Starcraft and Warcraft MOD sign up.

Ploeperpengel said:
I wouldn't be too reluctant to use graphics from starcraft. Artists are rare but more important you can't have better flavor for the mod. Even if you get assistance and someone would do the buttons you need they certainly won't give the same Starcraft/Warcraft feeling you get if you just "borrow" what you need. Anyway I doubt you get into trouble with that if you just make sure to have similar legaldisclaimers like approved fansites have.;)

Yea i was thinking of doing that and using the originals, but the icons from the original are like 16x16, or 32x32 in pixel size and we want to get that to a better resolution, plus we want to get our own Civ/Starcraft feeling to the players rather than showing them what they have seen milions of times clickong on the buttons. but if all comes to worst, well see about using the buttons or something that can be used from the existing buttons in the forums.:)
 
Oh didn't know that. Never thought about the size of those buttons(heh it's been a long time). Yes 16*16 is a noGo. A skilled buttonmaker might be able to polish up the 32*32 sized buttons though without too much work. I would go for that.

Edit: But well maybe it's time for a change:mischief:
 
Killamike718 said:
I could take one picture of the wireframe and then with photoshop i can color each wire of frame appropriately and have MULTIPLE if not unlimited version for each unit. So if i supply you the images, is it possible to acutally get that feature in the game, like the yellow and red wireframe???

Typically, the little portrait of the unit in the bottom-left in Civ4 is a model, but I think we can just have it display a picture instead, which would be the graphic you supply. That's easy enough for me. It would be very annoying and time consuming for you to make all the pictures needed though :P

It would probably be done by taking each wireframe pic and splitting it apart into three parts. Then, for each one of those parts (say one part had a head and right shoulder and arm), have a three pics with just that part in it. With this picture of just one part of the body, make three pictures, one where the wireframe is green, one where it's yellow, and one where it's red.

So, for each unit, there would be around 9 pictures. Three different parts of the body, and three colors for each one of those parts.

The idea is that afterwards, one color from each of the parts of the body is chosen and layered on top of the two other chosen colored parts.

Imagine that we're looking at a marine. The head and right arm are part one. The chest, waist and left arm are part two. Everything below the waist is part three. If the marine was in full health, you'd take the green picture for each one of those parts, and display all three of them on the screen, one on top of the other (but not covering each other) to form a full unit. If the unit is damaged, say, 11%, then rather than have all three be green, one would be yellow. I would be able to do all the coding to place them one over the other so long as all the pictures are centered right and have their alpha channels correct. The thing that would take awhile would be just making all those pictures.

You're looking at 3 pictures for every part of the unit, 3-4 parts per unit, at somewhere around 100 units (if you include buildings). That's about 900-1200 pictures, around half that if you don't count buildings.

Edit: Unless, of course, someone else has a better idea, one that is much easier and I will kill myself that I hadn't thought of back when doing a similar project with the Science Museum :P

I was thinking more of a big explosion and the units disappears or it flies to the ground and crashes.

If you can do it, go for it! That would be awesome!
 
Ok I see what you mean Gerikes, Will do(I need a To-Do list).
Hey ploeperpengel, I have a question, Could you explain to me how the terrain in Civ work's(graphically)? Becaue I took screenshots from the Starcraft Editor of tons of terrain and have them ready for use but dont know how to get it blending so it would not look tiled, if you know what I mean. Could you direct me to a thread futher explaining about terrain?
 
I'm sorry never worked with terrain. Don't know anything about that. You could ask C.Roland or Garret about it. They already were able to modify some terrainart. But basically I think it will be the same as with all graphics in game. nifs and dds files. You will probably only need to reskin some dds(or just copypasting your screenies into them and give them a polish afterwards working with transparency around the edges like for improvements but it's just a guess.)

Edit: oh no forget about what is in the brackets. Just had a look at the files and-to be true -I don't have an idea what each file is really doing there:blush:
 
Hey Everyone, Just wanted to mention that im Going to be in Egypt for about a Month (Texture taking opportunity), soo dont do anything Exciting till im back, and by then hopefully something will be available for Maya to export. Just pray for me guys that i dont get blown up by soime suicide bomber:D .

Gerikes I have a question, Are we going to need Doodads?? I know it might be strange, but if we can make them low poly and have multiple on one tile to give each tile some wierd uniqueness, and since you did some maps by hand, If we can get the feature to allow multiple doodads on onne tile we can beautify it even further. but well save thyat for last, Just a feature request.
 
