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What type of mod are you working on?

Discussion in 'Civ4 - Creation & Customization' started by Requies, Jan 5, 2006.

  1. TheBladeRoden

    TheBladeRoden Deity

    Joined:
    Oct 16, 2005
    Messages:
    2,257
    Location:
    The Middle West
    Name: Risen

    General Category: Somewhere between new civs and total conversion

    Specific Part:New civs, new scenarios, maybe some gameplay changes

    Timetable: Summer 06

    --------

    Name: Political Parties Mod

    General Category: Religion

    Specific Part: religion

    Timetable: Early Spring 06
     
  2. Kushan

    Kushan Warlord

    Joined:
    Nov 7, 2005
    Messages:
    204
    Location:
    Spanaway, WA
    Mod Name: Medieval Mod

    Category: Scenario (New Civilizations, units, techs, etc)

    Focus: Present a historically accurate scenario based in medieval Europe.

    Description: The start date is 1090, 5 years before the start of the first crusade. Tensions run high. Having recently "pacified" the Vikings, the Kingdoms of England, France, and the Holy Roman Empire are all vying for control of the European mainland. In Spain, the Kingdoms of Castile and Aragon battle the Moors for control of the Iberian peninsula. However whiel the European powers are all fighting for control of Europe and even greater threat rises in the East. For a hundread years the Eastern Roman Empire have battled the Muslim turks for control of the holy land. Even with their recent defeats the Romans in the east are still the major power in the region, but all it takes is a few good fights and this could easilly sway to favor the Muslim turks, leaving all or Europe open to their "holy war."

    Time Table: I'm currently working on veryfying historical accuracy. I expect to have a beta release by the end of Febuary at the latest, hopefully much much sooner though.

    I am also in need of some help. If anyone has any experience with XML, Python, or creating new skins, and would liek to help out with this mod, please let me know. I can be contacted via PM here on the fourms or at FFVIIfreak@msn.com

    Kushan
     
  3. Tahuti

    Tahuti Writing Deity

    Joined:
    Nov 17, 2005
    Messages:
    9,492
    Gender:
    Male
    War of the Trenches

    WWI Conversion Mod

    New
    - Graphics
    - New Civilizations/Units
    - Game mechanics changes (Overarching game changes)
    - Gameplay tweaks (Era/Unit specific tweaks)
    - General
    - Scenario


    Specific part I am focusing on

    Compeletly New Tech tree, also need to get some flags to work.

    Expected release date
    Somewhere in 2006
     
  4. Dale

    Dale Deity

    Joined:
    Mar 14, 2002
    Messages:
    7,011
  5. Raize

    Raize Warlord

    Joined:
    Oct 26, 2005
    Messages:
    162
    Name: Battletech - The Inner Sphere
    Category: New Gametype/Total Conversion
    Focuses:
    - completely different units and balance (basically modern only + mechs)
    - completely different civilizations and leaders
    - completely different techs
    - modified civics (Political, Social, Economic, Theological categories)
    - modified religions (adds Blakism)
    - terrain (Space/Naval, not Terrestrial)
    - map (I'll eventually get a map of the Inner Sphere done...)

    Note: I could release this before the terrain changes and alter the aerospace units (to basically no warships) and then the game could be terrestrial instead (albeit with Planets for City names).

    Timetable: Not until someone does at least four different 'Mech' graphics and someone else (or me) does a Space tile set. So several months, I'd wager.
     
  6. Falkonite

    Falkonite Chieftain

    Joined:
    Sep 17, 2005
    Messages:
    36
    Location:
    Oulu, Finland
    Cosmic Era - A Gundam modification for Civilization IV

    General Categories
    - Interface
    - Graphics
    - New Civilizations/Units (Five new civs and their OWN units, i.e. all civilizations have their own units, as if they'd have multiple UUs)
    - Scenario (Multiple)

    Specific part you're focusing on
    Interface - World View (this is gonna be tough: Earth/Space)
    Game mechanics changes - Civics (add some more), Tech Tree (more techs), Religion (Religion --> Ideals)
    New Gametype - Futuristic

    Timetable: You've gotta be kidding, right? Half a year, a year, two years...
     
