Want to Write a RIFTS Mod--Looking for Help

samthedagger

Warlord
Joined
Jul 8, 2009
Messages
134
Well I have been lurking on these boards for a few years and a few months ago I created a screen name so I could play in XOTM. Now I've decided to get my hands dirty and start modding because there seems to be a lot of cool stuff you can do. I don't have much of a background in XML, Python or SDK, but I am very creative and willing to learn. I realize this project will probably take the better part of a year or two. I have thought about it and I have decided to do it. Outlined below are the goals of my project.

-Design a BTS mod based on the RIFTS roleplaying game
-Design original units based on characters and vehicles from the RIFTS world with original art to match (e.g. juicers)
-Design leaders (e.g. Emperor Prosek) and civs based on those appearing in the RIFTS world each with their own original unique units and unique buildings
-Design at least one scenario based on the RIFTS roleplaying game metagame (i.e. The Tolkeen War)
-Create a system of appropriate resources with appropriate map graphics
-Come up with an original terrain feature to handle the ley lines and ley line nexuses, as well as random events occurring along ley lines and nexuses (i.e. rifts); original coding will probably be needed to handle this. I am wondering if I can borrow some ideas from the Dune mod. Original graphics will also be needed for the ley lines and ley line nexuses.

I will discourse more on my ideas on this in future posts, but I want to see if anyone might be interested in contributing to this project. Even something as simple as recommending a book on Python would be extremely helpful. But one thing I am definitely going to need is artists. Art is one thing I have absolutely no natural talent at and I don't understand Civ4's art mechanics very well in the first place. I barely understand the basics of switching one skin to another. I realize I have a lot to learn, but I think this will be a fun process and teach me some useful skills. I am anxious to start contributing something useful to this community and look to get involved in other projects to help me learn along the way.
 
First check out these tutorials on making civs, buildings, & units in XML.

http://forums.civfanatics.com/showthread.php?t=148507

http://forums.civfanatics.com/showthread.php?t=188708

http://forums.civfanatics.com/showthread.php?t=139721

That will give an idea of the basics, also here is a tutorial on python.

http://forums.civfanatics.com/showthread.php?t=154130

I would also advise you look through the the Modiki which contains listing of nearly all the tutorials. Finally prepare yourself for lots of frustration and swearing!:lol:

Other than that Good Luck!;)
 
Programming is always frustrating, but since this is a hobby work and not put food on the table work, I plan to enjoy it a little bit more. Thank you for the links. I will be diligently reading up on them over the next few days/weeks. Any dead tree versions you'd care to recommend?
 
What is a dead tree version? Do you mean version of the game that has only the vital info left in it? There is a one called Barebones Mod but I think it only works with Warlords since thats the folder its in.

Anyways heres a few more tips. I would suggest you make a civ just for starters. Nothing fancy, just something that works with the regular game so you can get used to adding graphics (flags & buttons) and setting up unique buildings and units. Also dont add this xml file to your mod. CIV4UnitArtStyleTypeInfos I did and for some reason I couldn't get any new units to work.:sad: If you want I could give you a list of all the files you would need to create a new civ. (You dont need all the files but I think some of those tutorials didn't mention all the ones you could use either.)

Just so you know I mostly ended up learning to mod by myself. It was not a pleasant experience but I know a lot about the little problems that come up in this phase of modding because of it. So feel free ask me if something comes that you dont understand!;)
 
LOL! No, it is an expression for a literal book made on paper, hence the "dead tree" reference. In this case I was referring to a book on Python, like "Python for Dummies" or something.

For the present I will use this thread to store my ideas and post weekly updates on the status of the mod. I will be learning how to mod by experimenting like you did yourself Mallin, as well as watching and contributing to (as my developing skills allow) other projects with similar goals.

Mallin, your advice seems sound. I will begin by trying my hand at designing a new civ. This won't be a civ that I plan on implementing into the mod, just a "practice civ," so to speak.

