Requesting partners for a project.

leoncalvin

Chieftain
Joined
Jun 30, 2008
Messages
19
Location
The Anubian Abyss
Scifi V.S. Fantasy Civ Mod(temporary title)


I'm not very good at modding yet (having trouble with SDK). But I'm at the end of the line as far as my patience goes. I've been hoping for a mod ot come out that combines Fall From Heaven and Next War concepts.

Definite Items Wanted:
Spoiler :
Magic-Units techs etc. (like techs from FFH)

Science-techs, units etc. (like techs from Next war)

Tech Channels to make individual tech-tress for each civ. (Thanks to xienwolf for pointing this out and ClassicThunder for making the mod).

I'm learning to use blender... :) yay!

I need a little help adding civs. It keeps giving me errors in stuff I'm not modding.

Separate magic civs from science civs.

Magic and Science specific Civics

Magic types for different Civs (ie. Necromancy, Pyromancy, Geomancers...etc)

Science types for different civs (ie. One more war oriented another more agricultural techs and so on).

New traits to represent the new magics and so on.

New Random Events

Merge in a few other mods with anything we need (with permission of course)


Ideas (non-definite):
Spoiler :
Civ specific improvements (could fit in under magic and science civs)

World units and national units for each tech channel.

Magic and Science advantages (ie. magic units bypass city defenses but have weaker units) to promote strategy.

Some type of magic Nuke (to balance for the Science Nuke).


I will need help balancing these out and with some programming. I will take all the help I can get. B/c for me this is a gigantic undertaking that will probably tqake months upon months if I do it alone.

I will graciously accept any help of any kind (even criticism for it makes us stronger to see opur own faults).

And anyone willing to test it would be appreciated after we get a working version out.

Even if you're not interested, Thankyou for reading through it all (or most/any of it). :king:
 
Thx a ton that will be extremely helpful. I need help with adding a civ right now. It keeps giving me errors for parts of the files I haven't touched?
 
hey i am not good at modding dont know anything past worldbuilder but id be interested in helping if u need some id make the map and stuff if u need a partner im here but not very experienced modder
 
Do you know anything about xml? That's what I'm working with right now (I'll get to python later). I could use any help you can give. I'll get the first version up in an...(unspecifieed amount of time lol).
 
Not really but i could help with the map and some tech ideas i got a friend that knows all about this modding stuff and i just asked him if he would teach me am waiting for reply
 
hey let me know when you'll be on again i could meet u in chatroom i do not know much about modding but my friend might teach me c ya.
 
Hey I figured out the the mod component I was using needs an updated python for the tech channels b/c of bts 3.17 patch. Any way I'll be checking up on it.

I'm gonna have some element (magic) and some tech type civs. Each cive will have a pretty much unique tech tree. I need ideas for each civ. For now I'll be using temp names (ex. red, blue, black) to tell about each civ. Civs will have two base branches to their trees and each will offer different bonuses,buildings, etc. And some hybrid techs in the end. Therefore you can do one or both (both at once will take more time but make late game units signifigantly more powerful).


Black- Death and necromancy

Blue-Ice and water

white-air (ex. storms, lightning, and wind) and ice

green- poison (any plant or nature based stuff as well) and necromancy

red- fire (obviously) and blood (regen, sacrifices etc)

grey- chaos (more randome events, and units based on all elements but weaker) New unit types will be made for elements. Among the magic types, there should be promotion against certain unit types). Considering how powerful this could be it will only have one element with many branches of weaker versions of the other tech trees.

Could use a few more magic civs that mix the different magic/ element types.

I really need help on getting ideas for science people. The need to have bonuses verses other types of science people. these temp names will be based on tech types (i need more ideas so feel free to comment)

Agriculture-tons of health and food bonuses. Capable of growing big cities and making workers and settlers much faster than other civs. But weaker fighting units. Have choices in tech line on things such as natural or artificail where artificial way produces more food and stronger units, it also promotes unhappiness and unhealthiness. And ultimate fallout scrubbers.

Missile war- The focus on ranged war. From the beginning with slingers theydevelop into ranged fighter. I think they should be able to kill enemies with collateral damage as well as missiles. Therefore in late game they have laser cannons, rail guns, mini nukers (less powerful than nuke and carried by a soldier, it still causes fall-out).

Armor war- They focus on up close and personal armored melee. In the beginning tehy have warriors, swordsman etc, (like we are used to except there will be no bombardment till later = stronger units). In mid game they will have energy saber soldiers and demolitionists for instant wall destruction (works versus tech societies only). late game they have mechs and waqlking artillery. (don't ask where I'll get the graphics b/c that will take longer than anything else).

NOTE: all other tech civs should have a mixture of the two.

I need more non war type tech civs and maybe some more unique war types. Please postany and all ideas. In the mean time I will be stuggling to learn how to make my own 3D models. Thanks for the help.
 
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