The Elder Scrolls Mod

No, the answer is no at both questions :D. No, I'm not saying that just because it's your birthday and No, I didn't play any TES games. But it seems the typical game suitable for a Civ3 mod. Especially that you have a map and a civ list with their descriptions. BTW that descriptions would fit as pedia entries.
And I really love cats, I have one! Cats, Tigers, Dogs, Horses, Parrots, these are my favorite animals (in order).
 
Tigers are cats, you know :)

Those descriptions will be pedia entries, with maybe some more info for those new to TES :)

I think it would make a good (first) mod cos its simple, much simpler than WH or D&D :D

I`ll post the new tech-tree (with some gfx i found today, need to find more)
 
We call them cats too. Or big cats :)

Hheeeerrrrrre`s Johnny! Its a bit messy but I`ll fix that when I come up with a new name for the "irrigation" tech..
 

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This tree looks better, but I noticed some things:
Literacy appears too easy to get.
No Bronze Working?
I observed many modders did this, and it is in CIv4, but I wouldn't make mines available with a tech. I would make them available anyway. Or isn't the minig tech giving the mining ability?
 
Yes it gives the mining ability, I got the idea from the WH mod. You can`t just go and start mining.. You need to research it :) And Bronzeworking is incorporated in the mining tech.

Plus, this is not like our ancient era, when there were well organised armies ready to conquer the known world.. Full bashing starts in the second era! :evil:

I`m thinking of not letting humans or beastmen even have roads at the start, only merfolk. The three culture groups will have very different tech-trees :)

Literacy is supposed to be easy, its called the Elder SCROLLS mod :) And those scrolls are very, very old :) But it doesn`t have the Great Library at that point.
 
Cos one of them live in the desert, and the other in the jungle ;)

Elves will truly rule the first era, with roads and 2MP units.
Only ones second to them will be the fast moving beastmen.

Second era will belong to the powerfull breton mages, and the vicious warriors of the north.
In the second half of the second era, the Empire will start to rise.

In the Third era there will be a clash of the Empire and the world`s best warriors, the Redguards.

In the Fourth everyone will get a chance.

Like in the WH mod, not everyone is equally strong. The weaker ones will be the two beast races and the woodelves. Woodelves (Bosmer) will be the weakest ones.
 
You know, now that I think of it, Sailing to Currency? What? "Hey Lets get the wind to push around! Cool! Now lets have money?!" I'd make youyr tree cleaner, too.... less arrow crosses.

EDIT: Another thing. Your Road Idea.. it won't work. Roads and what not can only be put on a Single Tech. The way yuou have it would require the same thing being on multiple techs.
 
So they discover trade. Yay. 15 chickens for 1 pig. Thats good. Then they found a few more villages up the river/coastline. They discover sailing so they can travel faster, and trade more, local settleing (and thus trade) was closely connected to water. When they research mathematics (more advanced than 2+2), they can discover a currency that will help them trade easier, especially with foreigners.

I can`t give roads to the Elvish non-tradeable starting tech, and put them in another tech for others?

What do you mean by arrow-crosses? Only the math-currency line crosses with others..?

Thanks Dargue :)
 
Stormrage said:
So they discover trade. Yay. 15 chickens for 1 pig. Thats good. Then they found a few more villages up the river/coastline. They discover sailing so they can travel faster, and trade more, local settleing (and thus trade) was closely connected to water. When they research mathematics (more advanced than 2+2), they can discover a currency that will help them trade easier, especially with foreigners.

Still strikes me as a little odd.

egarmrotS said:
I can`t give roads to the Elvish non-tradeable starting tech, and put them in another tech for others?

Nope. In the Worker Jobs tab of the editor, you can only select one tech per job.

Handsome Axeman said:
What do you mean by arrow-crosses? Only the math-currency line crosses with others..?

That's exactly what I mean. I try to avoid them as much as possible.
 
But its only 1.. I tried to avoid it, it was much worse in my first try :) I`ll see what I can do.

The tree stays as it is for now, we`ll see if there`ll be any more suggestions.

Maybe I`ll give the ancient elves 3MPs and give roads later to everyone :)
Only Bretons and Imperials have horse units. Elves and beast peoples foot units are faster than theirs, and Nords and Redguards foot units are stronger.
 
Its a good tree. Really.
 
Irrigation is very much related to Mesopotamia and Egypt. If you don't have any civs/terrain similar to them I'd just skip it and put the worker job at farming.
 
Good point, I actually thought about the tech-tree and the civs, and if the Elven civs are going to be so powerfull early on, I should let `umans rush trough the first age, so they can save their sorry asses :)

I`m looking at WH`s tech tree - ancient era has 31 techs, mine has 21. Thats 10 unique techs someone can have. Plus, I think I could squeeze 3 or 4 in if I keep them small. Thats good to know :)
 
OK, I compiled my (military) units... And it looks bad :(

High Elves only have 6 units I can use - Kinboats elves, ED`s (?) swordmaster, aaglo`s Phoenix guard and High Elf witch.. No other unit looks elvish enough, and even these guys are too short, they should be resized to look like Ripptide`s arabs before they were fixed.

Same thing with the Dark Elves, `cept for 1 or 2 native american`s that could get recolored to represent the Ashlanders. I suupose I could give them mrtn`s sorceror, his face looks kinda gray/blue like the dark elves, and the Sith Lord as a Telvanni.

Wood Elves got It worst, only 4 units, and they are too tall..

Oblivion (Hell) deserves a civ too - but again, not enough units.

Same thing with the Orsinium (Orkish Empire)

I won`t even start on the Dwemer (Ancient elves with a dwarfish feel to them, they wore beards (looked like Mesopotamians), they were genious with machinery, but they weren`t short ;)

With Hikaro`s help, and some fixing of gnoll`s tails, I think the Khajiit could be made (and I would like them to be made), and so could the Argonians, if someone converted the BG sprites.

The Empire and High Rock could be done, but again Hammerfell is problematic. All african units look too ancient and primitive, and well, too african.

Maybe I should put this on hold (cos Odin says quiting is bad :), I think it was in his sig, or was it someone else? :hmm:) and make a generic fantasy mod? What do you guys think?
 
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