In the meantime, here are some more developed ideas for what I want in the mod. Note: At this stage, I only intend for the mod to include aspects from North America and possibly Atlantis. I don't want to bite off more than I can chew. Future releases may include details from other parts of the world.

Civilizations (Leaders)
Northern Gun (???)
Mantisque Imperium (???)
Coalition States (Joseph Prosek, Karl Prosek)
Federation of Magic (Nostrous Dunscon, Alistair Dunscon)
Magestar (Kara Zayne)
Dweomer (Brethan D'zir)
Stormspire (K'zaa)
Republicans (James Elliot)
NEMA (Hagan Lonovich and/or A.R.C.H.I.E.)
Tolkeen (Robert Leonard Creed)
Free Quebec (James Lome)
Lazlo (Plato)
New Lazlo (Damien Patrovick)
Kingsdale (Geoff Mecator)
Whykin (Jaspin)
Los Alamo (Morris Mello)
Pecos Empire (Sabre Lasar)
Fort El Dorado (Randal Stuart III)

I have not listed leader traits because I may wish to alter them and design some of my own.

More to come. Even if you don't have any coding experience, if you have played Rifts and have ideas for what should be in the mod (or if you want to correct me on something), post them here. I will also be needing playtesters (familiar with the RPG or not) down the line, but that won't be for a while.
 
Sorry I dont know of any books on python. I do believe there are some tutorials on this site however. I dont know much about RIFTS but as I said before feel free to ask me about technical stuff. But you seem prepared to deal with modding so once again I wish you good luck.:goodjob:
 
You bring up a good point. Many modders and potential play-testers are probably not very familiar with RIFTS. Here are the basics.

RIFTS is a tabletop roleplaying game (RPG) set approximately 300 years in the future. The setting is post-apocalyptic earth, a place known to most as Rifts Earth. Approximately 100 years into our future, a Great Cataclysm of unknown origin occurred, killing off 98% of the world's population through floods, volcanoes, tsunamis, hurricanes, and other natural disasters. Along with the Great Cataclysm came the ley lines, magical lines of energy that rose up from the ground and Rifts, portals that sundered the barrier between dimensions to allow monsters and demons of all kinds to enter into our world. The next two hundred years or so were a kind of dark ages, as humanity struggled to survive in a world where magic had re-appeared and supernatural monsters plagued the land. Eventually small groups of humans banded together, sometimes cooperating with the more peaceful monsters, known as D-Bees (short for Dimensional Beings), other times shunning them for more humanocentric societies. Man re-mastered magic and re-discovered the technological advances of times past and a new era was born. Now, mankind is poised to retake control of the Earth, but there are literally dozens if not hundreds of philosophies on how that should be accomplished, if at all! Should man return to more primitive ways and rely solely on magic, should man shun magic and rely purely on technology, or maybe something in between? And what of the hundreds of D-Bee races that have entered the world? Should they be allowed to participate as equal citizens, should they be treated merely as slaves, or should they be wiped out completely?

More info can be found here.
 
Here are some ideas for units I am working on. First, I will describe how I wish to layout the unit classes.

1) Naval, settler and worker classes will be unchanged, although there will be options for D-Bee workers and robot/cyborg workers with various strengths and weaknesses, some of them UUs, like India's fast worker UU.
2) The new land classes are LASER, CYBORG, MELEE, POWER ARMOR, ROBOT, MAGIC, and PSYCHIC. Note in the world of Rifts siege weapons have become largely obsolete, as power armor technology has made it possible for a single man (e.g. a glitter boy) to fill that roll. A number of Rifts units will have the ability to bombard, some like the assault mech from the Next War mod in BTS (a Civ3 style bombard) while others will be capable of more traditional bombardment.
3) The new aerial classes are unchanged, except I want to see if there is a way to allow ground units to do aerial missions as well. For instance, many suits of power armor can fly for extended periods. It would make sense that they would be capable of doing air-cap as well as duking it out on the ground. If anyone knows of a mod that does this already (e.g. make a flying tank that bombs a city one turn, then lands and attacks the city by land the next turn), I would love to see it. It would probably save me a lot of time.

