[Request] Unit makers needed for Dynasty Mod

C.Roland said:
Toku ready ! (in the right forum)

I'll do Gandhi next.

:D Thanks, he looks great!!!
 
I added a teaser image in the first post.
 
So, what is the idea behind this mod? I mean I get the part where you generate the leader like you would a great person, but, and I'm not saying it's a bad idea, why?

I mean, what does the leader do? Does he give bonuses to troops, or is he like a very powerful combat unit, or maybe a combination of both? In either case it seems like all these could be accomplished by regular ol' great people.

Is this perhaps in fact the statesman unit that there was some talk about, just remade to be the leader? I think that would make the most sense to me.

Or are you actually making a regicide-like mod? Which, I gotta be honest, doesn't appeal much to me.
 
Rabbit said:
So, what is the idea behind this mod? I mean I get the part where you generate the leader like you would a great person, but, and I'm not saying it's a bad idea, why?

I mean, what does the leader do? Does he give bonuses to troops, or is he like a very powerful combat unit, or maybe a combination of both? In either case it seems like all these could be accomplished by regular ol' great people.

Is this perhaps in fact the statesman unit that there was some talk about, just remade to be the leader? I think that would make the most sense to me.

Or are you actually making a regicide-like mod? Which, I gotta be honest, doesn't appeal much to me.

WR,

I have all of the concepts laid out in another thread but cannot find it right now so here is the idea:

The mod component introduces two new victory conditions
- Regicide Victory
- Dynacide Victory

In both of the victory conditions each player starts with a leader unit representing them in the game. When that unit is killed off then that player is killed off if just the Regicide Victory is set and not Dynacide Victory.

In the Dynacide Victory players have to kill off all of the leader units representing the player and any subsequent leader units that might have been born later in the game. If a player kills off the main leader of a civilization and that civilization has more leader units that have been born then that civilization will go into anarchy for x number of turns. After that x number of turns then one of the surviving leader units will become the main leader for the civilization with the new leader possibly having different traits than the ones the civilization started off with.

I understand your concern about not liking the regicide concept which is why I am going to also include options to capture the leader units. When a leader unit is about to be captured the capturing player will have the option to either kill the leader unit or to take the leader unit prisoner to ransom off later. Non-main leader units can be rescued either by paying the ransom or maybe by adding a new mission to spys called rescue leader.

Other features of the mod component:
- Players will be able to configure that the units and cities for a destroyed civilization should be turned barbarian, join the nearest civilization, etc. This can later serve as a mechanism to maybe cause the resurgance of the original civilization.

- Players will be able to have a leader unit marry another civilization's leader unit to improve relations between the two.

Other ideas are welcome too.

EDIT: Here is the link to the regicide thread I couldn't find earlier - http://forums.civfanatics.com/showthread.php?t=165906
 
I'm sure everyone is busy with Warlords and other moding - but is this mod still going?

Not impatient, mind you, just hoping this won't die.
 
rumbold said:
I'm sure everyone is busy with Warlords and other moding - but is this mod still going?

Not impatient, mind you, just hoping this won't die.

Yes, it is still going. There are fresh screenshots in the first post.

I have the basic code implemented. But with the release of Warlords I have taken some time to start converting some of my mods to be compatible with Warlords.
 
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