[SNEAK PEEK] GraveMod (a NEW ModPack for Warlords on the way!)

I'm all for adding new civs, and I do miss Nebuchadnezzar and Hammarabi. However, I see two problems:

1) Leaderheads. There's one nice Hammarabi out there, but he's noticably Cyrus with a different beard. Already this mod has David as a recolored Cyrus and because of this, he's the least impressive of the new leaderheads being used. Unless at least one more high-quality leaderhead that's also more unique is produced, I doubt that it would be smart to populate the game with Cyrus clones. (And please please please do not use the Civ Gold Nebuchadnezzar modelled after Julius Caesar. Enough said.)

2) The units you propose could be fine Babylonian units except that they are not Babylonian for the most part. Assyria was an entirely seperate near-eastern Empire that was dominent prior to Babylon. The Philistines and Amorites were also from completely different civilizations. Granted, all were conquered territorially by the Babylonians and later by the Medo-Persians, but so were a lot of other nations, including Israel which is already in this mod seperately. Furthermore, Israel is more responsible for conquering, actually wiping out, the Philistines (possibly also the Amorites though I'm not sure on that at the moment) than the Babylonians.

I think that one of the main things to consider with Babylon, and any other civ additions, is what makes them distinct from what is already in the game? The Babylonian Empire made an alliance with the Medo-Persians only to be betrayed and overwhelmed. In many ways, Cyrus ruled over the same society, even some of the same individual people, that Nebuchadnezzar did only seventy years prior. Unless we can quantify why the civilizations should be seperately represented (perhaps the Persians need to be expanded beyond Cyrus into the Sassanid period and the Babylonians into more of the ancient Sumerian and Hammarabi times), it might be that it needs to stay an either-or situation.

As a final note, perhaps we need to hold on the introduction of additional civs until Grave has finished his current project. Like I said, I'm all for more civs, but they are more easily added later on than other things. It would probably help speed along an actual release if they were left until a more opportune time. If we were starting from scratch, I would probably even suggest that Israel be left out until a later addition, and the focus simply be on fleshing out the vanilla civs with more unique units, buildings, and leaders and the religions with a more encompassing variety. (Plus all the other great incorperated mod components that Grave has planned.)
 
Touché. I can't really argue against your position, particularly the fact that it would delay the release even further, something I think we all would like to avoid!
 
You both bring up very excellent points. I really want to add more Civs (Babylon is one of my long-time favorite Civ civilizations dating back to the first game). I think Vrenir hit the nail on the head though. One of the key things I look for when I'm considering adding a new Civ is the quality and "uniqueness" of the LeaderHead. I like the LH's that make you ponder for a few moments as to which LH it was based off of.

The LH's I chose so far I feel are pretty good selections. David is definately a Cyrus clone, however I made him myself from scratch, and only added him to add an alternate leader choice for Israel.

While I don't mind adding new Civs this late in development, they really need to "wow" me as far as global historical impact, quality/uniqueness of the LH's, etc. I added Israel immediately because I wanted a little edge when it came to the selection of Civs. Everybody likes new units, civics, religions, etc... and since my mod will add content to all of those categories, why not add a Civ while I'm at it?

With all the quality mods out there now, everybody is looking to one-up each other. It's very competive. I'm not exactly looking to out-do anybody in the content area, just trying to take what's out there, and put a unique spin to it. :crazyeye:

Once I get this beast finally finished and released, rest assured I'll add more Civs. I think that will be a very attractive feature in future releases of History in the Making... looking forward to new Civs to play with.

Gaius, all of you Babylonian info will be noted. They will be at the top of my list for new Civs to add to the game. When I get around to adding a new Civ... I don't know. Might not make it to the initial release... if not... maybe in an "expansion". We'll see!


Another quick update...

I have roughly 4-5 more UU's to add to the game. After that, I'm going to "flesh" them out, and make them truely unique. The reason I'm doing it this way is so I can look at the "big picture" all at once and make the adjustments that way, rather than adding a unit and making the unique changes, then finding out two UU's are nearly identical, then going back and making more changes, etc. To me, making a UU "unique" is the easy part, it's actually doing all the coding to get them into the game that takes the most time!
 