That's enough for now. Time to hit the hay.
 
Note the following units have not been completed yet. They are currently works in progress. They will need art, animations, buttons, XML coding, possibly python coding, as well as a healthy dose of playtesting against the mod as a whole before they can be considered final.

One of my favorite character classes from the RPG is the juicer, a chemically augmented human. He wears a harness that monitors his every vital sign, including hormone levels, and is in direct control of his hormonal glands to help give him an extra kick during battle. He also carries within his harness a year supply of "juice," synthetic hormones and drugs that are regulated through the harness' own hardware to make him a superhuman killing machine. He is the ultimate one-man death squad, but such power comes at a cost. Juicers become heavily dependent upon their drug harnesses and most die within a few years, if not in battle. No juicer has even lived beyond 8 years.

Bear in mind the following units use Civ4 BTS as a reference for strength levels. Most units with laser weapons should have little difficulty taking out a modern armor, for example.

Juicer
Laser Unit
Strength: 48
Move: 2
Cost: 120 (the cheap cost is due to the significant drawback, see below)
Requires: Juicer Augmentation
Upgrades to: -
Abilities: 2 first strikes, immune to first strikes, +25% vs. Melee Units, +25% vs. Psychic Units, starts with March promotion, dies within 5-8 years*
*This will require python I imagine since I can't think of a way to do it in XML. Since the mod will let you play through turns season by season (I do plan to include seasonal effects), this means you get a minimum of 20 turns of use and a maximum 32 turns of use. Obviously they are poor choices for garrison troops. They are best used when already at war and you need to pump out some cheap, but effective troops quickly. Once the unit is 5 years old, the system keeps a timer on the unit and there is an increasingly higher chance that the juicer will die from chemical strain each turn up to 100% by year 8.

Note: There are other types of juicer augmentation technology, but the secrets are closely guarded by the kingdoms who have them. These are best suited as unique units.

Mega-Juicer
Laser Unit
Strength: 54
Move: 2
Cost: 120
Requires: Juicer Augmentation
Upgrades to: -
Abilities: Unique unit for Northern Gun and Kingsdale; Replaces Juicer, as juicer plus +25% vs. Magic Units

Dragon Juicer
Laser Unit
Strength: 50
Move: 2
Cost: 120
Requires: Juicer Augmentation, Dragon Blood (resource)
Upgrades to: -
Abilities: Unique unit for Stormspire; Replaces Juicer, as juicer plus starts with Sentry promotion

Titan Juicer
Melee Unit
Strength: 60
Move: 1
Cost: 120
Requires: Juicer Augmentation
Upgrades to: -
Abilities: Unique unit for Los Alamo; Replaces Juicer, as juicer but only 1 first strike

Hyperion Juicer
Laser Unit
Strength: 48
Move: 3
Cost: 120
Requires: Juicer Augmentation
Upgrades to: -
Abilities: Unique unit for Northern Gun; Replaces Juicer, as juicer
Note: Once Northern Gun has researched Juicer Augmentation, they can produce both Mega-Juicers and Hyperion Juicers.
 
Yea, a lack of sci-fi art is going to be a problem, but who knows, I may end up learning how to do some of that art stuff myself if no one is interested.

Lots of units can be represented by infantry or similar with skins. Below is a juicer for example. Mainly the difference is they need a harness and a laser gun. They also tend to have wild hair-cuts like mohawks and such.

Spoiler juicer :
riftspic15.jpg


Crazies are another example of units that can be represented with infantry. They need laser guns and battle armor, plus they have what I can only describe as metal cups on their heads (the devices augment their brain power giving them psychic ability, stimulate hormone production, and tend to drive them insane in the process, hence the name). Pic below.

