The Offical IOT Mod Brainstorming and Organisation Thread

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I didn't actually realize it began yesterday.

For me, it's just yet another day of boring school, annoying chores, failure at running IOTs, and people dissing me for my past deeds.
 
Thor doesn't have control over the mod, onlyReus and he said he wouldn't add things that people disagreed with.
 
So because I'm a perfectionist, I dug through the Civ4 files to come up with an icon border that's a) cleaner and b) thematically consistent. Once the mod goes to SVN I can toss in revised icons as a batch, but for Reus' sake I'm posting the base template here. It's got a translucent inner border, so you can just post the portrait to a background layer and it's done.

border2.png


Also,

Spoiler :
iotm_peacekeep.png
 
Pursuant to the above I was remastering leaderheads and discovered that the guide Reus and I had been using was wrong, and the portraits are scaled to 0.78:1. So optimal resolution before resizing is 512x656.

I thought they looked a bit slim...
 
Not entierly relevant to anything but what is the source image for the UN soldier Icon?
 
Come to the chats Thor, We'll talk about this
 
As most of you have probably already heard, Reus has declared the first milestone reached and handed the project to me for QA. In addition to the aforementioned repairs, I'm also looking into rebalancing and some minor cosmetic tweaks. Fortune willing, the first SVN release should be ready by next weekend.

This technically means I'm now the guy you want to contact for applications, changes and suggestions. Because my inbox is full to bursting I can't/won't take PMs, but here's Reus' form:
Spoiler :
Leader: Name and traits (max. 2)
Portrait: Min. 400x512, optimal 512x656
Diplomacy intro blurb: What the leader says when the player first makes contact
Faction name (full): i.e. United Kingdom of Great Britain and Northern Ireland
Shorthand: i.e. Airstrip One
Adjective: i.e. Scouse
Favourite civic & religion: Latter is optional
Flag: Displayed as standard in-game; min. 100x128; optimal 128x164
Starting techs: Max. 2
UU/UB: Max. 2 each
Strategy: In place of specific UU/UB, what the gameplay should gear toward
War & Peace theme: Optional, or pulled from Firaxis motifs.
Colour: Primary for units, secondary for city text; optional tertiary for leader display list
Building style: (European, Asian, Greco-Roman, Middle-Eastern, South American)
Unit style: Ditto
Unit voiceover: Each original civ has its own, although some aren't technically period (i.e. Greek and Roman are modern Greek and Italian).
Base AI: Don't ask me for details; I barely know the differences
Cities: Preferably 30-40 not already present in the game


One of these so-called cosmetic tweaks is colouring up the diplomacy text. If'n you want to give your interactions a bit more personality, I'm all ears. Here are the controlling variables:
  • Civilization—Civ-specific responses; unused by Firaxis
  • Leader—Leader-specific responses
  • Attitudes—Diplomatic favour: Friendly, Pleased, Cautious, Annoyed, Furious. Firaxis usually divides these between 'friendly' (Fri to Cau) and 'furious' (Ann & Fur)
  • DiplomacyPowers—Civ strength relative to player: Stronger, Equal, Weaker
  • DiplomacyText—The displayed message. Can have multiple entries, resulting in a random choice
Theoretically, one can craft an individual response for each combination of variables, although I haven't tested this and Firaxis uses either Attitude or Power. For the sake of my sanity, I'll restrict entries to that choice as well. If you're doing Attitude-specific, entries, I would strongly prefer that you stick to Firaxis' happy/angry binary, and will accept absolutely nothing beyond a triad (happy, neutral, angry).

Here are a list of the text variables, to help you plot your replies:
  • [OUR_NAME]—The AI leader
  • [OUR_EMPIRE]—Leader's civ, full title
  • [OUR_CIV_SHORT]—Leader's civ, short form
  • [OUR_CIV_ADJ]—Leader's civ adjective
  • [CT_NAME]—Player's name
  • [CT_EMPIRE]—Player's civ, full title
  • [CT_CIV_SHORT]—Player's civ, short form
  • [CT_CIV_ADJ]—Player's civ adjective
  • [OUR_STATE_RELIGION]—Leader's religion; used for [AI_DIPLOCOMMENT_RELIGION_PRESSURE]
  • %s1—Context-sensitive variable; its specific circumstances are described in the relevant passages below.