Killamike718 said:
Hey Everyone, Just wanted to mention that im Going to be in Egypt for about a Month (Texture taking opportunity), soo dont do anything Exciting till im back, and by then hopefully something will be available for Maya to export. Just pray for me guys that i dont get blown up by soime suicide bomber:D .

Gerikes I have a question, Are we going to need Doodads?? I know it might be strange, but if we can make them low poly and have multiple on one tile to give each tile some wierd uniqueness, and since you did some maps by hand, If we can get the feature to allow multiple doodads on onne tile we can beautify it even further. but well save thyat for last, Just a feature request.

Have fun in Egypt! Stay safe! Take some good textures! :P

Do we need them? No. Will they spice up the maps a bit? Definetly! I was thinking we could use them like bonuses (how forests and jungles are), because in Starcraft, there are actually defensive bonuses for units under the cover of a doodad, just like a unit that is on top of a hill gets a bonus to defense.
 
A couple of comments about your Warcraft entry there...

You probably want to find one of those "loreheads" from the World of Warcraft forums to help flesh some of this out. I'm not huge on my lore (I never played Warcraft III), but I can offer a few comments.

First of all, you left off orcs from your list. SHAME ON YOU!

Orcs
Leader: Thrall
Traits: Aggressive, Philosophical
UUs: Grunts, Far Seers, Blademasters

I disagree with the inclusion of the Aggressive trait for the forsaken. Although Sylvanas Windrunner and Varimathras are both military leaders, the forsaken do not seek victory through direct combat so much as by subterfuge (e.g. spreading diseases). Perhaps, you could replace Aggressive with Expansive to represent the forsaken's ability to reanimate dead enemies into allies.

Let me help you fill out gnomes:

Gnomes
Leader: High Tinker Mekkatorque
Traits: Financial, Philosophical (this should hopefully produce lots of technological advancements)
UUs: Mechanized Sentry, Arcane Nullifier X-21

Regarding dwarves: do not include Khardros Wildhammer. The dwarves that are a playable race are the Bronzebeard clan. The Wildhammer clan is friendly with the Bronzebeards, but are a completely different faction. Also, shouldn't they be Industrious and Defensive?

By the way, it's spelled "Draenei." Unfortunately, Blizzard hasn't released enough information about this race to fill out the information you're missing.

They're called "Pandaren," not "Pandas." Although everyone loves the Pandaren, I don't think they are significant enough to include unless you're just trying to pad out your list.

Dark Iron Dwarves
Leader: Thaurissan
Traits: Aggressive, Industrious
UUs: Anvilrage Marshal

Goblins
Leader: Trade Prince (there are 4, each runs his own cartell, and unfortunately their names are not known)
Traits: Financial, Organized
UUs: Goblin Sapper, Goblin Zeppelin

Scourge
Leader: Lich King (Ner'zhul), Arthas Menethil
Traits: Aggressive, Expansive
UUs: Death Knight, Dread Lord, Lich, Crypt Lord

You don't have any UUs listed for Night Elves: Sentinel, Demon Hunter, Priestess of the Moon, Druid

That's all I can think of for now.
 
Gerikes, thats a great idea! i should make some of the famus doodads and have them as special kind of bonuses and it will ad flavor. Hopefully ill work on some doodads when i get back. I actually started a doodad, the building with the dome, cant explain it but ill show it to you. Ill also make the sign but with Civcraft on it.:lol:

Hey, Thanks Underseer. Actually we had alot of discussions about this in the middle of this thead somewhere, where Magma and Benjamin, 2 Warcraft Lore masters, thought of alot of stuff out, bit i get lazy to update, even though my favorite race in warcraft are the ORCS:D . But that info you provided helps the programmer Gerikes espcially because you found us the info needed to add. Unfurtunately, we wont technically start working on the warcraft mod untill we complete the Starcraft mod, and then well get started, but most of the work will be done because they are similar games in gameplay but there will be some obvious changes between the two and not only visually but there will be a World map for Warcraft.
 
Killamike718 said:
Hey, Thanks Underseer. Actually we had alot of discussions about this in the middle of this thead somewhere, where Magma and Benjamin, 2 Warcraft Lore masters, thought of alot of stuff out, bit i get lazy to update, even though my favorite race in warcraft are the ORCS:D . But that info you provided helps the programmer Gerikes espcially because you found us the info needed to add. Unfurtunately, we wont technically start working on the warcraft mod untill we complete the Starcraft mod, and then well get started, but most of the work will be done because they are similar games in gameplay but there will be some obvious changes between the two and not only visually but there will be a World map for Warcraft.