Spoiler crazy :
attachment.php


Other types of units are the power armor. Some might call these mechs or EVAs. The Assault Mech from Next War is my inspiration here. Much of what appears in the Next War mod is actually what convinced me that my mod could actually be done and do justice to the RPG. Variations on the Assault Mech for both power armor and large robots is where I was planning to start, and then see what else was out there. The glitter boy is a good example of a classic Rifts power armor unit. Silver plating, big gun, and a rocket stabilizing system whenever the gun fires. The gun audio should also be loud, as the glitter boy's "boom gun" fires flechettes that travel at Mach 6. Pic below.

Spoiler glitter boy :
attachment.php


Finally, there are vehicles. APCs should be easy. Sky cycles a bit more difficult. The kind of stuff I am worried about is the Spider-Skull Walker. I don't know how we're gonna render that thing, but I'm gonna find a way because it's too cool not to include. Pic below.

Spoiler spider-skill walker :
attachment.php


There is one note that I forgot to include in the juicer description. One of the new wonders I will be including in the game is The Prometheus Treatment. It will be a World Wonder that gives juicers a "normal" life span, meaning they no longer automatically die. Obviously, this will be a very expensive wonder and a late-game one as juicers are quite powerful units. Depending on playtesting, I may decide to make it a National Wonder.
 

Attachments

  • Crazy.jpg
    Crazy.jpg
    112 KB · Views: 11,795
  • Glitter Boy Chaos Earth.jpg
    Glitter Boy Chaos Earth.jpg
    78.9 KB · Views: 3,830
  • Spider-Skull Walker.jpg
    Spider-Skull Walker.jpg
    59.3 KB · Views: 4,915
Not going to worry about SDC versus MDC? :)

Damage jest aside, sounds like a good idea for a mod- can't wait for what you come up with. When you get close to version 1.0, or at least a playable version of the mod, tell one of the moderators so that they can post it in the news section.

And, good luck!
 
Heh. For the purposes of this mod, all SDC units represented will be non-combat units, like workers, etc., so they automatically die if attacked by combat (MDC) units. I really can't see an advantage of trying to work SDC vs. MDC into the mod, especially considering that I have to use an approximation of a unit's strength that is based on a combination of its assumed weapons and body armor. There is no direct corollary between CivIV unit strength and MDC, for example, because you have to factor weapons, proficiencies, and class bonuses into it as well. Then you have magic, psionics, etc. so you can see why I wouldn't want to bother with it. Fortunately, since Rifts isn't one of those RPGs where all the classes are "balanced" for combat, there is a fairly clear hierarchy of power (e.g. glitter boys and juicers near the top, wilderness scouts near the bottom), so making those approximations shouldn't be too difficult. Making the weaker units available earlier and cheaper should help all units get some play time. That, and a little play-testing should help determine appropriate unit strength and special abilities that preserve the flavor of the units while still keeping them useful, even if I can't directly import the mechanics from the RPG. And seriously, who ever thought Palladium combat mechanics were that great to begin with? ;)

Version 1.0 is many months away. I am just now toying around with the units right now in XML and I still don't know the first thing about Python, but I did find a guide that came highly recommended so to study I go!
 
1st Weekly Update: August 5th, 2009

I have been playtesting through FFH:AoI and just downloaded FFH2. There are a lot of ideas I wish to cull from both of these mods, although I suspect a lot of what I wanted from FFH:AoI will be in FFH2. Some specific notes so far:

-Definitely some animations I can borrow from these mods. As Rifts is a fantasy/sci-fi setting, things like ogres, orcs, and skeletons will get plenty of use in my own mod.
-FFH:AoI has a giant spider model, which I gather made it into FFH2 as well. This is good news because I hadn't seen anything spider-like in mods before and a realistic model will be needed for the Spiker-Skull Walker (a Coalition States robot).
-FFH:AoI has a summoning mechanic for skeletons although the skeletons are permanent. However, I found from reading the FFH2 forum that there is a summoner promotion (or trait, I forget which), that allows summons to last for 3 turns. I want to take a look at the code that makes that possible and possibly modify it for the juicer. I still don't know if I will be able to make the juicer have a random lifespan, but this is a step in the right direction.

