Discussion in 'Civ3 - Creation & Customization' started by odintheking, Aug 1, 2006.
That's weird, it works for me... And sure, go ahead and post both versions, .
can you post then as attachments...??
Just to give you guys some constructive criticism to see this finished. I think you guys are becoming wayyy too wrapped up in how the various screens look. No offense but if the mod sucks no body is going to care how good Vader looks (btw, he does look good.) Work on the concept behind the mod and get some history going so you can pull it all together in a proper Star Wars way. I say this all as a fellow Star Wars fan.
I suggest using Wikipedia to research pre-films history of Star Wars, and post as well. The official Star Wars site would also be a great source of information.
What I'm really getting at is that once you've gotten the terrain to look good, the units pulled together and all you're civo images and tech icons, all you need is to properly put it in place and have some mighty good civo entries for each of them.
Anyhow, there's my two cents and what help I can give. I'd ask to become personally involved but 1) that'd be arrogant, 2) i'm busy enough with school, girls and my own mods and 3) I think you guys all know what you're doing and can pull this together, I'm just making sure you stay on track.
Oh and BTW, if you can guys can pull off a sequal mod that features the Yuuzhan Vong I might just sh*t myself.
thanks for that...um...inspiring statement, i guess we are bickering too much over the screens, its just that we cant agree on it at all and want everything perfect. I guess this is taking us in the wrong direction as you pointed out, the more prominent goal here is to complete a well done mod that will enjoyed by mostly everyone. Thanks for the insight.
Thanks, (I think). Don't worry, we're working equally hard on the mod itself, and I am a Wookiepedian and Star Wars info expert myself. Most of the civilopedia will be taken from Wookiepedia, and alot of the mod components (sans the buildings and tech tree) are already thought out (that is not to say that suggestions aren't welcome, ). All we have left to do is alot of the graphics and mod most of the biq. I'm modding the biq, and everyone else is working on graphics. And it wouldn't be arrogant to join in the fray (I might have been a little "over-anxious" to add my ideas when I joined last year, .) we welcome any sort of help anyone can give to us.
Oh, and BTW, you better get ready to sh*t your pants, cause the Yuuzhan Vong are coming... eventually, .
Maybe that's what it is...
You can help if you have the time wolf_brother, as it always seems we need more people to work on the mod.
@stormrage- thanks. at least you deigned to say something about it
@wolf_brother- hmm. i thought it was more blunt then inspiring, but thats okay lol. its not arrogant to join, and like chris said, if you have the time, go ahead! if you're star wars-savvy, you can give feedback on the city improvements/tech tree, and theres always units that need to be made.
i have a few more questions (again, if anyone deigns to answer that'd be great ) that must be answered before continuing on the whole tech tree thing into the far more complicated eras 2-4:
1. Is it possible to have a single tech tree and each civ recieving units that the others can't build
must there be a separate tech tree for each civilization to prevent them from using each others' units. its really impossible to go forward from era 1 (where everything is basically the same) towards eras 2-4 (where each civ has their own unit lines) without deciding this.
if that was kinda confusing, then heres a visual aid
2. Has anyone made a list of wonders or city improvements already? I'm almost certain that chris had one.
3. What is the plan with the spaceships? As in, will the TIE Fighter be an "air" unit with ardment and scouting and so on carried by a star destroyer, or will it be a weaker "sea" unit, or what? I think that with so many different fighter lines that it will be difficult to make sure the AI uses all of them in one way or another, and its important that we decide how to use them as i was also thinking of making a unit chart showing attack/defense/bombard/requirements and so on of era 1.
4. Has anyone given thought to governments? heres my ideas:
Anarchy (same as civ)
National Sovereignty (like how the world is today, many nations, like despotism, early gov't to just grow out of with tech)
Home Planetary Rule (One-World Govt, high corruption farther from capital planet, like monarchy, during expansion or for Naboo-like civs)
Galactic Republic (Unit Costs = HIGH, otherwise like republic, for Republic)
New Republic (basically democracy, okay unit costs, for Rebellion)
Galactic Empire (Units free, communist-like corruption but otherwise facist, for Empire)
Galactic Enterprise (Units free, communist-like corruption, better commercial benefits, for CIS)
okay. and still working on era 1, i made a list of city improvements myself, to be edited should anyone else present a list of city improvements. its attached as "Era 1 City Improvements"
and i figured i should explain my tech tree.
so heres the link (so you dont have to go back a page) :http://i65.photobucket.com/albums/h231/AlexChivvy/073d79ef.jpg
all of the city improvements are listed as library-like or harbor, which basically means that i was too lazy to come up with a creative name, but that these improvements would be similar to the regular ones. since then, i came up with creative names (see attachment). and the red ones are techs that are unnecessary for advancement into era 2, though i made a mistake with "Kolto" and i think it needs to be necessary, and i think Planetary Unity and One-World Government are unnecessary.
also, does anyone have suggestions as to how i can make the era 1 tech tree more . . . relating to star wars as opposed to just general early space exploration?
thats about it. whew im done
I missed a bunch of posts.