I was under the impression that the Warcraft mod was going to be more Civ4ish? I was just waiting for all the info to be gathered and settled (there were a ton of posts and ideas about different items, but there never seemed to be a concensus on a lot of stuff). Then, I could start packing it into XML.
 
Well im in Egypt right now and enjoying my time. And to add to that, i finally got a Dial-Up Conection and found out that the tools for exporting are now available for Maya!! Soo when I come back ill try to work on my laptop and get all the buildings done that werent finished. Although we have an Exporter, We cant export animations, unfortunately. But hopefully well get all the buildings in though. Anyway, heres the link:::NIF Tools Project News
 
Finally im back and sorry for the late response, I came back yesterday but didnt have the strenth to go online, that 10 hur flight was very tedious and annoying. Other than that the whole trip was almost life changing, and made me GREATLY, I mean Seriously appreciate where I live, and if anyone has seen New York City, you probably thought it was very dirty, but when I came back from Egypt, I landed in JFK airport, and brooklyn was the the cleanest site ive seen in a month. Although some areas are almost as clean as america, if not cleaner, 85% of egyptian urban places are downright dirty. By dirty, I mean the streets are filthy and garbage are piled on street corners to be burned, animal's such as donkey's and cats and dogs litter the streets pooping, and I will never forget the flies, and how they pinch the person it annoy's, almost never leaving you till you kill it or close the lights.

Now some serious bad stuff about Egypt is that the Muslims persecution towards the Christians and any other foriegners that live or visit the country. In April during the easter eve, the Coptic Orthodox (coptic means Egypt, it the coptic language, not arabic) church holds a mass in their churches just as any Orthodox church(Greek, Russian, etc...) would. But on this grimm day, in two coptic churches were attacked by a man in each church with butcher knives and sabre's killing around 10 Coptics, and the Govt, pronounced them crazy and released them a couple of days later. That was one of the Thousands of scenarios that occured just in the 20'th and 21 century. Also, because I have family in Egypt, Haveing an uncle that is a priest, you really see how muslims treat then badly and curse and spit on them, and in rare cases, throwing stuff at them. Their aggression towards Christians did not begin these days, but from the day they entered Egypt in 632 A.D. Haveing an uncle who is a historian and egyptologist, also helped me know the true history of Egypt. To my surprise, he told me that when the arabs came into Egypt, they were a people of no culture and greatly ignorant. He also mentioned, that the Arabs actually set back the human race from advanceing in technology, by destroying the great library of Alexandria, by a general named Omar, who thought it was a Christian library, containing christian documents, but also contained technology discovered by the Greeks, Egyptians, Romans, and other great ancient civilizations. In this library it had information of medicine and to my surprise, a Greek engineer developed the first steam engine in the years around 300 AD, also the greeks built the first computer from gears and the egyptians developed the first mechanical clock, and all this info was lost with many other valuable info that if it was still around we would have had technology unimagineable by now.

The architecture we associate as Arabic architecture, is a mix of mainly Egyptian architecture, and trhe combination of Greco/Roman, and generic middle eastern architecture, again as I mentioned, the arabs had absolutely no culture, and as they conquered they took what wasw not theirs, and after 1400 years, no doubt people would believe the arabs designed that architecture, but it was actually present in Egypt, due to the fact of all the civilizations that entered Egypt before the Arabs. Some other grimm stories ive heard of how they would raid monestaries and churches, in the olden days and destroy them, taking the pillars of the church and bricks and using them to build Mosques, forcing the people who built the church (99% of the time a christian), to build the Mosque using the stolen stone pillars and bricks to build it, and this caused alot of ancient monestariess to be destroyed. Also, there were Three forms of writing during the Ancient Egyptian time, and the most famus is Hieroglyphic and the other Demotic, which is the language the arabs adopted and made it theirs. This proves that the Arabs again were a people of no culture and "adopted" (stole, in my opinion) everything they are now from other Great Civilizations. Heres a link showing the rosetta stone which was made in 200 A.D. and had the two writeings on it and greek(Link:Rosetta Stone).

Now Concerning the weather, its hot at day if your under the sun and can be quite humid, but at night, the weather is absolutely BEAUTIFUL!!! Since the country is small and most of it is desert, it will get crowded and pollution is smelled all over the streets, but if your near the Nile, its smell's like the ocean. As for the people, alot of people could be rude and fights sometimes break out in the streets, and there is no organization in the streets with cars, which makes it near impossible to cross the street if you never been to Egypt. The Govt of Egypt is the most corrupt Govt in this world and soo much money is stolen and put into the hands of the families of those leading the country, leaving hundreds of hundreds of thousands to starve. The food could be dangerous if not from a clean vendor, but its Delicious. Also people could rip you off if you are a foreignor, so be careful. There are a couple of places with beaches equal if not better than the beaches of the bahamas, and these beaches contain coral reef and a great variety of sea life.