So as you can see I am already getting a lot of good ideas from the FFH series. I will be playtesting the different civs from FFH2 over the next few weeks to see what else I can borrow for fantasy skins as well as ideas for mechanics. Things are looking promising right now after reading the forum. It looks like a lot of the things I will need to do have already been done, so it is simply a matter of copying them into my mod and giving credit where credit is due. After that, my search for sci-fi-related material will begin.

Here is my general outline for a release schedule. Bear in mind since I am more of a programmer than an artist, I plan to generate a beta version of the mod using stand-in skins and then start requesting animations and such. I get the impression that if I have a functioning mod before I start making requests, artists will be more likely to contribute. (Dates in parentheses are estimated dates of availability.)

- v0.1 This version will include nothing but unit infos and very little, if any original programming. People will be able to use the unit infos in their games and report back on bugs. v 0.1x will be used for bug corrections. (est. Septemper 2009)
- v0.2 This version will include building and wonder infos, as above. v 0.2x will be used for bug corrections to both this and any unit infos that continue to come straggling in. (est. October 2009)
- v0.3 This version will include my first major attempts at terrain alteration, mainly with regard to getting the ley lines and nexuses to work properly. I expect this step to be a very long and arduous one with much cursing and swearing. This version will also include new barbarian mechanics allowing the possibility of monsters to spawn within your domain. The insanity system should also be available in this version, giving a chance for units fighting Dimensional Beings to go-rogue (basically turning them into barbarian units). (est. December 2009)
- v0.4 Playable alpha including all new civs, leaders, leader traits, civics, religions/doctrines and most mechanics to be included in the final game. (est. January 2010)
- v0.5 Playable beta including including all planned mechanics to exist in the final version. Unit animations, leader heads, and other artwork will be largely represented by placeholders. At this point open beta-testing will begin and I will solicit artwork from the many talented artists for things that I cannot find something suitable. I will also request a (est. May 2010)
- v0.5-v0.9 Open beta. Major updates (v0.X) will include additions such as media packs, music tracks, major bug fixes, and any unforeseen necessary additions to the mod. Minor updates (v0.Xx) will address minor bugs, playability, balance issues, etc. (est. May-August 2010)
- v1.0 Final version. Only projected updates beyond this point will be major bug fixes (1.X) and minor bug fixes, balance issues, etc. (1.Xx). (est. August-November 2010)

This version schedule is based on my projected level of activity over the next year. As I am in my final year of college, this schedule is at present highly volatile and to be considered very subject to change.
 
2nd Weekly Update: August 12th, 2009

My brother got married last weekend so I didn't have a lot of free time. Here is what I did accomplish.

