Risk! modpack

Rhye

's and Fall creator
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This modpack tries to convert a civ3 game to a much simpler Risk! game.
Of course not all the aspects could be implemented, but I did my best to distort the civ mechanisms, basing on the classic rules (there are many US and UK versions of the rules).
TO AVOID CONFUSION -> This mod has nothing to do with another (Sir John's) Risk scenario. The two works are completely indipendent, as everything about this mod was created on my own.

Installing instructions and details of the mod are in the readme:
 

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are the units like, generic in risk or does it go trough the ages like in civ3?

I ask because if you want to go true risk I suggest "Napoleanic Infantry," civ3 or usermade cavalry (one with a sabre would be nice), and the cannon.
 
I must say that I like the way you have done it. You did the map the same way Im going to.. Ive been working on the map lately, but I lost my risk map so I had to get a new one. Its really a good job. I see that there is plenty of differenses and those leaderheads are very cool. :thumbsup: I think Ill have to do something similar... :D
 
Originally posted by Sir John
You did the map the same way Im going to... I think Ill have to do something similar... :D

Well, I'm happy you liked my mod and you are improving your: competitions leads to benefits to the entire community, no? :)
Just don't copy me, as I didn't copy you.

I know that there aren't many things to do about Risk, but I can suggest something in which you could focus, and that would be interesting implementations, instead of re-doing what I already did:
Map -> instead of marking territories with different terrains, try to do it with cultural borders (I tried it but didn't succeed)
Secret missions -> In many Risk versions (including mine) each player has a mission that can be conquer 24 territories, or destroy a color, or conquer a continent etc.
Diplomacy -> It is diffuclt to have every nation at war, as there's no diplomacy editor. But who knows, maybe it can be done anyway?
Diplomacy.txt -> That file contains the speaking of the leaders. I didn't edit it because I didn't found appropriate phrases. But you could do it (with diplomacy.txt editor in utility forums)
Card system -> I was thinking of giving a unit with 0/0, immobile to each territory. But I don't know how it could give benefits. Mmmmm....maybe with a improvement instead!
Continent bonuses -> There are armies bonuses when controlling a continent
Armies -> I have an old version of Risk at home, with only tanks as armies. But I've seen new versions by Hasbro with tank/cannon/cavalry and without flags. Maybe the napoleonic infantry could be used (but I don't know the rules of that version)
Tech tree -> I couldn't stop research. But it's a thing that must be done

I hope to have been useful.
 
Originally posted by Rhye


Well, I'm happy you liked my mod and you are improving your: competitions leads to benefits to the entire community, no? :)
Just don't copy me, as I didn't copy you.

I know that there aren't many things to do about Risk, but I can suggest something in which you could focus, and that would be interesting implementations, instead of re-doing what I already did:
Map -> instead of marking territories with different terrains, try to do it with cultural borders (I tried it but didn't succeed)
Secret missions -> In many Risk versions (including mine) each player has a mission that can be conquer 24 territories, or destroy a color, or conquer a continent etc.
Diplomacy -> It is diffuclt to have every nation at war, as there's no diplomacy editor. But who knows, maybe it can be done anyway?
Diplomacy.txt -> That file contains the speaking of the leaders. I didn't edit it because I didn't found appropriate phrases. But you could do it (with diplomacy.txt editor in utility forums)
Card system -> I was thinking of giving a unit with 0/0, immobile to each territory. But I don't know how it could give benefits. Mmmmm....maybe with a improvement instead!
Continent bonuses -> There are armies bonuses when controlling a continent
Armies -> I have an old version of Risk at home, with only tanks as armies. But I've seen new versions by Hasbro with tank/cannon/cavalry and without flags. Maybe the napoleonic infantry could be used (but I don't know the rules of that version)
Tech tree -> I couldn't stop research. But it's a thing that must be done

I hope to have been useful.

Ofcourse I wont copy you, I just meant that I had to change leaderheads as well (maby at least).

Have you seen my new version?
I have fixed some stuff there.
When it comes to territory I think the only way to do that is the way that you did it (and I am working on). When it comes to secret missions, I sont see how that would work out. Exesept for taking continents. if you made it in ptw, it would be easy, just make the capture location a rule..
When it comes diplomacy getting everybody to go to war isnt to hard, just making everyone superagressive.. And im probably going to change the dimplomacy.txt later on..
Im blank on Cards as you can give them bonuses, but not for capturing a city...

When it comes to armys I use the rules that has been in every risk game Ive ever played, with infantery, calvalry and artillery. In a normal risk game you use napoleon ingfantryn and syuff like that. but since i didnt have that I made it so that you could research the different branshes, inf, calvalry and art. That way I fixed the tech problem to..
 
BUG REPORT: the game simply cliks when I capture another city.....
 
The rules of Risk:
The same for each board.
The risk with secret missions is mission risk, a varient.
Infantry is 1 army. Cavalry is 5, cannon are 10.

Great leaders could simulate risk cards if one could figure out how to make them more consistent (i doubt that's gonna happen).
 
The rules of Risk:
The same for each board.
The risk with secret missions is mission risk, a varient.
Infantry is 1 army. Cavalry are 5, cannon are 10. Basically they are used to reduce clutter.

Great leaders could simulate risk cards if one could figure out how to make them more consistent (i doubt that's gonna happen). Unit promotions simulate them in a not find of way ;)
 
If there were possible to increase the possibility to get a leader, a leader could be used as cards...
 
well the secret missions are optional rules: the normal way is world domination.
 
This looks interesting mod!
EDIT:275th post. Only few days to my JYP avatar;)
 
Nice! :D Looks like Rhye's working the old creativity juice again! (As if he ever stops:) )Great work man, I love it, very creative, very original!:goodjob:
 
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