Vampires of Transylvania

I also have a little present, a new city series ;)
it is armenian/georgian, but the orthodox cross and the protestant-like architecture could make it look a bit romanian too possibly
 

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Looking Good Guyz

@Spetnaz - had alook at the map but was pressed for time and the size made it difficult to absorb ... can I suggest that you post a list of the Civs and the associated buildings ...

eg.

CivA
>Building1
>Building2
>etc

This way we can make comment easier :goodjob:
 
Great find Cloner ... aaglo makes the best units

Just musing ... Barbarians ... would they be animals?
> wolf pack
> spiders
 
A creature civilization ... if Spetz went with this idea ... the techs would have to be non-tradable and unique ... and the cities would be lairs in mountains and deep forest ... in fact I'd probably give them a small wonder that spits out these units that are not that tough ... but fast ;)
 
Yeah, but do we want them to be with vampire or just rogue civ where it can attack both vampire and human? Since afterall they might just be forest creature not under vampire control

Like those spiders that are really weak but have hundreds of them kind of like graveyard swarm in Zombie thread except weaker?
 
EDIT : Just re-read the mess I wrote last night/morning :blush: ... so we re-word ...

1. The idea to incorporate a civilization who's only purpose is to breed heaps of animals ...
>This came from my suggestion of having barbarians be depicted as wolf pack and spiders ... and if marine is required you just can't beat a kracken

2. About the unalligned Animal Civilization
> The creatures would have a neutral attitude to the vamps, since they are used to protect boarders around the vamp cities/buildings ... foolish vamp units still risk being attacked though.
> The creatures are then in a locked war with humans ... they see man with his axe, fire and gun a threat.
> NO Diplomacy could occur with this Civ ... envoys eaten (as in Zombie Mod) ... after all ever try negotiating with an agressive dog?
> The Lairs (cities) of the Animals would not be taken over by anyone ... just destroyed (no culture) ... they would be located in inaccessible terrain ... deep in the forest or mountains ... only produce animal units to attack or defend ...

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I love barbs and goody huts in the game ... for me it just adds a little more anticipation and fun ...

I still like the idea of barbarians, so if the animals idea is not used ... what about Barbarians being unalligned gypsy raiders Szgany ... crude units ... :hmmm: maybe ... one with cross-bow ... the other with musket ...
> they would fear civilized man (due to their superstitious nature and blatant disregard to law and order)
> they would fear and loathe the Vamps who are their ancient nemesis (for they have always been considered items for the larder and slaves by the Vamps)
> They will naturally defend against agressive animals

I would also like you to reconsider the Goody Huts ... I think they would be symbolic of the gypsy camps of the peacefull Romani ... since their lifestyle is different, they just want to be left alone ...

Pop Hut Options
> Money - The Romani have had little warning so have fled leaving all their possessions ... eaten if Vamps
> Abandoned - The Romani scouts alerted the camp and all that was discovered was a cold fire circle
> Map - An old man is left at the camp site and tells all about the surrounding countryside ... then he disappears or eaten
> Tech - same as above, (however I wouldn't have this option)
> Barbs - A trap by the freindishly sly Szgany
> Settler unit and City - (I would disable)
> Unit which joins you - maybe transforms into a 'scout unit' ... Not sure who this mods in game ... can goody hut units be different things to different Civs ... the problem is Vamps wouldn't have scouts only their thralls (basic enslaved unit) ... I suspect easier to not have this option ...

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There are great 'camp' graphics which could be used for Szgany and the peaceful gypsy camps ...

Hope this is easier to read :goodjob:
 
I don't think that making animals a separate civ is a good idea. There's no need to multiply entities beyond need...
Let's keep it simple, if the animals are supposed to be a danger for those that enter the castle then give them to the vampire faction.
What's so fun about a vampire being attacked by a wolf when sneaking to attack a human settlement? And don't vampires have powers over such creatures in most stories?
There could theoretically be a 'witch' faction with witches controlling the animals anb being rivals of the vampires but i think it's better to keep the mod simple at the beggining.
It would be good to make a list of factions and units just to make development easier.
 
I agree with GF, 2 civs would be ideal, but at most 3 civs. Also you could have the hunters start with no cities, but a unit with settler abilities, which also is important so if it is killed you automatically lose -i think that is inevitable if you have no cities and only one settler-(they will be the only playable side, so the player wont build, or you could fill the place with desolate terrain etc) and you cannot conquer a vamp coty, it just gets reduced to ruins.
At least that is one idea ;)

oh, and here is another candidate for that deceptively peacefull village below the carpathian mountains ;)
attachment.php
 
Wow, how did I miss this thread so long? It seems off to quite a good start.

I think keeping it simple to start with is good. So long as one civ is fun to play at the start, this should be really great... then (as in Escape from Zombie Island) other civs can be improved to the point of playability.

I recommend keeping animals under the control of the vampires, if possible. The problem is getting the AI to build a mix of units... perhaps unit-spawning wonders might help there.
 
Hmmm ... something like Animal Control tech allows (with appropriate resource)

Small Wonder + Wolf Resource
+ Vampire govermnent -> Den ... creates wolves -> wolf pack (upgrade)
+ Human government -> Kennel ... creates hunting dog -> war dog (upgrade)
 
I'm back from my camp!
Just checked this thread,I can't work on this scenario untill monday.... :(
 
Happy two days after Monday! How's it going?

On the Wild Animals: I'd make them barbarians. It's a lot simpler (the game can be easily modded so that barbs aren't weaker), plus it's a bit weird to have an animal leaderhead that the vampires negociate with. Yes, it was weird having negociations between the zombies and Zeb's Farm, but Zeb wasn't meant as a serious character.
 
NO! Don't die! By the almighty undeath powers of the vamires, I command you to LIVE! HAHAHAHA!
 
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