  7. Requies

    Requies Prince

    Joined:
    Nov 15, 2005
    Messages:
    381
    Ok, guys, just added a new piece of information that would be good to post, mainly the best way of contacting you.

    If you DON'T reply with this new piece of information, I'll assume that PMing is the best.

    This way, someone who's interested in your work, or maybe interested in helping, can easily contact you.

    Oh yeah, and if you want a link to your mod thread, either say so (if a link is in your sig) or post a link.

    Req
     
  8. Exavier

    Exavier Destroyer of Worlds

    Joined:
    Nov 14, 2005
    Messages:
    906
    Location:
    Phoenix, Arizona, USA
    ok i will update my post... again.
    But I am best reached by... um... ICQ, MSN, AIM, Yahoo IM, Forum PM, E-mail if you have my address (not public on this forum)... yea i don't have a life :p
     
  9. 12monkeys

    12monkeys Prince

    Joined:
    Nov 24, 2003
    Messages:
    440
    Location:
    Germany, Europe
    Thank you for picking that up, Requies :goodjob:. I have to admit, that I hoped that something like that happens when doing my post in the mentioned thread :rolleyes: .

    However, here my current works and plans :

    General category :
    - Interface

    Specific :
    - Domestic Advisor
    - Main Interface

    Mods I'm working on :
    - Modified Special Domestic Advisor, link http://forums.civfanatics.com/showthread.php?t=148109, next relaease will come up at 2006/01/09 latest (I hope)
    - Plot List Enhancements, link http://forums.civfanatics.com/showthread.php?t=149572, no relaese date yet, but I hope it will be about end of january latest.

    Future plan
    - create a civ3 like artillery unit. No release date planed.

    Contact me by forum PM and email.
     
  10. The Great Apple

    The Great Apple Big Cheese

    Joined:
    Mar 24, 2002
    Messages:
    3,361
    Location:
    Oxford, England
  11. 12monkeys

    12monkeys Prince

    Joined:
    Nov 24, 2003
    Messages:
    440
    Location:
    Germany, Europe
    @The Great Apple
    Only a bit. The thread you mentioned is an Artist Index. So if you need a specialists help, you can find it there.
    This one here is (as I rate it) more to have an overview of what the modders are actualling doing and planing to do. The initial idea is to prevent that two modders are working on the same issue and wasting time, instead of contacting each other and share their work and ideas.
     
  12. Requies

    Requies Prince

    Joined:
    Nov 15, 2005
    Messages:
    381
    What 12monkeys said.

    Basically, it's a thread which will hopefully allow some easier collaboration and reuse of code, instead of having everyone re-invent the wheel time and again.

    An example of something I can see thread aiding would be for all the space mods which use a planetary map to inherit from the same great code instead of each one having to create their own versions.

    Req
     
  13. Exavier

    Exavier Destroyer of Worlds

    Joined:
    Nov 14, 2005
    Messages:
    906
    Location:
    Phoenix, Arizona, USA
    BTW I figured i'd let you know so you can make a note of it... I decided that over the next few updates of Composite Mod I am going to begin a complete rewrite of the tech tree from Steam Power to Future Tech. This rewrite is going to make it so techs buildings and units will flow more smoothly (instead of building power plants before electricity is discovered) and also leave plenty of room for future additions of new units and buildings when we get the SDK and hopefully the plugins to add new models to the game.

    Just figured i'd let everyone know so if you want you can wait for my releases instead and maybe we can create a Universal tech tree (more or less). As I am unfamilure with the Ancient era up to the point of the Civil Wars I will not be making any tech related changes to those areas if someone wants to rewrite those.

    Just a heads up.
     
  14. vbraun

    vbraun Raytracing

    Joined:
    Jul 7, 2003
    Messages:
    3,530
    Location:
    Arizona, USA
    Name: Don't know yet, probably be Space Armada though.