Now, I understand how all this works, so don't scream at me. But i recently bought Battlefront II, and it gave me a few scenario ideas (for those who know, the return of the CIS (CIS versus the empire) on Mustafar, and the Kaminan Rebellion (Clones versus Stormtroopers)). Would yall mind greatly if I kind amde those in my spare time?
i dont really care, lets just try to finish this MOD
@everyone: go to the Graphics Modpacks section in the forums and goto the SW screen threads, give me your feedback on the world setup screens as well as teh title screens there.
@ SWC - okay, in that tech tree, the unit tree you have is totally wrong. Check the first post for the official one. Otherwise, the tech tree and governments look good. And yeah, you can make the same tech tree for every civ, yet still give them different units by giving each civ a non-era, non-tradeable tech, which is the prerequisite (along with the tech in the tech tree) for that unit, . For the spaceships, my idea was that the fighters could be "squadrons" and could travel on space and land, and also attack capital ships. The bombers could work like civ 3 bombers, and base on capital ships and cities. Perhaps I could also give fighters the ability to intercept bombers...
@Varlin - Sure, those would be cool. You could use rhye's underworld terrain for Mustafar.
FYI and BTW:i have now posted the player setup screens in the Graphics modpackes section.
@SWC - Here's the list of buildings:
Improvements - 36
Mass Transit Hub
Great Wonders - 28
Baktoid Armor Workshop
Boonta Eve Classic
Bounty Hunters Guild
Centerpoint Space Station
Great Massassi Temple
Karrde's Smuggling Operation
Kuat Drive Yards
Lars' Moisture Farm
Rothana Heavy Engineering
Sienar Fleet Systems
The Death Star Project
The Galactic Archives
The Galactic Senate
The Great Holocron
The Katana Fleet
The Spice Mines of Kessel
The Tarkin Doctrine
Valley of the Dark Lords
Small Wonders - 19
Outbound Flight Project
Planetary Defense Shield
The Jedi Order
The Sith Order
Theed Royal Palace
Bothan Spy Net
Imperial Intelligience Division
Jedi Spy Net
Separatist Intelligience Agency
You can find the stats for them in here --> http://www.civfanatics.net/uploads12/SWCivsandBuildings.zip
@Odin - How are the air units supposed to move on land and not get automatically destroyed by ground units? I think I did see something in the Tutorials forum that achieved this, but I haven't tested it out to see if it worked.
well that list certainly makes my improvements list kind of . . lame and stupid-looking. *sigh* and all that time spent coming up with those creative names
@chris- hmm. there werent any city improvement stats on the download, that was just the description of the civilizations and their city names? lol
@odin- the tech tree was just to demonstrate my point in case it was unclear, because re-reading it i didnt really understand it myself. i really dont plan on making the units upgrade like that. it was just an example
@varlin- sounds fun! cant wait to play those scenarios
and i remember some unit "ancient cruiser" or something. maybe we could work in some sith cruiser or jedi cruiser into the first era, like the great hyperspace wars. given some creative liscense, im sure there are some spaceship graphics we could borrow and just name "jedi cruiser," and make the first era more star-wars-looking.
so the bombers will be air units that bombard, and fighters navy units with the power to intercept (which is basically what they would be if they were air units able to go on land)? but what about the two fighter lines (fast fighter and starfighter)? what would be their difference?
maybe we could make the fast fighters like civ3 "air" fighters, and give them the ability to intercept (makes sense, seeing as they're "fast" fighters )
but what would be the incentive of the AI (or even the player) to build starfighters? would they be "ship" units or "air" units? if that tutorial thing that chris mentioned works, then would starfighters just be navy units with intercept and bombard/precision strike ability?
I thought I'd post an update here of the Mon Mothma leaderhead. I can't really raise the cheek bones, just puff them out, which wouldn't work. I hope that's ok. I tried a couple of times to give her clothing that matched the movie but I can't find anything suitable and trying to mess with clothing textures just came out with things that looked awful. How are either of these previews for clothing? If you're ok with either, please let me know.
About the background. . . What would you like for a background? I assumed some sort of interior of a starship or something, but I thought I'd ask. If you have any pics, preferably around 400 pixels wide x 480 pixels tall, that would be great and save some time. Otherwise just let me know what kind of background you'd like and I'll search for some backgrounds and post some previews for you to ok.
Clothing possibility 1:
Clothing possibility 2:
The decisio in is ultimately ODin's, but I myself prefer the second one.
You must not of looked very hard, there's a second page that has the building stats on that xls file.
@Grandraem - I like the 2nd one better too.
I like the second one better too. I forgot to mention that I'll be away for the weekend so I won't be able to respond till late Sunday/Monday. But odin please feel free to answer here and I'll just look it up.
I like the second one too (more cleavege would be nice! )!
I especially like the weird green hairs growing out of her neck
well . . . that might have been it.
with this and the unit tree done, the tech tree won't be too hard.
oh and i like the second one also.
but what's up with the two spikes on her neck?
Thats funny how you spotted that...i would never have seen that, a woman with neck hair
oh, and i like the second one with the exeption of the neck spikes/hair/weird thingy...
oh, and i have completed a mini-map pack for this mod. It contains Yoda, vader, battle droid, and jango fett. Im looking to add Padme, Anakin, and something/one else, im open to suggestions. Ill most likely complete them by tonight, so it will probably be posted late tonight, im talikng around 12ish or tomorrow afternoon.
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