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The Dragon Age Mod Project

Discussion in 'Civ5 - New Civilizations' started by DoktorApplejuce, May 2, 2015.

  1. DoktorApplejuce

    DoktorApplejuce Champion of Kirkwall

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    I've managed to get Civitar's elven units working for the Dalish, so that is a huge win in my books (still having some difficulty with the worker, however).
    Spoiler :





    I'm also redoing some of the art for the Dalish; making it better (hopefully you've noticed the updated Marethari icon in the main post). So, progress is still moving forwards, however it is going a bit slower than it normally would, as I'm also helping Civitar with some icons for his Warhammer mod.
     
  2. DoktorApplejuce

    DoktorApplejuce Champion of Kirkwall

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  3. CreonMushnik

    CreonMushnik Chieftain

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    Not able to get worldbuilder to open sadly...any ideas on how to solve this issue?
     
  4. DoktorApplejuce

    DoktorApplejuce Champion of Kirkwall

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    Depends on what exactly the issue is. Are you getting any error messages?
     
  5. CreonMushnik

    CreonMushnik Chieftain

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    Resolved the worldbuilder issue, on my way to crafting Thedas!
     
  6. DoktorApplejuce

    DoktorApplejuce Champion of Kirkwall

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    Yay! Glad to hear it!

    BTW; I'm thinking of adding a third unique unit/building for each civ; thoughts?
    Possibilities:
    -Ferelden - Caer (replaces castle, provides additional production towards the building of melee units)
    - Orlais - Ballroom (replaces constabulary, provides culture)
    - Kirkwall - Undercity (Replaces aqueducts, costs no upkeep)
    - The Dalish - Craftsman (replaces workshop, provides Ironbark luxury resource)
     
  7. CreonMushnik

    CreonMushnik Chieftain

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    Maybe an idea for V2s after the mod is completed. I don't think we should be going back to anything thats done now though.

    Oh, not sure if you have it on the wonder list yet or not, but Black Emporium should be on there, should give a free market and additional gold...or provide added defense.
     
  8. DoktorApplejuce

    DoktorApplejuce Champion of Kirkwall

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    Oh, that's brilliant!
     
  9. DoctorMcGann

    DoctorMcGann Chieftain

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    I like those, but your reskin of the one elf is waaaay too blue. I would darken it some, maybe add some more texture.
     
  10. DoktorApplejuce

    DoktorApplejuce Champion of Kirkwall

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    Actually, I only put in the bright blue to see what parts of the mesh were what on the model. I've since fixed that up.
    Spoiler :

     
  11. CreonMushnik

    CreonMushnik Chieftain

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    Just an update to all, Thedas has been created (the outline at least) with rough city placement.

    Obviously, since I dont yet have all the DA civs, I've just used placers from the normal game, and it is not yet pristine, not as much as I'd like, but it's recognizably Thedas at least.

    Will be working on terrain and details moving forward. Much more of a process than I had originally thought.
     
  12. DoktorApplejuce

    DoktorApplejuce Champion of Kirkwall

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  13. DoktorApplejuce

    DoktorApplejuce Champion of Kirkwall

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    Sorry for little to no updates, but I've been a tad busy lately.

    I've now learned how to greatly improve the unique diplomatic dialogue for a custom civ, and have already implemented some changes to the Kirkwall and the Dalish mods to reflect that.

    I've also laid down a bit of the groundwork for Nevarra, Tevinter, and Rivain. Not sure which one to really sink my teeth into, as they all have their specific challenges to overcome.
     
  14. DoktorApplejuce

    DoktorApplejuce Champion of Kirkwall

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    Just tossing this out here since I think it looks pretty badass myself, behold: the Blood Mage icon for the Tevinter mod.

     
  15. Hoop Thrower

    Hoop Thrower Cyberbolivarian Inkarri

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    Wow, I have no idea about Dragon Age's setting at all, but I can certainly appreciate an amazing icon when I see one, this one does look really nice.
     
  16. DrCron

    DrCron Chieftain

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    This looks really good. The inquisition, the templars, the red jennies... could somehow be new versions of "social policies", I think.

    I agree that Darkspawn instead of barbarians makes perfect sense.
     
  17. Nomad or What

    Nomad or What Wayfarer Supporter

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    Re-posting here from the Unit Request thread regarding your Qunari units request:

    Hmmm, I'll see what I can do; I can definitely move forward on the base units.

