy

    Cross Cowboy Chieftain

    Joined:
    Jan 15, 2008
    Messages:
    253
    Does this mean you are getting close to releasing a build of this then?
     
  16. markusbeutel

    markusbeutel NiGHTS

    Joined:
    Sep 26, 2010
    Messages:
    1,976
    Location:
    Vancouver BC Canada
    What Oohforf said - I haven't updated that for awhile, my apologies. There's quite a few things out of date on the front page - the page itself will have to be completely written once I finish v9...

    It's tough to say...

    If I had to guess, here's how far I am, percentage wise.

    Tech Tree layout: 100%

    Buildings: 80%

    Units: 90%

    UI: 90%

    Art: OrsonM is working on new artwork - all I'll say is that what I've seen looks pretty amazing so far.

    Policies: 90%

    Addition of other Mod Components: 100%

    I essentially have 2 weeks off at the end of August and a releaseable beta of the mod will probably be done before that, (except for the artwork - unsure on how long that will take).
     
  17. markusbeutel

    markusbeutel NiGHTS

    Joined:
    Sep 26, 2010
    Messages:
    1,976
    Location:
    Vancouver BC Canada
    Accidental double post - Civfanatics is loading incredibly slowly today...
     
  18. Oohforf

    Oohforf Praise loud, blame soft.

    Joined:
    Oct 17, 2010
    Messages:
    321
    Location:
    In that corrupted Ontario south.
    ^ Eh, I think it's something on your end. CivFanatics is fine for me.
     
  19. Karantaner

    Karantaner Chieftain

    Joined:
    May 8, 2011
    Messages:
    165
    Location:
    London
    The waiting part is soooo hard. But luckily, I'm off for holidays so I'll be distracted from waiting for V9. I hope when I'm back in three weeks, I can already enjoy your next excellent work!!!
     
  20. ComradeKristov

    ComradeKristov Chieftain

    Joined:
    Dec 30, 2009
    Messages:
    170
    Location:
    Chicago,Il
    If you could have this done around the week of August 8th? ;) Thats when my plant goes on shutdown I haven't played in a while and I'm waiting for the new version to come out. Oh, and everything looks great, kinda sad to see the tech pyramid go though it was so innovative!
     

Share This Page