Some ideas

Rasma

Warlord
Joined
Sep 7, 2007
Messages
146
Well playing the mod I had some ideas.
What if to add more flavor to civs you added more flavor to the mod you added more leader bonuses. Like mutated, it gives your units the ability to walk through radiation at the start.

Another thing I think would be nice is options to turn off oil and mabey more customizing to the world in the options to set it up like abbundency of oil, radiation, forests, and possibly barbarian cities.

I also think more depth to troops would be nice.
Like troops that specialize for different things, such as combating people, mutants, ect, or possibly dividing the mutants into different categories like fall from heaven did with races.
 
Well playing the mod I had some ideas.
What if to add more flavor to civs you added more flavor to the mod you added more leader bonuses. Like mutated, it gives your units the ability to walk through radiation at the start.

Another thing I think would be nice is options to turn off oil and mabey more customizing to the world in the options to set it up like abbundency of oil, radiation, forests, and possibly barbarian cities.

I also think more depth to troops would be nice.
Like troops that specialize for different things, such as combating people, mutants, ect, or possibly dividing the mutants into different categories like fall from heaven did with races.


Thanks for the suggestions! We have had a little discussion about leader abilities, like Unique Units (UU) in this thread. I want to have 12 detailed leaders, so far in version 0.8 we only have three detailed ones. Then we can make a set of 12 good UU. If you have any specific suggestions, please stop by that thread and let us know.

One other playtester suggested the length of time you can go without refueling should depend on the difficulty level, and you have suggested turning it off altogether. That is a good suggestion, although I think limited fuel is one of the key points of the mod. Without limited fuel, some of the units like the jeep and humvee might be too powerful.

I think the version I released this morning, version 0.8, has a much better setup for "specialized" troops, so each unit type is pretty vulnerable to one other unit type. I do not want to get into "zombies" (see the NecroCristi mod) but I would love to have more types of mutant animals! The only problem is making the 3-d models for the units is very hard. What sorts of other mutants or other varieties of units would you suggest?
 
Well you already have death claws witch should be seperate from the scorpians,
Then other then animals, you could have mutants that are like fallout supermutants in being large and strong but have them be vunerable to other things
Or you could also borrow from the fallout tactics 2 documentation and use mutated plants.
Another thing that I have not seen in many post appoc series is mutated birds.
Also, there are no geckos, or mutated insects.
I do agree that models could be a problem, can models from civ3 be imported for civ 4?
I know there was a fallout mod for civ 3 that you might beable to borrow things from.
Or mabey even contact some of the modelers from it.
Then one thing I forgot to post on was the visions.
I think it would be interesting if they all did different things.
Like the technocracy one gave better sci
The wealth one gave better gold
And then find out things for the other ones to give them all a unique feel.
Or mabey give them each the same bonus but give them a specific civic that effects cities with that religion.
And the idea I had for fuel was simply to allow to chose the amount you want for your game to not only adjust difficulty or to allow for a different feel for the game, like turning off fuel would make it a fallout feel where low fuel would be a mad max and abundant fuel would be a totally different feel.
And I got version .8 today actually and I am just starting to play through it.

And I agree zombies would be a step in the wrong direction it just would not feel right in this kind of mod.
 
Supermutants is a good idea. I had thought about another kind of ruins, a ruined biolab, which could have a few different things. Like a supermutant (optionally green in color :-) who could either join your side or go on a rampage.

There are lots of civ3 models. Unfortunately, they are all 2D graphics. The big thing about civ4 is that it is completely 3D graphics. So there is no way to use civ3 models or modeling skills for civ4. I have seen a bunch of 3d animals taken from some other 3d games. Plants is an interesting idea for a monster you would come across during exploration, I will put that onto the list.

Regarding different units or civics for the visions, I can see there is one particular goal for 0.8 which I did *not* achieve. In previous versions I had directly named the visions after styles of government, like "democracy". Everybody suggested I should have government civics tied to the visions. But, that is not what I am trying to get. Dueling state capitols is what I am trying to get; for some more details see this post and the rest of its thread. I was hoping that after I changed all the vision names in 0.8, nobody would suggest tying them to government civics. Maybe I should try harder to find/make a "12 religion mod" and give each civ their own "religion".
 
I like that idea for the visions more then useing them in government I think it would make more sence as a victory condition to me at least
And well playing the game I got an idea for corporations, what if you altered them to be like commodities such as drugs, slavery, ect.
Like Drugs could add happy
Slavery could add production
Guns could add protection
and I can not think of others at the moment.
 
The guns for safety thing sounds ironic doesn't it?

Slavery should only be able to spread if the slavery civic is on.
 
The guns for safety thing sounds ironic doesn't it?
Isnt it one of the cournestones America was built upon ? :mischief:

I am not sure on Corporations. I had this thought myself and it might add to gameplay, but:
- I dont really see Corporations fit the setting. This is something that can be helped with creative renaming - Drug Cartels or Slaver Consortiums...
- Economy. We are very pressend in economy due to tiny city sizes, need for lots of farms. We have no Courthouse (Any Maintenace Reducer) so i simply do not believe running a corporation is feasible.
 
Well how much can you alter what corporations do?
I mean if you wanted to could you make some of them help maintenance instead of harm it since it would be bringing in vital resources, is that feasible?
But I do not know how much of the corporations you can change to become useful for the mod.
I mean if you can remove the threat to maintenance and make it like a simple exchange like let's say takes one gold and gives one of something else
But then again I do not know the limitations of civ4.
 
- I dont really see Corporations fit the setting. This is something that can be helped with creative renaming - Drug Cartels or Slaver Consortiums...

Call 'm Barter Gangs. Fits better with the size of 'trade organisations' an apocalyptic world could muster. ;)
 
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