Well that sums up the country of Egypt at this current time, and if you are going to visit it, You should expect not much from it, but visit the Country if you want to learn about the ancients and history of Egypt, its also good if you are site seeing. It definately can be a good vacation spot, near the beaches but stay away from the big Cities, although its quite interesting. Sorry if I offended anyone but during this vacation to Egypt, Ive learned alot, and since a certain group in Egypt hide the truth, I wanted it to be told as it was, and not the current history that is tampered in, and not the politically controlled textbooks we read.

Ive also began the exportation of graphics and will have a couple ready very soon!!!!
 
Wow, Killa, sounds like a great time!

You'll be happy to know that pretty soon, the package I'm creating that I will be using to redo the attack system and do all the spells with is about to hit it's beta stages. After a bit of testing in Beta, I will merge it into Civcraft. From there, I think all the changes rule-wise will be just a few weeks away from completion.

However, it's going to be curious to see how many testers I can get for GerikSpells. I want to have a bunch so that I know it's well tested before I merge it back into GerikSpells Civcraft. (My bad)
 
Gerikes said:
Wow, Killa, sounds like a great time!

You'll be happy to know that pretty soon, the package I'm creating that I will be using to redo the attack system and do all the spells with is about to hit it's beta stages. After a bit of testing in Beta, I will merge it into Starcraft. From there, I think all the changes rule-wise will be just a few weeks away from completion.

However, it's going to be curious to see how many testers I can get for GerikSpells. I want to have a bunch so that I know it's well tested before I merge it back into GerikSpells.

i could use that(GerikSpells) for my RTK mod.... i need sorcerers... and shaman... AND some other UUs...

nice to see some business goin on in this thread... ill follow up with this mod later... i just need to figure out how to get it (my mod) from crashing when the pre-game slideshow comes on....
 
Gerikes said:
I was under the impression that the Warcraft mod was going to be more Civ4ish? I was just waiting for all the info to be gathered and settled (there were a ton of posts and ideas about different items, but there never seemed to be a concensus on a lot of stuff). Then, I could start packing it into XML.
Ofcourse its supposed to be Civ 4ish, but a world map doesn't hurt.

My guild required that I used some more time on Raiding in WoW leaving me with very little time to Civ 4, but now I'm back since I left the guild.. It was a bit too much.
 
Okay I've come up with civics for WC tell what you think of it;

Spoiler :
Civic options:



Government:


Chiefdom, default no bonus. Low upkeep. (Early orcs, humans and trolls)

Monarchy, +1 happiness per military unit in the city, +25% production in capitol. Medium upkeep. (Loardearon)

Clanship, -25 war unhappiness + 50 unit production +3 experience points. Medium upkeep. (Orcs)

Priesthood, religious buildings are build 100% faster, temples now grant 2 production, +1 unhappiness in a city without state religion. High upkeep. (Night Elves)

Elder Council, +10% science, library build 200% faster. Medium upkeep. (Dalaran)

Trade lordship, +100 trade routes +1 commerce in each tile already producing one, -50% maintenance cost from palace to distance. High upkeep. (Goblins)

Magical Domination, your cities has no unhappiness, but no happiness either, -10% research and culture, X free units, no resistance, cities can’t go to another civilization by culture, can draft units. High upkeep. (Scourge)



Legal:


Barbarism, default no bonus. Low upkeep.

Vassalage, new units receive +2 experience points, Y free units, allow vassals. High upkeep.

Nationhood, can draft units, +2 happiness from barracks, cities won’t fall to other civilizations by culture as easily. No upkeep.

Free speech, 100% culture, +2 gold from towns.



Labor:


Tribalism, default no bonus. Low upkeep. ( Trolls, early humans and orcs )

Slavery, can sacrifice population to finish a production, +10% production in all cities, -10% culture in all cities, +1 unhappiness in all cities, allows slave market. Low upkeep. (Naga, some trolls)

Caste System, unlimited specialists in cities. Low upkeep. (Orcs)

Serfdom, workers build improvements 50% faster, Low Upkeep. (Humans)

Emancipation, +100% growth for cottage, hamlet, village. No upkeep. (Elves)



Economy:


Decentralization, default no bonus. Low upkeep.

Mercantilism, +1 free specialist for each city, no foreign trade routes. Medium upkeep.