1) I finally figured out how to replace skins for units. This might sound trivial to some, but it was a major hurdle for me and my kinesthetic learning abilities. I just can't follow tutorials very well.
2) I have settled on the types of units that will make it into the alpha version of the game. This list may change during alpha testing, but it includes every unit that I felt was feasibly possible to include from the RIFTS: Ultimate Edition rulebook. I am currently working on writing them into a CivUnitInfos XML file with their basic abilities described. They are currently all available with Future Tech and the first portion of the mod will basically be so that people can fiddle around with them and provide feedback on their relative power. The units are as follows.
-Combat Cyborg [Cyborg]
-Crazy [Laser]
-Cyber-Knight [Melee]
-Glitter Boy [Power Armor]
-Headhunter [Cyborg]
-Juicer [Laser]
-Merc Soldier [Laser]
-Body Fixer [Melee]
-City Rat [Melee]
-Cyber-Doc [Melee]
-Operator [Laser]
-Rogue Scholar [Recon]
-Rogue Scientist [Recon]
-Vagabond [Laser]
-Wilderness Scout [Recon]
-Elemental Fusionist [Magic]
-Ley Line Walker [Magic]
-Ley Line Rifter [Magic]
-Mystic [Magic]
-Shifter [Magic]
-Techno-Wizard [Magic]
-Burster [Psychic]
-Dog Boy [Psychic]
-Mind Melter [Psychic]
-Psi-Stalker [Psychic]
-Cat's Eye Hatchling [Dragon]
-Flame Wind Hatchling [Dragon]
-Forest Runner Hatchling [Dragon]
-Royal Frilled Hatchling [Dragon]
-Snow Lizard Hatchling [Dragon]
-Whip-Tailed Hatchling [Dragon]
-Grunt [Laser]
-SAMAS [Power Armor]
-Military Specialist [Cyborg]
-Technical Officer [Laser]
-UAR-1 Enforcer [Robot]
-Spider-Skull Walker [Robot]
-Mark V [Vehicle]
-Death's Head [Air]
-Sky Cycle [Air]
-Skelebot [Robot]
-Speedster Hovercycle [Laser]
-Wastelander Motorcycle [Recon]
-Highwayman Motorcycle [Laser]
-Big Boss ATV [Vehicle]
-Mountaineer ATM [Vehicle]
-Wilk's Jet Pack [Air]
-Samson Power Armor [Power Armor]
-Flying Titan Power Armor [Power Armor]
-Titan Combat Robat [Robot]
3) Because of the nature of combat in RIFTS, I have decided that one of the main deviations of this mod from BTS is in a unit's ability to heal. Since most damage in RIFTS is absorbed by body armor, very few units will have a natural ability to heal (armor doesn't just heal itself, especially when portions of it get vaporized by lasers). Hence it is going to be crucial when carrying out war to bring along technical officers, cyber-docs, and operators, who will have the ability to heal certain units. Very few units will be able to heal naturally, among them dragons, mages, and psychics (who largely rely on magical/psychic force fields to protect them with healing being represented by refreshing their magic/psychic points).
4) I will continue to playtest FFH2 throughout the next several weeks. There are still a lot of good ideas there I can plum. Besides I am enjoying it quite a bit so I'm sure I will keep playing it long after.
 
If you're searching for art:
Look at the
- Fury Road mod (Wastelander Motorcycle)
- Dragonia II mod (Inactive Projects; there are several Lizard Units)
- Quot Capita (Terminator unit)
- At the profile of The_Coyote (several mechs)
 
Hi there, I think I once saw some RIFTS books at a friend´s when I was younger, I liked some of their Art and Ideas.

Fury Road is a very good suggestion for Art as well as maybe Necro Christi and zerver´s Next fantasy War (as he tends to add all the art he can find :) )....

cheers and good luck
 
Wow. I have been thinking about how cool it would be to have a Rifts Mod in Civ 4 but that I cannot code. I work for a company as a quality assurance technician and would love to beta test this whenever you have a working build.
I think the idea for a North american map to start helps simplify things a ton. Don't forget to include Free Quebec though (heh realistically you could just clone Coalition and recolour the skins.)
I think it would be much easier to have all the civilizations start in like 50 PA or something and have culturally linked techs. With this you wouldn't need to have the unit powers so high. Just a thought and I don't think it affects gameplay.
Also, you had mentioned that artillery is not of much use with units that fulfill that role but there is a section in one of the rifters detailing artillery combat. Truly no matter what age artillery is a giant boon and vehicles solely devoted to that will be made.
 
