samthedagger
Warlord
- Joined
- Jul 8, 2009
- Messages
- 134
I am in the progress of developing a mod based on the RIFTS roleplaying game for BTS. I expect it to be a fairly large undertaking. I have been reading around the Civfanatics boards for several weeks now trying to gather knowledge on the resources that will be needed for me to accomplish this monumental task. I want to do a quality mod that will do Civ4 and the RPG justice, complete with new civs, leaders, units, animations, terrain, and novel rules that break the barriers of what has been done so far. I have a very concise vision of what I want done, but my knowledge of the tools needed to mod Civ4 is still very limited.
My programming background is minimal, but not non-existent. I learned some worthless languages like Basic and Pascal when I was in high school and learned some C, Visual Basic, and C++ for AP Computer Science, but it was nothing beyond what you could learn in a college freshman level course (very elementary stuff). So I am familiar with the basics of programming, but I do not know about the specific languages used by Civ4. Artistically I am very inexperienced. I don't even have Photoshop experience. 3D rendering and so forth is far beyond my abilities at present.
Despite my weak background, I always excelled at my computer programming courses and am not daunted by the task of learning to code the new rules that I want for the mod myself. Perhaps the greatest task is upgrading my computer to handle some of the higher resource-requiring programs if I decide to do the art myself. The problem is there is not a lot of science-fiction/fantasy hybrid art (wizards fighting robots and the like) available in the current Civ4 library so that may become a necessity.
Here is my vision of the changes I would like to make for my mod. If you would be so kind, what sort of skills would you recommend I work on so that I will be capable of handling these sorts of things? And what utilities should I obtain to be able to carry out these tasks most effectively?
-A key aspect of the mod will require the designing of a new type of terrain feature called ley lines and ley line nexuses. Similar to rivers, they travel in straight lines along the edges of tiles. Anywhere a ley line crosses with another, they form a ley line nexus. Cities with certain buildings will be able to harvest benefits from tiles adjacent to ley lines with improved benefits from nexuses. Certain units (magic and psychic) will also gain combat bonuses when adjacent to ley lines and nexuses. Some of these units also travel faster when adjacent to ley lines. I imagine coding based on the river terrain and levee building will be useful in this regard. I just need to know where it is and what language.
-Replacing barbarians in this mod are monsters who appear at random intervals through portals called Rifts to raid cities, pillage improvements and the like. Rifts can only occur on ley lines and ley line nexuses. More importantly, at least as far as coding goes (I think), unlike barbarians, Rifts can appear in the middle of your territory. Rifts are most prevalent at nexuses, so I will need a way to control probabilities. Playtesting will probably have to determine a rate that is balanced for fun play.
-There is a unit called the juicer that automatically dies after 5-8 years in service. They are integral to the game and this feature is critical. I will need a way to make an individual unit a proverbial "ticking time bomb." There is an increasing chance that the unit will die the longer it is alive, to a maximum of 100% chance of death at 8 years. (The default turn will be shorter than one year, FYI.) I also need a way to conveniently shut off this feature for a civ that builds a specific wonder.
-I will need to design more than a dozen new civs and more than two dozen new leader heads. The leader heads will need to fit a post-apocalyptic world so I don't know if I will be able to use much of the current leader head database. I imagine I will have to design many of them myself.
-I want to design units that are capable of operating as land units, or spending their move to perform an aerial action. Dragons and certain power armor units are central in this regard.
-I want to design units that do not heal naturally (e.g. cyborgs and robots) and must be in a city with certain facilities or have special promotions to do so.
-I want to design a unit that automatically starts with the ability to choose any two promotions (from a list of promotions available to that unit of course).
-Insanity system: Units that fight monsters emerging from the Rifts have a small chance to "go rogue" and start behaving like the monsters, attacking friendly cities, pillaging improvements, etc.
-I need an aerial unit that can transport troops and act as a stationary defense (temporary base) for such troops.
-I need a bunch of original animations for units, including things not seen before such as insect creatures, a robot that walks on six legs like a bug, large robots, laser guns, half-man half-dog creatures and other weird monsters, not to mention dozens of sci-fi infantry-like units.
-I need a way for units to teleport to visible terrain. I mean this as in a special ability for the unit. Perhaps the paratrooper code can help me here. Could I increase the range to infinite and disable the requirement that the unit begin in a city? Also most teleportations would have a failure rate that could be reduced with a promotion available only to units that can teleport. It would be a powerful, but unreliable strategy for invasion, great for raiders and getting around hostile borders.