Re: new civs. I think something that really adds to the uniqueness of New civs in other mods is new traits to go with them. There are not many unused combinations, and those that are unused are probabally for balance reasons. So I think if you add new civs there should be new traits to accompany them. Otherwise you run into the problem of "Oh it's just Cyrus, but with a different LH"
 
Re: new civs. I think something that really adds to the uniqueness of New civs in other mods is new traits to go with them. There are not many unused combinations, and those that are unused are probabally for balance reasons. So I think if you add new civs there should be new traits to accompany them. Otherwise you run into the problem of "Oh it's just Cyrus, but with a different LH"

Good suggestion. By my count (and somebody should check me on this) there are 36 leaders in the Warlords expansion, with the following traits not used:

Aggressive/Organized, Aggressive/Charismatic, Creative/Expansive, Creative/Financial, Creative/Philosophical, Creative/Charismatic, Creative/Protective, Financial/Expansive, Expansive/Imperialist, Financial/Organized, Industrious/Philosophical, Industrious/Charismatic, Industrious/Imperialist, Organized/Protective, Philosophical/Charismatic, Philosophical/Imperialist, Philosophical/Protective, Spiritual/Imperialist, Imperialist/Protective.

The industrious/philosophical combo is out automatically as this was determined in testing to be too powerful. There might be some other verboten combinations, too, but I don't know of any. Anyway, this gives you a pretty broad field of choices.

Don't forget about favorite civics! (And, if you plan to use the favorite religion mod, favorite religions too.)
 
Good suggestion. By my count (and somebody should check me on this) there are 36 leaders in the Warlords expansion, with the following traits not used:

Aggressive/Organized, Aggressive/Charismatic, Creative/Expansive, Creative/Financial, Creative/Philosophical, Creative/Charismatic, Creative/Protective, Financial/Expansive, Expansive/Imperialist, Financial/Organized, Industrious/Philosophical, Industrious/Charismatic, Industrious/Imperialist, Organized/Protective, Philosophical/Charismatic, Philosophical/Imperialist, Philosophical/Protective, Spiritual/Imperialist, Imperialist/Protective.

Hitler will be Aggressive/Charismatic
David will be Spiritual/Protective
Solomon will be Spiritual/Financial
Hirohito will be Expansive/Industrious or Industrious/Imperialist
Saddam will be Aggressive/Imperialist or Aggressive/Industrious

I haven't looked at all the Warlords LH's yet as far as Traits, so there might be some changing in there, too.

Keep in mind that the Traits aren't the only factors that influence how a LH acts. If you look at the XML file, there are alot of factors: Like how they react to other Civs with idential/different State Religions, which terrain improvements they favor, Favorite Civics, etc.

If you can show me some good Traits to add... I may add that to my list as well. Or I could save it for when I release an "update" or "expansion". Since I'm only adding one Civ (Israel) for now, adding new Traits right now wouldn't be required.
 
The only trait that I think would be good to add is Diplomatic, granting an additional attitude bonus with all other civs. It wouldn't be anything major, but it would go well with somebody like FDR, enabling certain civs to really grab hold of international politics, the UN, etc.

I also mentioned this in the Components Request thread with no response, but I figure I might as well throw it out here: is it possible to add a Favorite Victory component to the leaders? As I understand it, the AI aims almost exclusively toward a scientific/space victory, and only takes one of the others if it happens to get there along the way. It would be much more interesting I think if somebody like Hitler aimed for conquest, Louis aimed for Culture, FDR aimed for Diplomatic, Hirohito aimed for Dominion, etc. Of course, I have no idea if this is even possible, but it's something to think about.
 
The only trait that I think would be good to add is Diplomatic, granting an additional attitude bonus with all other civs. It wouldn't be anything major, but it would go well with somebody like FDR, enabling certain civs to really grab hold of international politics, the UN, etc.

I like it! :goodjob:

I never coded a Trait before... I'll see what's all involved in it, and if it's quickly do-able, I'll see what I can do.

I also mentioned this in the Components Request thread with no response, but I figure I might as well throw it out here: is it possible to add a Favorite Victory component to the leaders? As I understand it, the AI aims almost exclusively toward a scientific/space victory, and only takes one of the others if it happens to get there along the way. It would be much more interesting I think if somebody like Hitler aimed for conquest, Louis aimed for Culture, FDR aimed for Diplomatic, Hirohito aimed for Dominion, etc. Of course, I have no idea if this is even possible, but it's something to think about.

Anything is possible... with the right coder. ;)

This would be neat. Unfortunately I think it's beyond my abilities to make this. The best way to get attention to a MODCOMP you want to see created is to post a seperate thread in the main Civ4 - Creation & Customization forum. That's what I do. :king:
 
The only trait that I think would be good to add is Diplomatic, granting an additional attitude bonus with all other civs. It wouldn't be anything major, but it would go well with somebody like FDR, enabling certain civs to really grab hold of international politics, the UN, etc.

Sorry, but I can't see this as really being a useful trait in comparison to the others. I'd much rather have industrious or organized, in Roosevelt's case, as they can really help a lot (industrious especially, with the +50% wonder construction). You'd have to make it a pretty big diplomatic bonus, which might unbalance the game a little. Remember the dog-pile in wars from Civ 3?

