::Nomad Colonies::

Synobun

Deity
Joined
Nov 19, 2006
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::The Official Thread::
Mod Name: Nomad Colonies
Helpers: Spacer_One (Buildings)
Creator: d.highland

::Story::

It is the year 2032, and the world is "refreshed". Massive hurricanes and other bizarre
weather themes tormented what mankind constructed in their entire and quite lonely ages.
You control 1 out of 4 civilizations. Nomads, Radiation Nomads, NASA, and the East Coast.
There are also 2 non-playable civs which are in the game. The Virinad and the Jarheads,
both are alien races. In order to win, you will either have to wipe out all the other
rivals, or dominate the world by controlling atleast 80 percent. The map consists of 3
islands, 2 large, 1 small. NASA and Nomads are located on one large one, Radiation Nomads
are located on the small on, and the East Coast is on the other side.

::The Civilizations and Unique Units::

Nomad Leader: Hector Torelli
Nomad UU: Nomadic Settler (A: 0 D: 0 M: 2) *ERA 1-4*
Nomad Traits: Industrious and Religious

NASA Leader: President Viviyan
NASA UU: Proto-mech (A: 4 D: 6 M: 3) *ERA 3*
NASA Traits: Industrious and Militaristic

East Coast Leader: Muhammad A-dher
East Coast UU: Desert Commando (A: 4 D: 8 M: 2) *ERA 3*
East Coast Traits: Industrious and Militaristic

Radiation Nomads Leader: Adner
Radiation Nomads UU: "ORK" Commando (A: 5 D: 5 M: 3) *ERA 3*
Radiation Nomads Traits: Militaristic and Religious

Virinad Leader: Ku-tehk
Virinad UU: Ku-tehk Hunter
Virinad Traits: Religious

Jarhead Leader: The Pig
Jarhead UU: Pillager
Jarhead Traints: Militaristic

::Features::

--Water is termed as Acid. You will need a hovercraft in order to get across, which is in
the forth age.
--Mountains are termed as impassable, because of high radiation levels.
--74 new items - buildings, units, resources, and leaderheads.
--Full Civilopedia
--Tundra counts as two movement points instead of one.
--Grassland gives one extra food point.

::CREDITS::
Aaglo (The great ORK units which I'm using for the Radiation Nomads)
Spacer_One (For the buildings he has created/is creating for me)
AlCosta (For helping me take the first step)
Weasel Op (For helping me take the first step)
Plotinus (For helping me take the first step)
Quinzy (For helping me with the Text Files (How to set them up))

***

All other changes will be put here, comments allowed as always.
 
That's what era those UUs are avalible in after a certain tech is gotten. I plan on having this mod 4 eras. Thanks for approving it so far.
 
Now, let's see what we have here ...

Story sound good. :goodjob:


Nomad UU: Nomadic Settler (A: 0 D: 0 M: 2) *ERA 1-4*
Nomad Traits: Industrious and Religious
This UU concerns me a bit. It's too fast for a settler. And the AI will make hundreds of them. Meaning a hundred more cities twice as fast as the other civs. Of course there is an way to counter this - make them more expensive (greater pop cost)

Virinad Leader: Ku-tehk
Virinad UU: Ku-tehk Hunter
Virinad Traits: Religious

Jarhead Leader: The Pig
Jarhead UU: Pillager
Jarhead Traints: Militaristic
What unit graphics will you use for these UUs ?
And how will these aliens look like ?

And, you didn't post all the 6 civs. :hmm:

--Water is termed as Acid. You will need a hovercraft in order to get across, which is in
the forth age.
Cool :goodjob: Which terrain will you use ?
 
I might use the terrain which people are so fond of, but I haven't really decided yet. I edited my post for all the civs. The alien leaderheads are made from the people of this community, I forget the files. The graphics I will have to decide. Thanks for your feedback Heretic.

I have just downloaded the 300 resource pack, so I am working on the map to improve it and add everything. I have all the folders in term (I have them all), but they are empty currently. I will have to fill them up with all the vital information.

Again, thanks.
 
OK I liked the story, but what about the barbarians? you could use this Tornado for them.
And you could put many pollutions on whole map.
and what about aliens? you should put a wonder that produces units(the units from their home world!), and they should have units that can airdrop anywhere in the map. The aliens should be undefeatable until the nomads research the weapon that destroys them! :D

I'll let you know if something else comes up ;)
 
There won't be any barbarians. The "barbarians" in this game are basically the two unplayable civs. The Tornado seems quite nice... it could be one of their transports...

The Pollution idea is kind of bad, since the humans didn't destroy most of the world, the world did it to itself.

I've been trying to find a good wonder, along with an alien unit. The aliens would be a part of the unplayable civs.

The technology idea is kinda bad, because it'd be no fun playing against them.

Thanks for all the ideas, and please reply again if you have more ideas.
 
Hey, I know that alien! I'll use it until I find a better one (if there is)
 
I have encountered a problem. Okay, so I added some of the units I want in the game, but when I enter the editor, only the default units show up and not the ones I added? Why is that?
 
You'll need to describe the situation more.

1. Did you edit the units32.pcx file?
2. Do you edit the pedia icons and civilopedia txt files?
 
::The Official Thread::


...The Virinad and the Jarheads,...

You do realize that Jarheads was a term for soldiers in the movie Jarhead...not to take away some feeling for the mod I thought I should point that out though
 
Yes, I do realize that :) The character in my mod (basically the LH) is I think a fat head dude :) Fits him to my opinion.
 
Ahh, I see BD. Can you tell me how to get the thumbnail for the units?

EDIT: Oh wait, I figured that out.
 
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