3rd Weekly Update: August 20th, 2009

First, I will be begin by responding to Cromagnum P.I. For the basic scenario, I plan to use a modified version of the Eastern NA map that comes with the game. For most intents and purposes, it includes everything that is covered in the main rulebook. Of course, I want to have a campaign of scenarios based on the travels of Erin Tarn that takes players across the world at some point, but that will probably be in version 2.0. As of now, version 1.0 is slated to launch with a basic scenario beginning in 0 P.A. using a modified Eastern NA map that will resemble a typical civ game and a Tolkeen War scenario starting in 105 P.A. that will be more like a traditional scenario with the some special rules laid out, permanent alliances, events, scripts, and so forth.

Regarding the power level of the units, I have decided that since the existing Civ4 units will really feature no place whatsoever in the game, there is no need to use them as a baseline. This, of course, means much arbitration in determining the power level of units, even more than I originally expected, but its a challenge I am up to and play-testing will smooth it out. Rather, I am using the progression of units in Civ4 as a barometer for how quickly units should grow in power as a civ moves up the tech tree, with a few tweaks.

For those uninitiated to the game of Rifts, it is essential to understand the system of S.D.C. (Structural Damage Capacity) versus M.D.C. (Mega Damage Capacity). While I do not intend to preserve this system itself, I do wish to preserve the flavor. In essence, M.D.C. is literally 100 times better in all regards compared to S.D.C. When a mortal human punches someone, he inflicts S.D.C. damage. When a supernatural demon punches someone, he inflicts M.D.C. damage, which is 100 times greater (typically lethal to mortals, no matter the amount). For this reason, humans (and other squishy aliens, known in Rifts Earth as Dimensional Beings, or D-Bees) wear M.D.C. armor, which is made of futuristic composites and synthetic materials unheard of in the modern era. They also carry futuristic weapons like lasers and rail guns that are capable of dealing M.D.C. damage so that they can actually hurt creatures like demons.

In this mod, civs are presumed to begin with knowledge of gunpowder weapons and hence will begin with the ability to construct an S.D.C. Warrior, a 2 strength unit which is essentially the same as the Civ4 warrior. The rediscovery of M.D.C. armor and weapons will revolutionize warfare the way the discovery of iron did, and the rediscovery of robotics, bionics, and chemical augmentation will revolutionize warfare again the way gunpowder did. The twist is that once you are capable of constructing M.D.C. units, S.D.C. units are worthless as anything but police. M.D.C. units (practically every other unit in the game) will receive a +100% modifier (possibly more) against their already low strength. This will reflect the harsh reality of Rifts Earth after the Great Cataclysm and ensuing Dark Ages.

Scouting around old ruins (similar to goodie huts or the lairs of FFH2) of the American Empire will have its benefits. Indeed it will be quite crucial to survival. In this way, players will be able to procure vital M.D.C. units before they are able to produce them in order to defend their cities from the marauding M.D.C. monsters that wander the map (animal and barbarian alike). Many ruins will be repeatably plunderable, meaning a unit can continue to search them turn after turn, however ruins attract monsters, so doing so is dangerous. While the scout unit (the early recon unit) is likely to get better results from ruins, later recon units such as the rogue scholar, rogue scientist, and wilderness scout are likely to get even better, more specialized results, although with these better results they are likely to use up the ruin completely. Rogue scholars are likely to make friendly contact with D-Bee communities living in the ruins that offer to join your empire. Rogue scientists are likely to discover lost technology. Wilderness scouts are likely to discover beasts (like dragon hatchlings) that will join you.

I am currently playing through the Lanun scenarios of FFH2. There are so many great ideas I wish to pluck from it. Once I have finished the Black Tower, probably by next week, I will post them. So expect a list forthcoming in the next weekly update. I MAY also have an updated list of some new early units which I felt were needed to fill in some gaps. I am still working on them though.
 
Brilliant. So far it sounds spot on. If you'd like I can have a look through the books for Ley Line maps. I have all of the "Base" sourcebooks but am missing a lot of the Rifters issues 1 through 25. Or were you thinking of creating a new Ley Line layout?
 
Back
Top Bottom