Free market, +1 trade routes per city. Low upkeep.

Druidism, +1 food and commerce more food from each forest, cannot cut forests. Medium upkeep.

State property, No palace to distance maintenance. High upkeep.



Religion:

Paganism, default no bonus. Low upkeep.

Organized religion, can build missionaries without monastery, cities with state religion construct buildings +25 faster. High upkeep.

Crusade, +2 experience points in cities with state religion, no non-state religion spread, allows inquisitors. Medium upkeep.

Magogratic system, +100% great person birth rate in cities with state religion,
+1 gold support cost per military unit. Medium upkeep.

Free religion, no state religion, +1 happiness per religion in a city;
+10% research in all cities. Low upkeep.



Magic:


Non-magical society, default no bonus. No upkeep.

Nether magic, allows construction of various demons and warlocks. No upkeep.

Arcane magic, allows construction of various elements and mages. No upkeep.

Nature magic, allows construction of various ancients and druids. No upkeep.

Spirit magic, allows construction of various witchdoctors and shamans. No upkeep.

Light magic, allows construction of various priests and paladins. No upkeep.



Values:


No Values, default no bonus. Low upkeep.

Survival, +10% tile defence, can now draft, your cities' resistance are harder to quell for your enemies. Medium upkeep.

Power, +25% military unit production, +50% Warlord Birth rate. High Upkeep.

Knowledge, Unlimited scientist in cities. Low Upkeep.

Wealth, +1 trade route per city, +1 gold from Town. Medium Upkeep.

Control, -30% war weariness, double production speed for Walls. Low Upkeep.
 
Welcome back Magma, we missed you!!!! By the way those Civics look perfect, I now just want to maybe add more to it if possible and like to verify some of the info we had already.

For Civs, is this good?:
Spoiler RACE'S :
thoughts for races:

Trolls
Leaders: Vol'jin, Sen'jin.
Traits: Expansive, Aggresive.
UUs: Headhunter, Shadowhunter(There may be a more powerfull version of them with alimit on), Bezerker, Witchdocter, Troll Shaman, Hakkar Worshipper(Powerfull, yet causes cities to become unhappy, and unhealthy), Avatar of Hakkar(VERY powerfull unit causes revolts all over your country, exept in the city he is built, can only have one and causes major unhealthyness and unhappiness), Troll Mage.

Taurens:
Leaders: Cairn Bloodhoof, Magatha Grimtotem, Taur Runetotem
Traits: Spiritual, Expansive or Philosophial.
UUs: Tauren Shaman, Tauren brave, Tauren totemist, Tauren druid, Spirit walker, Cheiftain

Forsaken:
Leaders: Sylvanas Windrunner, Varimathras.
Traits: Aggresive, Organised.
UUs: Dark Ranger(Would have a limit), Deathgaurd, Apoticary, Undead warlock, undead mage.

Bloodelf:
Leaders: Prince Kael'thas.
Traits: Organized, Finantial.
UUs: Bloodmage(Limit), BE mage/warlock, Spellbreaker, Ranger.

Humans:
Leaders: King Llane, Sir Lothar, Uther the Lightbringer, Jaina Proudmore.
Traits: Agresive, Instrudios.
UUs: Paladin, Knight, Human Mage, Human warlock, Human Necromancer(Can only have 2 or 3 and will cause unhappyness and health problems.), Human Priest of the light.

Gnomes:
Leaders:
Traits: Philosial, organized.
UUs:

Dwarfs:
Leaders: Muraodin Bronzebeard, Magni Bronzebeard, Khardros Wildhammer.
Traits: Organized, Instrudios.
UUs:

Night Elves:
Leaders: Malfurion Stormrage, Tyrande Whisperwind, Cenarious.
Traits: Spiritual, Organized.
UUs:

Dranei:
Leaders: Akama
Traits: Spiritual, Philosial.
UUs:

Naga:
Leaders: Lady Vash, Queen Azshara.
Traits: Spiritual, Agresive.
UUs:

Scourge:
Leaders: The Lich King Nerzul, Arthas, Kel'thuzad.
Traits: Agresive, expansive.
UUs:

Dark Iron Dwarfs:
Leaders:
Traits: Instrudios, Agresive.
UUs:

Goblins:
Leaders: Gazlowe, Baron Revilgaz.
Traits: Finantial, Expansive.
UUs:

Pandas:
Leaders: Chen Stormstout.
Traits: Spiritual, Expansive
UUs:


As for benjamins input he placed alot of stuff, we could use most of it.

