Pentagenesis: The Future Is Immortal

Currently my priority is to make a few GUIs for a few of the XML files to make it easier to change them.

As for Blender, I've gotten to the point where the only real limit is my immagination and my patience. But I will ask if I can't find a solution to a problem I have. :)
 


This building is 436 faces. Starting to refien the graphics to fit in more with the rest of the civ IV world... allthough I do intend to make all the graphics more detailed and shaded better, for a less cartoony look.
 
The Great Apple said:
Looks good. Will you be altering the terrain as well?


Yes, I hope to look into it this week. It is height map based, so all terrain will not be allowed ot overhang or anything.

I made a set of 3d hex-tiles in blender before.. so I know how to do it already. it is a tedious job, but not impossible.
 
Neomega, I am glad you're going to make another Pentagenesis mod. I'd like to help you in any way if I can. Please PM me.
 
Blackheart is willing to help with the civilopedia.

I am going to want a lot of short stories set in the future. These would be placeholder and something to stop and read when bored or browsing the civilopedia, perhaps tales from mercenary units, things like that.

The rules would be:

1) They cannot allude to any kind of history in the solar system, (unless it's the Pentagenesis history laid out in the first mod). But they could be set, say, in a bar on Mars, or a temple on Titan.

2) They cannot include intelligent aliens, (allthough mutants usually can fill the role of any strange, inhuman intelligent creature).

3) They can not come from the stargate or Star Trek, Star Wars etc.. universe

4) No magic... No ESP. (except polyconscious beings, but that is only ESP amongst the same being in different bodies)

5) Forward time travel is possible, but not backward.

6) "Beaming" a la star trek is only possible for inanimate objects. Apple yes, cat, no. It is only possible to "beam" on the same planet. (can't be sent across the galaxy), allthough minds can be sent across the galaxy, and then inserted into waiting bodies on other planets.

The stories can be about anything, from dining at a restaurant in the future to a glimse into battle, to the political struggles and problems of some far away star system. The Pentagenesis galaxy is in the stage of being so far flung that any one sector may have never really heard about anything in another sector. Weapons, technologies etc are all fine, since the inner galaxy is far advanced...
 
added another position that could help greatly.


Concept Artists
If you have any original sci-fi sketches, post them here, and I will attempt to convert them into a civ IV unit, building, icon or whatever else you may draw up. If exciting enough, maybe a wonder movie.
 
Neomega said:
Civ IV experts:
Basically, this is where suggestion comes in. In all honesty, I do not have time to play civilization IV much, due to my ambitions. But when I do play it, I still find it highly addictive, allthoguh I have never come close to beating it on Monarch, which has frustrated me greatly.

It is because at Monarch the game changes. It both gains and loses strategy. At this point turn advantage is the most important thing. One thing i like about mods like yours and others is they try to not only add something different but to correct imbalances like this. I will explain in hopes it will allow you to also incorporate things into you mod to make the game more fun and better overall. Suggesting new units or techs is the easy part. Suggesting and determining which play aspects of the game need to be re-examined is harder in my opinion.

For example on monarch and higher it gets harder to win consistantly with a spiritual civ. Why? Because spiratual civs are already up to 10 turns behind from turn 1. Napoleon starts with wheel and agriculture. Isabella with fishing and mysticism. If her initial city is on land and has no fish squares then she is already two tech behind turn 1. Napleon can start to pump out workers and immedietly start farming, building roads, research mining while hes doing this and then start to mine things for production. In the meantime Isabella has shot for buddism but the AI got there first, so shes now shooting for polythesism. By the time she gets it she will be 4 techs or 30 turns behind on essential tech compared to Napoleon. Not only that but Napoleons city has been farmed, mined and has roads connecting essential areas so he can respond faster to threats. For this example we will say the farms and mines have increased the yield of the essentials by 20% in Napoleons city compared to Issabella. This means every 5 turns that goes by Isabella is falling 1 more turn behind. In contrast Isabella's city has nothing because she has no tech that allows imporvments save fishing. None of the techs Isabella has are essential because none of them further your growth, production or research ability which is the only thing important this early. Happiness is essential and she does have that from the religeon but one elephant or gold square in Napoleon's city negates this advantage. Assume a few more turns go by and Isabella feels threatened by Napoleon. So she decides to go for hunting and then archers. Shes is now 6 techs or 40 to 50 turns of research behind napoleon and the game has already been decided at this point.... If Napoleon beats her to alphabet he can form a tech trading cabal that excludes her as he trades all his essential tech for the non-essential ones she has, but from another player, not her, and hence the person playing Isabella is now around 100 turns behind by the time Napoleon has alphabet with no chance of catching up.

