The Peacekeeper Wars

That is excellent news. Civ5 opens up on me later today, so I'll be playing that for a few weeks,, but I will indeed check your updates out when you get them ready. I am glad I was able to get my own mod to a satisfactory state before I start out on Civ5, but I'll be back to modding Civ4 in the future as well.
 
On your mod choices for Civ 5 yo've already sounded me out on helping out with general backround info, so you've my vote there. However I probably won't ever be getting Civ 5 (basically I won't buy a game this fundamentally broken), so with testing or otherwise I won't be able to help.
If you want to PM me again I have a few thoughts I think you may be interested in.

Looking forward to the final version of Peacekeeper Wars too.
 
All human, although the Adventists are on the freaky side of human.

As you might have been able to tell, I'm taking a bit of a hiatus from TPKW, but I am working on a Civ5 mod based on the Thirty Years War that (hopefully) will be released soon.
 
I'm planning on doing one once I release a beta version of my Thirty Years War mod for Civ5.
 
No new mod updates to report as I have been busy with other things, but I still have something nice!

As you know if you have played TPKW, it has a very deep backstory. As such, for my creative writing project in school I decided the topic should be based in the Peacekeeper Wars universe. Without further ado: Here it is, The Shattering of the Ancien Regime.
It takes place during Leo Molitor's revolt against Jonathan IV Boros-Ginjo. There may be a few discrepancies between this and my timeline included in the mod, but they shouldn't be that huge.
It is 15 pages, just be aware of that.
 
Thanks. It was the first large-scale creative writing project I have done since my frankly abominable 6th grade sci-fi book which reads like really bad Star Trek fanfic. (It wasn't even good ST, it was based off of ENT.)
 
Basicaly dead. I may come back to it later, but I'm working on something else now.
If you feel like continuing it, I can give you the overall plan for the mod I had when I sort of dropped it.
 
Modding is pretty easy if you confine yourself to xml. Anyhow, thanks for the compliment on my mod. I may come back to it later if my current project falls through.
 
a)Map Scenario: It should be easy enough. JonShafer put together a tutorial for map making in FF that is in the Tutorials subforum. If you want I can throw together a Paint map of where I would place each civ, or you could just have fun on your own. The maps are handled through a .wbs file with is sort of similar to an XML file. After Shafer updated how the .wbs handles FF data, making a map solely through the .wbs file is now possible. Previously you had to do stuff involving matrices in python.
b)Aliens: Do not exist.:P The closest thing I have to aliens are the Adventists/Martyrsists and the Synchronized Worlds. Everyone else is human. My reasoning for that is simple: the universe is unimaginably huge. The Peacekeeper Wars take place only in one arm of the Milky Way. Probability would place any aliens in a different galaxy.
Plus any aliens I would include I would want to be good, and the best ones I have are all pillaged from Ringworld or Titan.
Anyhow, new civs are easy to add through xml. There already is an xml framework for an alien civ, thanks to the FF+ team. I just disabled it. If you want to do anything more then they did involving spawning units or funky abilities, that will involve python.

Out of curiosity, what changes did you make to the mod?
 
a) I might check it out, but I might just as easily bail on it. However I would appreciate a paint file, its your mod after all.

b) I have seen some news programs on it suggesting that the odds of alien life being out there is higher then most people think, and I am not mentioning the fact that we have found a planet that is believed to contain life just 25 light years from earth. (life being single cell organisms but still)

Out of curiosity, what changes did you make to the mod?
I changed the effects of some of the policies and I kept meaning to edit some of the unit strengths, but I haven't found the time. I stopped playing this mod in december as I moved into other games but have recently gotten back into the far future games. (and into this, hence the request for an update)

However on loading the game, I noticed one of the civs, the advent, is stolen from the game sins of a solar empire. Did you burrow civs from any other games/books?
 
a) I might check it out, but I might just as easily bail on it. However I would appreciate a paint file, its your mod after all.
I'll try and dig it up. I made one a while ago but I might of lost it when I got a new computer.

However on loading the game, I noticed one of the civs, the advent, is stolen from the game sins of a solar empire. Did you burrow civs from any other games/books?
Yep. All of the Civs are borrowed from somewhere.
Here they are off the top of my head:
Advent: As you guessed, Sins of a Solar Empire
Allied Colonies: Borrowed heavily off of the Amalgamated Regional Militia from Larry Niven's Belter series of books. (The ARM was the administrative division of the UN)
Concordiat: Borrowed from Kieth Laumers James Retief series.
Esteel: Borrowed from Fred Saberhagens Berserker series
Gaians: Borrowed from John Varleys Gaia series. I had to find a way to fit Cirocco Jones into the mod.
Imperium: Borrowed from Dune.
Martyr: Didn't really borrow them from anywhere, I just needed another civ to be the 'rebels' for the Advent.
Old Empire: I was lazy, needed a new civ, and needed a way to extend the backstory.
Peacekeepers: borrowed from Farscape.
QPG (Quo Peregrinatur Rex): Borrowed the name from A Canticle For Leibowitz. Like in the book, QPG is a movement of humans to leave Earth/Known Space when it appears that they will all die in the ensuing wars. I based it heavily off The Scattering from the later Dune books. In the mod it is the remnants of most of the non-Peacekeeper factions still around at the Battle of the Kralizek where the combined fleets tried to inflict enough damage on the Peacekeepers to allow the members of QPG to escape.
Raedbrechen: Borrowed from Harry Harrisons Stainless Steel Rat series because I needed another Civ.
Rdenrundt: See above
State: Borrowed from some of Larry Niven's works because I needed another civ.
Syncronized Worlds: Borrowed from the Legends of Dune books, and because I wanted to include Wintermute from Neuromancer.
Terra: Borrowed from Poul Andersons Dominic Flandrey series.
Veneria: Borrowed from Fred Saberhagens Berserker series
Zenetia: borrowed from Farscape.
In addition, most of the leader names are borrowed from somewhere else!:lol:
 
instead of using strange civs because you couldn't think of anything , better ask for advice here on forums , i'm sure there are plenty people who do read and can help suggest names for civs .
for myself i'd want The Foundation , from the Isaac Asimov series : the Culture from Ian Banks
the Hegemony from the Dan Simmons Cantos and the IF (the International Fleet ) from Ender's game
 
could you please provide instructions in the readme as to installation n how to play. is this a stand alone mod (bts/mods/the peacekeeper wars) or a modmod installed inside ff+ ?

side question, how does one launch a modmod? i know 3 ways to launch a mod:
1) bts, advanced options, load a mod... 2)mod picker, 3)direct launch.
however, i don't know how to launch a modmod; do you just install it into the mod n then it automatically changes the original mod, or do you have to launch/ select it from somewhere?
is every modmod different in that it is activated/ launched differently?
tx, look forward to p[laying this, NZ
 
It is a completely standalone mod. I don't think you even have to have FF installed since everything is included in the modfolder, although that may have changed since I switched to using FF+ as a base.

As for modmods, they will all be in their own folder (barring some strange cases or some Civ5 strangeness). Modmod simply means that they used the 'original' mod as a base from which they branched of. In my case, I kept all of the python coding and art Firaxis did (along with the modified work the FF+ team did) while changing some of the art and completely redoing the XML.
 
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