Spoiler Benjamin28's idea additon :
Civilization traits:
- Aggresive (a): Free Combat I promotion of melee and gunpowder units. Double production speed of Barracks.
- Defensive (d): Free Defense I (+10% defense, independient promotion) of ranged and gunpowder units. Double production speed of Castles.
- Expansive (e): +2 health per city. Double production speed of granary and harbor.
- Industrious (i): Wonder production increased 50 percent. Double production speed of Forge.
- Magical (m): +2 culture per city. Double production speed of Magic Academy (this building (one per religion) allows the training of wizards, something like Missionaries, but with destructive/healing powers).
- Organized (o): Civic upkeep reduced 50 percent. Double production speed of lighthouse and courthouse (this will depend of the buildings).
- Philosophical (p): Great People birth rate increased 100 percent. Double production speed of University (again, according to the buildings).
- Spiritual (s): No anarchy. Double production speed of the Temple.

Civilizations:
ad: Grom Hellscream. Warsong clan. Capital: ?. Special unit: Blade Master
ae: Arthas. The Scourge. Capital: Icecrown. Special unit: Death Knight
ai: Anub'arak. Azjol-Nerub. Capital: Azjol-Nerub. Special unit: Crypt Lord
am: Nekros. Dragonmaw clan. Capital: ?. Special unit: Dragon
am: Modgud. Dark Iron clan. Capital: Grim Batol. Special unit: ?
ao: Gul'dan. Stormreaver clan. Capital: ?. Special unit: Orc warlock
ap: Kael'Thas. Quel'Thalas. Capital: Silvermoon. Special unit: Blood mage
as: Tyrande Whisperwind. Sentinels. Capital: Darnassus. Special unit: Moon priestess
de: Daelin Proudmoore. Kul Tiras. Capital: Boralus. Special unit: ?
di: Modimus Anvilmar. Khaz Modan. Capital: Ironforge. Special unit: Mountain king
dm: Sylvanas Windrunner. The Forsaken. Capital: Undercity. Special unit: Dark mercenary
do: King Llane. Azeroth. Capital: Stormwind. Special unit: ?
dp: Akama. Draenei land. Capital: ?. Special unit: Elder Sage
ds: Vol'Jin. Darkspear tribe. Capital: Sen'Jin village. Special unit: Shadow hunter
ei: King Terenas. Lordaeron: Capital: Lordaeron. Special unit: Paladin
em: Dath'Remar. Quel'Thalas. Capital: Silvermoon. Special unit: Blood mage
eo: Lady Vashj. Naga empire. Capital: Nazjatar. Special unit: Royal guard
ep: King Thoradin. Arathor. Capital: Strom. Special unit: ?
es: Zul'Jin. Amani Empire. Capital: Zul'Aman. Special unit: I don't know, but can imagine
im: Azshara. Kaldorei Empire. Capital: Zin-Azshari. Special unit: ?
io: Khardros. Wildhammer clan. Capital: Aerie Peak. Special unit: Mountain King
ip: Gelbin Mekkatorque. Gnome Empire. Capital: Gnomeregan. Special unit: ?
is: Kel'Thuzad. The Scourge. Capital: Icecrown. Special unit: Lich or Death Knight
mo: Jaina Proudmoore. Theramore. Capital: Theramore. Special unit: ?
mp: Antonidas. Dalaran. Capital: Violet Citadel. Special unit: Archimage
ms: Malfurion Stormrage. Druids. Capital: Hyjal. Special unit: Forest guardian
po: Magni Bronzebeard. Khaz Modan. Capital: Ironforge. Special unit: Also Mountain King
ps: Cairne Bloodhoof. Tauren nation. Capital: Thunder Bluff. Special unit: Tauren chief
os: Thrall. Durotan. Capital: Ogrimmar. Special unit: Seer

Yes, some combinations are not really good, but with these selection (excepting the civs from the "expansion") you can represent, in general lines, every important battle in the history of the planet, except the Qiraji against the Troll and the Three Hammers War. Also note that I put Arthas and Modgud as leaders, and not Lich King or Ragnaros, because I think controlling a demi-god or a god is quite boring and unreallistic for this game, since the power of every civilization must be in balance, and it is supposed that the gods are much more powerful than the normal beings. And the civics are another reason for not include the Lich King or Ragnaros.

I also have a list of my ideas for the civics. Most of them will need explanatory notes.

Government:
Despotism: Low Upkeep.
The head of government has reached the power through the force, and may mantain the populations under control because of the fear he inspires in them. This terror is caused mainly by the army. In WOW, the primitive tribes like the old trolls use the Despotism. A special case is the Lich King, he needs nothing more than the mind power in order to dominate his minions.