    There is some really good material from DeviantArt, lots of DA fanatics out there! I was able to download and import these Qunari meshes but they are all very high-poly units (much more detail than typical CiV units):

    Spoiler :


    I already made a .blend of the basic unit:
    Spoiler :


    From here, it's a simple rig to the equivalent CiV unit of your choice. I can use the same weapon as the CiV unit or import unique ones provided I can find mesh and textures for them. Once you start getting into mages and the like is when I will have to get creative with custom effects; since these are primarily humanoid I hopefully won't need to deal with custom animations too much, however. A good example is my Sorcerer unit, of which you are now aware has custom effects but yet still utilizes basic Scout animations.

    I will be on the lookout for female and hero units that I can utilize, and of course I will ensure proper credit to the original artist(s) if used.
     
  18. DoktorApplejuce

    DoktorApplejuce Champion of Kirkwall

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    That looks amazing; thank you so much for this.

    I'll see if I can find a good female Qunari model as well, though it'll be tough since the player character in Inquisition is the only female qunari that has yet to show up in any of the games.
     
  19. DoktorApplejuce

    DoktorApplejuce Champion of Kirkwall

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    Just wanting to rattle off a few ideas I've had in regards to the eventual total conversion Dragon Age mod.

    The idea is to cut off everything in the tech tree after the Renaissance, and then add a bunch more units, buildings, and techs to stretch the remaining tree out over the 10 ages so far of Thedas. That originally included completely removing archeology and antiquity sites, but I had an idea; Why not rename the antiquity sites to Elven Ruins or Lost Thaigs, and have some sort of archeologist replacement be able to dig them up? Instead of yielding artifacts, they could give something akin to what the in-game ancient ruins do, but better stuff, with custom texts each time one is excavated.

    Some examples I've thought of:

    The only thing is, I have no idea how to implement this; obviously, it's lua, but I know so little about lua. Does anyone have any thoughts on this idea, regardless?

    * - see next post about taverns.
     
  20. DoktorApplejuce

    DoktorApplejuce Champion of Kirkwall

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    Since new units and buildings will be required, here are a few ideas:

    Buildings:

    -Tavern (Provides gold and happiness, requires wheat or wine in the city. The Ferelden Brothel will be a replacement of this, and will not have resource requirements)
    -Inn (Provides happiness. Must be built in the capital, or cities with a connection to the capital)
    -Blacksmith (requires iron, copper, gold, or silver. Increases production of all land units. requirement for forge)
    -Canals (Must be built in coastal city. Increases production and gold.)
    -Well (Carries over food from turn. Requirement for aqueduct)
    -Circle of Magic (Increases production of mage units. Requires lyrium)
    -Wharf (Increases sea trade route range and gold. Requirement for docks)
    -Trade Depot (Increases gold. Requires market)
    -Palisade (Increases city defense. Requirement for walls)
    -Star Fort (Increases city defense. Requires castle.)
    -Alchemist's Lab (Increases science. Requires library. Requirement for university)
    -Drill Square (Provides military units with experience. Requires barracks. Requirement for Armoury)
    -Siege Works (Increases production of siege weapons)
    -Archery Range (Increases production of Archery units)
    -Tailor's Shop (Requires wool, cotton, or cattle; provides happiness and increases production of required resources and dye)


    Units

    Naval
    -Cog (Range, upgrades to holk)
    -Barque (Range, upgrade from Galeass, upgrades to Frigate (frigate will be strongest ranged naval unit))
    -Galley (Melee, upgrade from trireme, upgrades to Carrack)
    -Carrack (Melee, upgrades to caravel (Caravel will upgrade to Privateer, privateer will be strongest melee naval unit)
    -Holk (Range, upgrades to galeass)

    Land

    -Longbowman (Upgrades from composite bowman, upgrades to crossbowman)
    -Horse Archer (Upgrades from chariot archer, requires horses)
    -Militia Cavalry (Upgrades to horseman, requires horses)
    -Axeman (Upgrades to broadaxeman, stronger than warrior and spearmen, weaker than swordsman.)
    -Broadaxeman (Stronger than swordsman, weaker than longswordsman)
    -Balista (Upgrades to catapult)
    -Seige Tower (Melee siege unit)

    Templar units (same stats as base-game units, but with 50% combat against mage units - all require lyrium)
    -Templar Swordsman
    -Templar Longswordsman
    -Templar Archer (longbowman)
    -Templar Crossbowman
    -Templar Horseman
    -Templar Knight

    Mage units (all require lyrium)
    -Mage Apprentice (Upgrades to mage)
    -Mage (Upgrades to Grand Enchanter)
    -Grand Enchanter
    -Arcane Healer (Weaker combat stats than grand enchanter, but partially heals self and nearby allies at the end of each turn)
     

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