SNEAK PEAK: Interstellar Colonization AND cIVRPG

Congrats, first mod for CIV Ive taken any real intrest in, more like takin aback by stunning orignality! Im starting to see the potential this game hold when great artists grab the keys,
 
wonderfull
I wish I had the same kind of skills
 
I have to say that this two mods are must have for every civ player!!
You are awesome!
I can't wait to see more, and then play this two amazing mods.
 
WOW
The mods are amazing. It makes me want to contribute some units. Just make a wish.
 
Man, you guys really make this worth doing and keep me motivated. I must say, it has been a blessing to almost have been forced to be secretive for so long as I have.

But also, now I dont wanna dissapoint you guys by releasing a crappy mod so Im gonna do everything for the mods to be the best they can be.
And, once I get a more detailed idea of what I want in the way of units and graphics, Im gonna ask everyone in this thread that has shown interested in helping if they can help me.

First thing Im gonna do, once I get some time (right now I'm making up for lost time of not having internet at home for almost a year ;)), I'm gonna fix that IntCol loading bug. I think what Gerikes said about the write(FDataStreamBase* pStream), etc is right. I think I did add my variables to the read and write streams in different order.

Anyways, thanks for your positive comments everyone!

P.S. dh_epic:
Not only are every screens from ingame, the Events actually work. Not every event choice has a working effect so far, but the background code for the thing works. And all I have to do is add the code for the missing effects.
Right now I have events when colonizing planets only, but soon there will be random effects based on other stuff, like how well you control your civilization. (can cause planetary civil wars, or even a civilization wide rebellion)
 
Sounds amazing! So what are the next few things you're working on in the short term?

What are some of the longer term goals?
 
Im making a screen to show the alignment for the civilization. Alignment will replace religions in the game (almost like in Galactic Civilizations 2).

I'm working on making the A.I. do some stuff it has to be able to do, like use troop transports. I'm doing this via Python for now, since I dont wanna mess up the SDK. I've succeeded with making them stay in a system if the troop transport is empty, and if a planet is undefended they load up a infantry unit, and transports it to the planet. I still need to refine this code though.

I wanna add more Tutorial screens, with my tutorial util, which creates screens with the information you send to it, like this: ("Screen Name ",iScreenWidth,iScreenHeight,"Panel_Style",screenDataList)

Where the screenDataList is a list of items, each item being a list with the items Type, x, y, widht and height and Content.
This way I can make screens with images and text easily.

Longterm I wanna create background stories behind each civilization, I wanna name them (only the human civ got a name right now). I wanna add more leaders per civ, and more traits (and more balanced traits).
 
They both look awesome, I dont know which I like more (okay, I admit it, I wanna run around and wack people with that guys gi-nourmous sword more). :D
 
I believe this mod is quite likely to be the first to do either genre correctly.
Congradulations on the work you've done so far, and I, like so many others, readily await what happens next.
 
whow ! the space picture looks like my visions about my old mod designs.
Anyway great job ! :goodjob:
Can you tell us, when you will release a first version of your space mod ? And when you do so, is it possible to use your terrain graphics ? ;)
 
Both look really great, and I'm eager to play them, but the cIVRPG looks especially cool since, based on these screenshots, you've shown that a number of things I want for my own mod can be done.

Keep up the good work and I eagerly await their release.


EDIT: Also, I'm assuming that if you change the equipment, the graphic remains the same, yes?
 
I don't think you'll have any shortage of eager Alpha or Beta testers....
 
Dom Pedro II said:
EDIT: Also, I'm assuming that if you change the equipment, the graphic remains the same, yes?

Yes, but I could make a new unit for each weapon, but that be alot of work. ;)
 
Grey Fox said:
Yes, but I could make a new unit for each weapon, but that be alot of work. ;)

:D

Not to mention heavy on storage since you'd need a lot of units... Would you be able to have it so that selecting it from the inventory you have would actually change the unit to a new one?

Maybe wouldn't be worthwhile in all cases, but perhaps in some... I mean, if it's different kinds of clubs, you might keep it the same, but if it's a sword, you might want a new unit with a sword instead.

I'm sure you'll find people willing to make your life easy and provide you with all the graphics you can stand ;)
 
Dom Pedro II said:
:D

Not to mention heavy on storage since you'd need a lot of units... Would you be able to have it so that selecting it from the inventory you have would actually change the unit to a new one?

Yep thats the way I would do it. I probably wont though. What I might do though is the following; Many classes in the mod have 2 weapon types they can switch between. The rogue class for instance can switch between a Bow and a Dagger, and some of its skills only work with the bow, some with the dagger. I might make it so that when you switch weapon type, the graphic changes. But not when you switch equipment.
 
Grey Fox said:
Yep thats the way I would do it. I probably wont though. What I might do though is the following; Many classes in the mod have 2 weapon types they can switch between. The rogue class for instance can switch between a Bow and a Dagger, and some of its skills only work with the bow, some with the dagger. I might make it so that when you switch weapon type, the graphic changes. But not when you switch equipment.

Yeah, that's what I was thinking. I doubt there would be instances where the equipment would really warrant a graphic change. Also, if it's a situation where its a special bow or a special dagger, then naturally, it would be rather silly to change the graphic when switching from one weapon of the same type to another weapon of the same type.. could definitely keep that the same. That should really cut down on the need for more units.

Any thoughts on maybe some kind of drag-and-drop system for the inventory? I was fishing around for somebody to try to make a feature like that a few months ago.
 
:wow:

darkedone02 was completely positive about a mod.

That is high praise indeed! :D
 
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