    Category: SciFi - Colonization of the Galaxy

    Specific part you're focusing on
    It will be a complete Mod. Little to nothing will be the same as the regular game.

    Timetable (expected finish date)
    First release will probably be out in a year maybe a little more.

    Best contact method (PM, e-mail, etc.)
    None ATM. I'm still coming up with the basic designs.
     
  15. Impaler[WrG]

    Impaler[WrG] Civ4:Col UI programmer

    Joined:
    Dec 5, 2005
    Messages:
    1,750
    Location:
    Vallejo, California
    Name - Civ 3 style Bonus Golden Age

    Catagory - Game Enchancment

    Specifics - detecting UU creation, Classifying Wonders, triggerring GA, limiting effect to fire once per game

    Expected - when its done (realy have no idea)

    Best Contact - PM, E-mail
     
  16. RED DIAMOND

    RED DIAMOND Prince

    Joined:
    Dec 24, 2005
    Messages:
    380
  17. Zuul

    Zuul Mod lister!

    Joined:
    Nov 13, 2005
    Messages:
    1,117
    Location:
    Sweden
    I will update my Promotion mod next week. It includes mostly new icons that I made for new promotional upgrades. Some minor XML that defines these promotions are also included but no new game features (yet at least, but got some ideas on new ones ones I get enough energy to go coding in phyton).

    http://forums.civfanatics.com/showthread.php?t=142086
     
  18. Dr Elmer Jiggle

    Dr Elmer Jiggle King

    Joined:
    Feb 25, 2003
    Messages:
    811
    I've been working for a while on a utility mod that will implement alerts similar to what you get from Civ3 tools like CivAssist. That is, you would get warnings about things like city growth, new trade opportunities, a wartime rival who is now willing to negotiate, etc. eotinb also mentioned working on something like this some time ago, but he seems to be taking a break, so I suspect there's no real duplication of effort going on. Anyway, here's the current information.

    Oh, it looks like you're (Requies) doing this as well. Maybe we should combine forces. Current status is that alerts about city growth, poor health, and unhappiness all work. War negotiations work except that I can't figure out how to tell when the rival refuses to talk. I'd like to finish trade opportunity alerts before I make this public.

    Name of mod: Alerts

    General category of mod: Utility Functions

    Specific part you're focusing on I guess you'd call it Interface or Gameplay tweaks, but I'm not sure either of those really accurately describes it.

    Timetable (expected finish date) Maybe a first releasae this weekend. Maybe.

    Best contact method (PM, e-mail, etc.) email is bests if you have my address ;). PM might work if I notice it.

    Link to your mod thread (if you want it) None at this time
     
  19. Dr Elmer Jiggle

    Dr Elmer Jiggle King

    Joined:
    Feb 25, 2003
    Messages:
    811
    I'm not going to make a formal post following your template for this one yet, but I've also been working on prototyping some ideas about making it easier to merge multiple event handler mods. Currently it's not far beyond the idea stage and doesn't really work in any useful way. What I have is actually fairly similar in concept to some stuff that SimCutie posted recently, though my implementation is somewhat different.

    Basically the idea is to allow you to register your custom handler functions with a single custom event handler that would never be changed. So each new mod would simply register its interest in whatever events it needs to deal with, and the custom handler would notify it whenever that event occurs. Essentially it's the standard observer or listener design pattern (which is the way it should have been implemented from the get-go by Firaxis :rolleyes: ... Anyway ...)
     
  20. Requies

    Requies Prince

    Joined:
    Nov 15, 2005
    Messages:
    381
    See, this thread is already useful :lol:. I actually haven't started working on it since I've been devoting my time to the Advisor or playing.

    I know I saw something in one of the objects about when you can talk to someone or not, but I don't remember what it was. I'll see if I can find it and get back to you on that.

    If you need any help with it, let me know. I've taken a couple of looks into CvEventManager, but haven't really changed much.

    Req
     

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