Here's a full list of AI blurbs. Asterisk denotes categories that don't have personalized leader responses by default.
Spoiler :
AI_DIPLOCOMMENT_DECLARE_WAR*
When the civ unilaterally declares war on you. Not triggered by alliance obligations.
Default variable: None

AI_DIPLOCOMMENT_NO_VASSAL*
When a vassal becomes strong enough to break the pact.
Default variable: None

AI_DIPLOCOMMENT_OFFER_VASSAL*
When a leader offers to become your vassal during peace-time.
Default variable: None

AI_DIPLOCOMMENT_FIRST_CONTACT
When the player meets a leader for the first time. This is the only category that does not have a generic response.
Default variable: None

AI_DIPLOCOMMENT_REFUSE_TO_TALK
When the player attempts to contact an angry leader, typically at the outbreak of war or due to repeated diplomatic insults.
Default variable: None

AI_DIPLOCOMMENT_PEACE*
Response to "peace in our time" and player request for white peace during war.
Default variable: None

AI_DIPLOCOMMENT_NO_PEACE*
Response to player request for white peace during war.
Default variable: None

AI_DIPLOCOMMENT_GREETINGS
When a player contacts the leader.
Default variable: Attitude

AI_DIPLOCOMMENT_TRADING*
Blurb when a player begins a trade proposal.
Default variable: None

AI_DIPLOCOMMENT_ACCEPT*
When the leader accepts a trade offer.
Default variable: None

AI_DIPLOCOMMENT_REJECT*
When the leader declines a trade offer.
Default variable: Attitude

AI_DIPLOCOMMENT_GLAD*
When the player accepts the leader's offer.
Default variable: Attitude

AI_DIPLOCOMMENT_SORRY*
When the player declines the leader's offer.
Default variable: Attitude

AI_DIPLOCOMMENT_TRY_THIS_DEAL*
When the player haggles with the leader.
Default variable: None

AI_DIPLOCOMMENT_NO_DEAL*
When the leader refuses to trade an item in question, i.e. presented with an impossible deal.
Default variable: Attitude

AI_DIPLOCOMMENT_OFFER_PEACE*
When the leader approaches the player to end the war.
Default variable: None

AI_DIPLOCOMMENT_OFFER_CITY*
When the leader offers the player a city during peace-time.
Default variable: None

AI_DIPLOCOMMENT_OFFER_DEAL*
When the leader contacts the player with a trade.
Default variable: Attitude

AI_DIPLOCOMMENT_CANCEL_DEAL*
When the leader contacts the player to cancel a trade.
Default variable: Attitude

AI_DIPLOCOMMENT_THANKS*
When the player gives the leader a gift.
Default variable: None

AI_DIPLOCOMMENT_CURRENT_DEALS*
When the player asks for a list of standing trades.
Default variable: None

AI_DIPLOCOMMENT_ACCEPT_ASK*
When the leader gives the player a favour.
Default variable: None

AI_DIPLOCOMMENT_REJECT_ASK*
When the leader won't grant a favour.
Default variable: None

AI_DIPLOCOMMENT_ACCEPT_DEMAND*
When the leader gives in to the player's threat.
Default variable: None

AI_DIPLOCOMMENT_REJECT_DEMAND*
When the leader refuses to be extorted.
Default variable: None

AI_DIPLOCOMMENT_ACCEPT_DEMAND_TEAM*
Don't actually know what this does; probably has to do with negotiating with a locked alliance.
Default variable: None

AI_DIPLOCOMMENT_GIVE_HELP*
When the leader gives the player a gift.
Default variable: None

AI_DIPLOCOMMENT_ASK_FOR_HELP*
When the leader asks the player for a favour.
Default variable: Attitude

AI_DIPLOCOMMENT_HELP_REFUSED*
When the player refuses to grant the favour.
Default variable: Power

AI_DIPLOCOMMENT_DEMAND_TRIBUTE
When the leader extorts the player.
Default variable: Power

AI_DIPLOCOMMENT_DEMAND_REJECTED*
When the player refuses to be intimidated.
Default variable: Power

AI_DIPLOCOMMENT_RELIGION_PRESSURE*
When the leader asks the player to convert state religions.
Default variable: Power

AI_DIPLOCOMMENT_RELIGION_DENIED*
When the player won't convert.
Default variable: Power

AI_DIPLOCOMMENT_CIVIC_PRESSURE*
When the leader asks the player to change civics.
Default variable: None
%s1: Leader's civic

AI_DIPLOCOMMENT_CIVIC_DENIED*
When the player won't change civics.
Default variable: None

AI_DIPLOCOMMENT_JOIN_WAR*
When the leader asks the player to team up on a third civ.
Default variable: None
%s1: Pluralization of enemy civ adjective (i.e. Serbians)

AI_DIPLOCOMMENT_JOIN_DENIED*
When the player refuses to start a war.
Default variable: None

AI_DIPLOCOMMENT_STOP_TRADING*
When the leader asks the player to cancel all deals with a third civ.
Default variable: None
%s1: Pluralization of enemy civ adjective (i.e. Republicans)

AI_DIPLOCOMMENT_STOP_DENIED*
When the player refuses to break relations with the third civ.
Default variable:None

AI_DIPLOCOMMENT_UNIT_BRAG*
Randomly-triggered boast about the leader's best unit.
Default variable: None

AI_DIPLOCOMMENT_NUKES*
Comment when the leader has missiles.
Default variable: None

