Vanilla Fantasy Mod Development Plan

Alpha-Omega

Chieftain
Joined
Feb 28, 2009
Messages
8
I am planning on the creation of a fantasy mod for vanilla Civ4 and in need of some assistance. I lack any experience with Python or in the creation of graphics. So, I will be searching for anyone that is willing to help me create it. My next post in this thread will display my plan for the mod.
 
Sorry if I took a reserved spot, but there is a version of Fall from Heaven for vanilla. It isnt as updated as the Beyond the Sword version, but it is complelty playable.
 
Here is the plan for the mod, in a simple format so that all can understand
Civs
Spoiler :
Argonia: A Human civ that is centered around the sea
Mythilania: A Human civ that focuses on magic
Foresta: An civ filled with Wood Elves that prefer the forests
Nevandor: An Elvish civ that focuses on White Magic
Darkovia: An Elvish civ that prefers Dark Magics
Dwarvania: The Northern Dwarf Clans
Kolingrad: The Southern Dwarf Clans
Wyveria: A civ that is made up of many Evil Wyvern Riders
Isengard: A powerful, Evil civ of many races
Dragonia: A great civ led by the Dragoons
Styx: The Evil Undead peoples
Orcania: A civ made up of many Orc Tribes

Races
Spoiler :
Human
Elf
Dwarf
Orc
Stygian
Goblin

Religions
Spoiler :
Arcarian Polytheism
Elvish Beliefs
Dwarvan Polytheism
Orkish Shamanism
Stygianism
Dragonism

Examples of Units
Spoiler :
Human Settler
Elf Settler
Dwarf Settler
Orc Settler
Stygian Settler
Scout
Elf Rider
Knight
Wright
Demon
Arcarian Priest
Druid
Arcanist
Dragoon
Wyvern Rider
Great Dragoon

Examples of Buildings
Spoiler :
Barracks
Stable
Archery Range
Small Marketplace
Large Marketplace
Granary
Harbor
Tavern
Aqueduct
Catacombs
Palace
Stone Walls
Fortified Walls
Castle

Civics
Spoiler :
Government Civics
Chiefdom
High Council
Monarchy
Representation
Imperialism
Legal Civics
Tribal Judges
Military Law
Bureaucracy
Vassalage
Civil Rights
Labor Civics
Tribalism
Slavery
Class System
Professionalism
Communal Skills
Economy Civics
Barter System
Mercantilism
Free Trade
Federal Control
Conservation
Religion Civics
Paganism
Controlled Religion
Free Religion
Pacifism
Imperial Religion

Tech Tree
To Be Created
 
Sorry if I took a reserved spot, but there is a version of Fall from Heaven for vanilla. It isnt as updated as the Beyond the Sword version, but it is complelty playable.

This is not a version of FfH but is an entirely different mod
 
I know that this isnt FfH, but since FfH is already the penultimate (along with Warhammer Fantasy Battles) fantasy mod for civilization. How will this mod differ from FfH mechanicly?
Just FYI, very few people play vanilla mods any more, most play BTS mods because the AI is better there, and there are also numerous more XML functions to play with.
 
I am creating a Vanilla mod because that is the highest version that I have.
And this is mostly just a base for helping me find others that are willing to help me in creation, because I am mostly best a just planning and XML.
 
Once again, in the end version, how will the mechanics of the mod differ from FfH? How will you be implementing magic, and other stuff? I dont mean to sound rude, but basicly everything that you are trying to do, you can do by making a modmod of Vanilla FfH.
 
I need you to stop bothering my, for our arguing is going to use up all the space on this page.
Now, to answer everything-
Magic: Will not be implemented like in FfH
And I am creating a thing with different civic-types, units, buildings, civs, leaders, and pretty much anything else, and I am also just trying to find artists and people with experience in Python editing, as I am unskilled in Python and lack any graphics programs
 
This is a development page, is it not? Things are discussed during the development of a mod. You still havent answered my question, how will this mod be different from FfH or Warhammer Fantasy Battles?
 
If this is such a bad idea, why do you keep on talking to me, because I know what I'm doing

And to answer your question, again.
The world is different
The units, buildings, civs, techs, civics, and religions
The magic is not used as spells controlled by the player
The very planing style is different
And pretty much everything else except for them being both fantasy is different

So will you please either stop posting here, or contribute something positive instead of negative
 
EDIT: Double post.
 
I do not think it is a bad idea, I just can't see how it is different from the two other big fantasy mods out there. IE: How will magic be implemented? Any back history? I am completly willing to offer feedback on ideas, but it is hard to do that if I dont know anything beyond some very basic civ outlines.

Sorry for being a bit of an ass, but if your looking to collect a mod team, they need to know where the mod is going, no one will just 'drop by' and start working unless they like what the end product will be. Almost everyone on here has their own project they are working on, or helping someone else. Development threads are like an advertisement for the mod. Get people exited about the mod and wanting to see it get done.
 
Basicly, what mechanics will be different from normal civ? Not what will be changed. I suppose I'll just wait until you have a alpha version out.
 
You could just steal stuff from other mods and the forums. Art, python, etc...
 
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