I type all of this because if you have not experienced it yourself you risk integrating this type of thing into your mod without even knowing it and yours seems to have much potential and I would hate it if it accidently did this. There are many ways to fix these game balance problems though and make it so the game is not all about turn advantage. One is to make non-essential techs (which in my mind means techs that dont further your food, hammers or research) more useful. Fall of Heaven did this by making the religeons (and hence non-essential techs) in the game very powerful and the special units you get from them worth getting quickly even if you have to sacrafice the ability to improve your production and commerce. The fact that some of the units you get from the non-essential techs are heros and only one can exist in the world at any one time makes these techs even more worthwhile to shoot for early on. Its possible in that mod to have a totally crap infrastructure, no roads, no farms, yet have some of the toughest units in the game (that other empires cant have). This is really the best answer to the problem. To try and make your mod so that the equivlant techs of polythesism for example does something much better than it does now so that anyone whos skilled at all doesnt just skip it at the beginning.

Another way is to make essential basic abilities like farming and stuff come later. This way your first few techs will reflect strategy and playstyle decisions and not simply choices that you make for fear of falling behind and losing turn advantage to other players.

Another good thing that many mods have also done is of course to push back tech trading or even eliminate it. Tech trading in this game gets bad. A few players can form tech cabals each researching one branch then exchanging it while excluding selected players from this. The players left out of the dominant cabal will never catchup tech wise. By pushing back tech trading (alphabet is way too early) it allows for the game to develop more and people to carve out empires and/or refuse military threats without having to cave in from fear of being excluded from the trading and never catching up. Also it will prevent tech whoring early on.

Lastly another idea which i saw in Master of Mirror mod from civ3 was to make essential techs less valuable relative to the others. For example not having farming and mining when someone else does will significantly put you at a disadvantage early on. But if the game is setup to where land without farms and without mines produces a decent yield as is, it wont be such a loss if you dont get these techs right off the bat.... Hence your first few tech decisions can be less locked in and reflect more of your personality and playstyle

Anyway you said you dont have enough time to play... Do not worry about this. Some of us like me have disected the game mechanics inside and out and can offer you any help you need. If you are unable to beat the game on monarchy it doesnt mean you arent a good strategist. It simply means you maybe are trying too hard and havent caught on to the fact that there is no strategy at the beginning in monarch level or higher unfortunetly. There is just a mad rush to not lose turn advantage and an embracing cowardice that overtakes you from not wanting to make enemies for fear of being excluded from the tech trading and losing even more turn advantage. This is not fun in my mind nor does it test your strategy skills.

I hope what ive typed is useful because there are flaws in the vanilla game like this which make it un-fun yet which many mods have tried to correct and some have succeeded with flying colors. I hope yours does too.
 
On another note I too was thinking of a sci-fi mod. I know these are crude but they were ideas for some new resources. The green thing is suppose to be some sort of sea kelp sort of like the nutrients in the water from the Alpha Centauri game.

The clams in the desert with the modded skins are suppose to look like the heads of giant sand wurms poking above the ground for a little look. I thought theyd make a neat bonus or strategic resource. I got lots of these goofy things i been messing around with if you need some ideas...

modr.jpg
 
naf4ever said:
On another note I too was thinking of a sci-fi mod. I know these are crude but they were ideas for some new resources. The green thing is suppose to be some sort of sea kelp sort of like the nutrients in the water from the Alpha Centauri game.