Council: +1 Free specialist per city. Low Upkeep.
The persons (often the old ones) who have had a notable role in the guidance of the comunity are elected to form a council. This system works good for little civilizations, but the decisions should be taken slowly, and is a disaster n big empires. Can be found among the Draenei, in the small nation of Dalaran and possibly in the Night Elf societies. Please don't confuse with Shadow Council... in Spanish there's a difference between Consejo (the one presented here) and Concilio (the one founded by Gul'dan)

Absolut Monarchy: +50% Worker build rate. +25% hammers in Capitol city. High Upkeep
Similar to Despotism, but in this case, the legitimacy of the power is given by the glory of the dinasty or king. lso, there is a limit in the Monarch's orders, cannot challenge social traditions or natural rights. Finally, the absolut monarch must use his court to make the decisions true. Some examples in WOW can be the Orc clans, maybe Khaz Modan and Arthas while Lich King was weak.

Aristocratic Monarchy: +3 Science per specialist, +40% war weariness, Low Upkeep
The intellectual and wealthy class of the society advises the King. The populations are often ignored and this causes unhappiness, specially when this aristocracy cannot manage the wars. Azshara's Quel'Dorei, Quel'Thalas (since it can be a council also), and Royal Apothecary are good examples in WOW.

Confederation: -100% maintenance costs from distance to Palace/Capitol City. +1 food from Workshop and Watermill. Medium Upkeep.
Every single city is self-sufficient, and every realm must worry for the food production in all the united empire. Anvilmar's realm, the first kingdom among the Dwarves, was a Confederation of three clans. I can say the same about Arathi Empire. And I suppose that for Thunder Bluff.

My time is reachig its end, so I won't give long explanations:

Armed organization:
Pillage: Low Upkeep. Every citizen must be prepared for eventual war.

Warrior caste: +25% military unique unit production. +1 happiness per city. Medium Upkeep
A special class in the society is prepared to defend the cities. Examples: Sentinels, Blade Masters from Burning Blade, Silver Hand, etc...

Mercenary: New Units receive +2 Experience Points. Lower unit support cost. High Upkeep.
Government pays to some professionals to manage the army.

Militia: May draft 1 unit per turn. +2 happiness from Barracks. Low Upkeep.
Some citizens receive professional training.

Undead army: New units receive an exclusive promotion: "Corpse reanimation". Low Upkeep.
This gives a little chance of creating a Zombie unit when the unit wins the battle. Zombies should be low-attack units, used to work and for pillage. It's the system used by the Undead Scourge.

Labor:
Tribalism: Low Upkeep.

Slavery: May use population to rush production in a city. No Upkeep.
Nagas.

Peasantry: +50% growth for Cottage, Hamlet, Village. May spend gold to finish production. Medium Upkeep.
Orcs, Alliance of Lordaeron's system.

Will Domination: No unhappiness. -25% Great People birth rate. High Upkeep.
I didn't call it Necromantic Domination because there were some important characters through WOW history who dominated the other through mind control, not only the Lich King. But needs a good name, anyway.

Call of the Nature: +3 health in all cities. +1 happiness from Jungle and Forest. Medium Upkeep.
Used by Night Elfs. Note this system doesn't replace the workers with Wisps, so it can be used for every civ.

Values:
Survival: Low Upkeep.

Power: +25% military unit production. +50% Warlord Birth rate. High Upkeep.
Arthas, Illidan, Amani Empire.

Knowledge: Unlimited scientist in cities. Low Upkeep.
Gnomos, Magni Bronzebeard, Quel'dorei

Wealth: +1 trade route per city; +1 gold from Town. Medium Upkeep.
Kul Tiras, Dwarven realms.

Control: -30% war weariness. Double production speed for Walls. Low Upkeep.
Terenas, Thrall, Thoradin, Maiev

Magic:
Primitivism: Low Upkeep.
Cult of the Old Gods, primitive populations.

Official teaching: Can build Missionaries without a Monastery. Cities with state religion construct buildings 25% faster. High Upkeep.
Druidism, Silver Hand.

Mageocracy: +100% Great People birth rate. +1 gold support cost per military unit. No Upkeep.
Naga, Dalaran, Quel'Thalas.

Crusade: +2 experience points in cities with state religion. No non-state religion spread. Medium Upkeep.
Scarlet Crusade, Cult of the Damned

Freedom of Study: +100% culture in all cities, +10% science research in all cities. Low Upkeep.
No society, AFAIK, has reached this point in WOW, so should be one of the last in appear.