Let me emphasize I am not necessarily asking people to design these things for me, although I welcome any assistance. I simply would like someone to point me in the right direction of the tools I will need to do these things. I already know a bit about editing the XML and have toyed with creating units. Thank you for any assistance you can provide!
My programming background is minimal, but not non-existent. I learned some worthless languages like Basic and Pascal when I was in high school and learned some C, Visual Basic, and C++ for AP Computer Science, but it was nothing beyond what you could learn in a college freshman level course (very elementary stuff). So I am familiar with the basics of programming, but I do not know about the specific languages used by Civ4. Artistically I am very inexperienced. I don't even have Photoshop experience. 3D rendering and so forth is far beyond my abilities at present.
Despite my weak background, I always excelled at my computer programming courses and am not daunted by the task of learning to code the new rules that I want for the mod myself. Perhaps the greatest task is upgrading my computer to handle some of the higher resource-requiring programs if I decide to do the art myself. The problem is there is not a lot of science-fiction/fantasy hybrid art (wizards fighting robots and the like) available in the current Civ4 library so that may become a necessity.
Here is my vision of the changes I would like to make for my mod. If you would be so kind, what sort of skills would you recommend I work on so that I will be capable of handling these sorts of things? And what utilities should I obtain to be able to carry out these tasks most effectively?
-A key aspect of the mod will require the designing of a new type of terrain feature called ley lines and ley line nexuses. Similar to rivers, they travel in straight lines along the edges of tiles. Anywhere a ley line crosses with another, they form a ley line nexus. Cities with certain buildings will be able to harvest benefits from tiles adjacent to ley lines with improved benefits from nexuses. Certain units (magic and psychic) will also gain combat bonuses when adjacent to ley lines and nexuses. Some of these units also travel faster when adjacent to ley lines. I imagine coding based on the river terrain and levee building will be useful in this regard. I just need to know where it is and what language.
-Replacing barbarians in this mod are monsters who appear at random intervals through portals called Rifts to raid cities, pillage improvements and the like. Rifts can only occur on ley lines and ley line nexuses. More importantly, at least as far as coding goes (I think), unlike barbarians, Rifts can appear in the middle of your territory. Rifts are most prevalent at nexuses, so I will need a way to control probabilities. Playtesting will probably have to determine a rate that is balanced for fun play.
-There is a unit called the juicer that automatically dies after 5-8 years in service. They are integral to the game and this feature is critical. I will need a way to make an individual unit a proverbial "ticking time bomb." There is an increasing chance that the unit will die the longer it is alive, to a maximum of 100% chance of death at 8 years. (The default turn will be shorter than one year, FYI.) I also need a way to conveniently shut off this feature for a civ that builds a specific wonder.
-I will need to design more than a dozen new civs and more than two dozen new leader heads. The leader heads will need to fit a post-apocalyptic world so I don't know if I will be able to use much of the current leader head database. I imagine I will have to design many of them myself.
-I want to design units that are capable of operating as land units, or spending their move to perform an aerial action. Dragons and certain power armor units are central in this regard.
-I want to design units that do not heal naturally (e.g. cyborgs and robots) and must be in a city with certain facilities or have special promotions to do so.
-I want to design a unit that automatically starts with the ability to choose any two promotions (from a list of promotions available to that unit of course).
-Insanity system: Units that fight monsters emerging from the Rifts have a small chance to "go rogue" and start behaving like the monsters, attacking friendly cities, pillaging improvements, etc.
-I need an aerial unit that can transport troops and act as a stationary defense (temporary base) for such troops.
-I need a bunch of original animations for units, including things not seen before such as insect creatures, a robot that walks on six legs like a bug, large robots, laser guns, half-man half-dog creatures and other weird monsters, not to mention dozens of sci-fi infantry-like units.
-I need a way for units to teleport to visible terrain. I mean this as in a special ability for the unit. Perhaps the paratrooper code can help me here. Could I increase the range to infinite and disable the requirement that the unit begin in a city? Also most teleportations would have a failure rate that could be reduced with a promotion available only to units that can teleport. It would be a powerful, but unreliable strategy for invasion, great for raiders and getting around hostile borders.
Let me emphasize I am not necessarily asking people to design these things for me, although I welcome any assistance. I simply would like someone to point me in the right direction of the tools I will need to do these things. I already know a bit about editing the XML and have toyed with creating units. Thank you for any assistance you can provide!