AI_DIPLOCOMMENT_WORST_ENEMY*
Occasional comment about the leader's most hated civ.
Default variable: None

AI_DIPLOCOMMENT_WORST_ENEMY_TRADING*
Occasional comment when the player is trading with the leader's most hated civ.
Default variable: None

AI_DIPLOCOMMENT_SOMETHING_ELSE*
When the player selects the option to discuss something else.
Default variable: None

AI_DIPLOCOMMENT_RESEARCH*
When the player asks the leader to change research goals.
Default variable: None

AI_DIPLOCOMMENT_RESEARCH_TECH*
When the leader changes research goals.
Default variable: None

AI_DIPLOCOMMENT_ATTITUDE*
When the player selects "What do you think about..."
Default variable: None

AI_DIPLOCOMMENT_ATTITUDE_PLAYER_FURIOUS*
Describing a rival the leader hates.
Default variable: None
%s1: Rival in question. (This apparently combines with the [NUM1] function for gender-appropriate pronouns that I'm still trying to figure out.)

AI_DIPLOCOMMENT_ATTITUDE_PLAYER_ANNOYED*
Describing a rival the leader dislikes.
Default variable: None
%s1: Rival in question

AI_DIPLOCOMMENT_ATTITUDE_PLAYER_CAUTIOUS*
Describing a rival the leader is neutral about.
Default variable: None
%s1: Rival in question

AI_DIPLOCOMMENT_ATTITUDE_PLAYER_PLEASED*
Describing a rival the leader likes.
Default variable: None
%s1: Rival in question

AI_DIPLOCOMMENT_ATTITUDE_PLAYER_FRIENDLY*
Describing a rival the leader loves.
Default variable: None
%s1: Rival in question

AI_DIPLOCOMMENT_TARGET*
When the player asks the leader to target an enemy city.
Default variable: None

AI_DIPLOCOMMENT_TARGET_CITY*
When the leader will attack the city.
Default variable: None

AI_DIPLOCOMMENT_WELL*
"Well?"
Default variable: None
 
Unit voiceover: Each original civ has its own, although some aren't technically period (i.e. Greek and Roman are modern Greek and Italian).

Pretty sure Roman (and Byzantine, which I know is technically correct for the early empire but still weird) use Latin instead of Italian.

Anyways, congrats on making milestone 1, Reus/Thorvald!
 
"You have a choice, sirs!"

mulroneyturner.jpg



I've been hit with a bit of a dilemma. I'm travelling overseas next month and in preparation for the trip will be away from my gaming computer starting later next week. I've finished most of the graphical cleanup and am working through rebalancing some features, and have learned that most factions don't have two UBs. For fairness, I want to bring the outliers up to par, but the time needed to implement it may push my schedule into that prep period. I'll still be able to upload the mod, but I won't be able to test it beforehand.

But I'm also eager to show off what I have. So, I'm putting the choice in your hands: Either I finish with the polishing and post what I know works, or try to cram in new features to balance the gameplay, with the possible side effect of a buggy release.

Spoiler if you want Option 2 :
Part of the problem with the second UBs is that I'm trying to fit them to a general faction strategy when I don't even know what it is. I've been able to extrapolate a few from players' strategies or their nations' backgrounds, but the civs I need input on are:
  • Crimson Court
  • Delta Fed.
  • Resdayn
  • Xi'an
  • New England
  • Pendragon
  • NLR
  • Abeille
  • Martinsland
 
Just Reus to answer the letters I sent him. :mischief:

Written backgrounds aren't crucial, just something to give me a guideline gameplay-wise (i.e. Union UUs are geared toward fast attack, Spammers are about spamming, christos is about war, &c.)

Actually, I should add that to the application form.
 
Do I have a UB yet? If not just give me a library with +1 :) and extra :) on cultural slider. Call it a "Formatting Haus" and give it the graphics of a Roman Forum.
 
Well, Resdayn is focused on having a) mountain goat UU and b) loadsamoney, but is really early game. So I guess guerilla warring?

That being said, I asked in the unit graphics request thread if someone could make a steam centurion as secondary UU (if allowed of course) so Resdayn can stay competetive in the late game.
 
That being said, I asked in the unit graphics request thread if someone could make a steam centurion as secondary UU (if allowed of course) so Resdayn can stay competetive in the late game.
More clockpunk than steampunk, but how about this?
 
I forgot to mention, just release what works. You can add more things later if it tickles your fancy.
 
More clockpunk than steampunk, but how about this?

Until someone does the request that's fine.
If anything, the UU should replace a late-game unit (maybe similar to the femecha) and be much stronger.
 
I forgot to mention, just release what works. You can add more things later if it tickles your fancy.

I agree in a sense, just show us what you've got!

If you aren't happy with it then just consider it a alpha type release or whatever makes you happy.
 
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