The clams in the desert with the modded skins are suppose to look like the heads of giant sand wurms poking above the ground for a little look. I thought theyd make a neat bonus or strategic resource. I got lots of these goofy things i been messing around with if you need some ideas...

modr.jpg


Hmm, sand worms. I am thinking of making it a planet of ruin that seemed to haev housed an advanced civilization, but it was lost thousands of years ago.

I am not sure if sand worms would be better off as a resource, or as an animal unit. Algae certainy could be a good resource.

I read your other comments too, But I will need time to think them over. What I am brewing over is going to cause a whole host of balance changes, so it may be hard to see the forest through the trees.
 
Neomega said:
Hmm, sand worms. I am thinking of making it a planet of ruin that seemed to haev housed an advanced civilization, but it was lost thousands of years ago.

I am not sure if sand worms would be better off as a resource, or as an animal unit. Algae certainy could be a good resource.

I read your other comments too, But I will need time to think them over. What I am brewing over is going to cause a whole host of balance changes, so it may be hard to see the forest through the trees.

Sounds good. My resources were just stuff i'd been brainstorming,, not sure how useful they really are.

Its good your considering these overall balance and strategy things for the mod. Ive seen some really great mods end up as mediocre because they dont address these issues and hence they are in essence no different than vannilla civ except that their warrior is called "insert-fantasy-unit-name and fancy skin mod here", etc...

The mods Ive seen that stand the test of time, especially civ3's master of mirror mod dont just add fancy graphics and or rename artillery to "mages." They add fun and strategy by tweaking these sort of things. Good luck.... If you need any more insight msg me.
 
Hi,
im sorry this is off topic but is there anywhay you can link me to websites that can provide me with information on how to make my models work in this games. im new to 3d and know how to model, texture and animate on a basic level and i need some online tutorials or any source to provide me with the required info to help make models with this program. i am using maya and i know about the NIF issue, but i would still like to know of concepts to producing usable stuff for any game. any info would be greatly appreciated!
thanks.
-killamike718
 
Wow, One of the best mods I played for Civ III, with the best units designs!
I´m sure you´ll beat Planet Sona Prime with this one!
 
Neomega said:
Artist(s):
Blender preferred, but maya, max wings, or any other blender compatible program is acceptable. Mostly focusing on high-poly, single mesh models. I will work on the texture baking and creation of low poly models, but of course any one is welcome to help in those capacities as well.

I remeber this MOD in Civ III, but did not know you made it, neomega it was a great job, and i am willing to help, i have Maya and if you want, i can make models by your standards and if you find a way to import .mb files(maya's format), i would LOVE to help although i am in my intermediate learning stages.
 
Killamike718 said:
I remeber this MOD in Civ III, but did not know you made it, neomega it was a great job, and i am willing to help, i have Maya and if you want, i can make models by your standards and if you find a way to import .mb files(maya's format), i would LOVE to help although i am in my intermediate learning stages.

I did most of the work... but honestly, the best artwork in it was done by Embryodead, and there was quite a few other art contributors as well.

You can export them as .obj (or .lwo files, I think), so I can use them. Just mesh and materials is needed, as well as a rendered screnshot incase something does not translate in the export/import process. I'll do the rigging animation, poly reduction (rebuilding the model in a very low-poly form), and UVmapping. All I need/want are original high poly models to "bake" onto low poly models, that will not lag up the civ IV game..... of anything.

I LOVED the original Pentagenesis. I played it almost as much as I played Civ III:C unmodded =D. Sign me up for XML, I've got plenty of experience and skill with that!

Fantastic, I'll put you down as another xmlologist.... Stay tuned.
 
Neomega said:
I did most of the work... but honestly, the best artwork in it was done by Embryodead, and there was quite a few other art contributors as well.

You can export them as .obj (or .lwo files, I think), so I can use them. Just mesh and materials is needed, as well as a rendered screnshot incase something does not translate in the export/import process. I'll do the rigging animation, poly reduction (rebuilding the model in a very low-poly form), and UVmapping. All I need/want are original high poly models to "bake" onto low poly models, that will not lag up the civ IV game..... of anything.
i ca export my files to obj if you wish but high poly modeling is what is giving me trouble but i will try to come up with come slick nice hi-poly units.
 
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