Now whats important to me right now is what buildings and units we will need for the mod?? Please be specific with units, for example you want a Orc axeman and orc dual axe man.
 
Ofcourse, looks great that Benjamin made up. I'll stuff in Values. The races I will make a little better.
 
I have putted in "Values" in the spoiler, with a few changes;

Spoiler :
Civic options:



Government:


Chiefdom, default no bonus. Low upkeep. (Early orcs, humans and trolls)

Monarchy, +1 happiness per military unit in the city, +25% production in capitol. Medium upkeep. (Loardearon)

Clanship, -25 war unhappiness + 50 unit production +3 experience points. Medium upkeep. (Orcs)

Priesthood, religious buildings are build 100% faster, temples now grant 2 production, +1 unhappiness in a city without state religion. High upkeep. (Night Elves)

Elder Council, +10% science, library build 200% faster. Medium upkeep. (Dalaran)

Trade lordship, +100 trade routes +1 commerce in each tile already producing one, -50% maintenance cost from palace to distance. High upkeep. (Goblins)

Magical Domination, your cities has no unhappiness, but no happiness either, -10% research and culture, X free units, no resistance, cities can’t go to another civilization by culture, can draft units. High upkeep. (Scourge)



Legal:


Barbarism, default no bonus. Low upkeep.

Vassalage, new units receive +2 experience points, Y free units, allow vassals. High upkeep.

Nationhood, can draft units, +2 happiness from barracks, cities won’t fall to other civilizations by culture as easily. No upkeep.

Free speech, 100% culture, +2 gold from towns.



Labor:


Tribalism, default no bonus. Low upkeep. ( Trolls, early humans and orcs )

Slavery, can sacrifice population to finish a production, +10% production in all cities, -10% culture in all cities, +1 unhappiness in all cities, allows slave market. Low upkeep. (Naga, some trolls)

Caste System, unlimited specialists in cities. Low upkeep. (Orcs)

Serfdom, workers build improvements 50% faster, Low Upkeep. (Humans)

Emancipation, +100% growth for cottage, hamlet, village. No upkeep. (Elves)



Economy:


Decentralization, default no bonus. Low upkeep.

Mercantilism, +1 free specialist for each city, no foreign trade routes. Medium upkeep.

Free market, +1 trade routes per city. Low upkeep.

Druidism, +1 food and commerce more food from each forest, cannot cut forests. Medium upkeep.

State property, No palace to distance maintenance. High upkeep.



Religion:

Paganism, default no bonus. Low upkeep.

Organized religion, can build missionaries without monastery, cities with state religion construct buildings +25 faster. High upkeep.

Crusade, +2 experience points in cities with state religion, no non-state religion spread, allows inquisitors. Medium upkeep.

Magogratic system, +100% great person birth rate in cities with state religion,
+1 gold support cost per military unit. Medium upkeep.

Free religion, no state religion, +1 happiness per religion in a city;
+10% research in all cities. Low upkeep.



Magic:


Non-magical society, default no bonus. No upkeep.

Nether magic, allows construction of various demons and warlocks. No upkeep.

Arcane magic, allows construction of various elements and mages. No upkeep.

Nature magic, allows construction of various ancients and druids. No upkeep.

Spirit magic, allows construction of various witchdoctors and shamans. No upkeep.

Light magic, allows construction of various priests and paladins. No upkeep.



Values:


No Values, default no bonus. Low upkeep.

Survival, +10% tile defence, can now draft, your cities' resistance are harder to quell for your enemies. Medium upkeep.

Power, +25% military unit production, +50% Warlord Birth rate. High Upkeep.

Knowledge, Unlimited scientist in cities. Low Upkeep.

Wealth, +1 trade route per city, +1 gold from Town. Medium Upkeep.

Control, -30% war weariness, double production speed for Walls. Low Upkeep.
 
I'm pleased to announce that, with GerikSpell's beta now released, I've decided to concentrate my efforts are starting to merge what I've done with Civcraft. My first step is to clear out a lot of the garbage that I had done previously with the attack system, harvesting, etc. Then, I'll put GerikSpells into the code. From there, any changes in GerikSpells should be able to easily be ported over to Civcraft, since most changes occur in files that will never be changed by Civcraft (and thus can be overwritten with the new file very easily).

However, it might take a bit to get used to the whole idea since I haven't even LOOKED at the Civcraft code in awhile. But, aside from putting in an hour or two of commenting GerikSpells, Civcraft is now back on top of the priority list.
 
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