It just seems like it wouldn't help all that much, though if it had some additional bonuses I might change my mind.

As to the favorite victory settings, I do like that idea. Is it really true that the AI seems to target space victories? That's pretty lame IMO, if it's true. (I wonder though, after getting attacked by Montezuma so many times...)

I'd much rather see leaders taking advantage of their traits to achieve a specific victory, just like human players do. Much more realistic, and much more challenging.
 
The AI doesn't "play to win" like a human does. The fact that it gets space race so offten is simply because that's the one it stumbles across most often. Space race just happens to be the victory that is most easily accomplished by the AI playstyle, it will sometimes get domination or diplomatic though, it gets victories that result from having a strong empire, as that is all the AI realy goes after, not a specific victory condition.
 
@Grave:
Will air units be able to get promotions in this mod?

It will... but I'm heavily re-working TheLopez' Air Forces mod. Making alot of changes to it. :goodjob:




FYI....

I made a little MODCOMP that's available for download in the Mod Components section that will be included into History in the Making: FLAVORED CIVICS!

Check it out here.
 
Great! Finally air forces will be able to evolve too. I especially like your new flavored-civics modcomp. This seems like such a no-brainer that I can't help but wonder why it wasn't in the game in the first place.

BTW, I remember that you were interested in using civ-specific great people so I just thought I'd let you know that I have since updated it dramatically. See the link in my sig for more.

What exactly do you have left to do before the beta release?
 
Dude you have been busy I cant wait to sink my chops into this mod
 
Dude you have been busy I cant wait to sink my chops into this mod

It's coming along nicely now. Juuuuuuust about done with the units. It's taking longer than I originally expected due to my weekends being VERY busy as of late and my new off-the-wall work schedule, but it's getting there! ;)

Great! Finally air forces will be able to evolve too. I especially like your new flavored-civics modcomp. This seems like such a no-brainer that I can't help but wonder why it wasn't in the game in the first place.
Actually looking back in hindsight, coding the Flavored Civics was relatively simple... just a few line additions in 3 of the SDK files.

BTW, I remember that you were interested in using civ-specific great people so I just thought I'd let you know that I have since updated it dramatically. See the link in my sig for more.

Excellet work! I'll most certainly take a serious look at this when I get around to doing the unique GP's. They'll be the very last units I work on before moving on to balancing out the Civics, and then (finally) the Religious system.

What exactly do you have left to do before the beta release?

Well, gotta wrap up fleshing out the UU's. After that I need to balance out the Civics (and include my Flavoring mod to the DLL), and finishing up with the Religious system. I'm also adding/changing some of the Promotions at the same time I'm doing the units... TheLopez' Air Forces Mod got a complete overhaul.
 
I like it! :goodjob:

I never coded a Trait before... I'll see what's all involved in it, and if it's quickly do-able, I'll see what I can do.
It's easy. Impaler/CCP did +relations, as well as a number of other things, on traits a long time ago. I wound up putting +relations on Charismatic in my mod since I didn't like the vanilla effect.
 
** UPDATE **

Just to let those of you who are following this project know that I'm still working on this! I've just been EXTREMELY busy as of late and haven't had time to work on this at all. This morning I have some free time, so I'm gonna work on it a little.

I decided to start from scratch on the SDK files. It's not as bad at it sounds, I'm just re-compiling it and adding in new SDK components that I haven't added yet (one of them my Flavored Civics, among others). ;)

I should hopefully be done with that by this weekend.

After that, all I have to knock out is balancing the Civics and Religions, add graphically flavored (EDU) units and I should be ready for a beta.
 
Why not use my CCCP DLL, the 2.08.03 release was just a bit ago and their are already 2 mods that will be using it, I'm planning to include your Flavored Civics anyways and am always looking for more developers to join the team.
 
Oh well carry on then :goodjob:

Do you want to get access the the SourceForge repository? If so just give me your SF account name and I'll add you. If your adding things to CCCP code base its good to have the latest version and if you commit your mod it saves me time as well. Besides your Flavored Civics what are you looking to add?

Also I'm looking to do some stuff that will enhance my earlier modular loading mods with more flexibility in file pathways (determining them at runtime) and the ability of units, buildings and leaders to refrence the civ they belong to rather then the other way around. This will allow these objects to be modularly loaded and seamlessly injected into the game. So you could for example have one module containing the second UB for each civ and two bonus unit modules so people could select how many extra units and buildings they get. Once properly configured you could do things like have EDU as a pluggable module.
 
Back
Top Bottom