[WIP]The Peacekeeper Wars

Alpha2 is now out, I'll update the first post in a bit with an updated bug list.
 
DLed.:goodjob: (Will check it out and report back.);)

EDIT: Loads fine - after 95 turns all I can report (except what's mentioned on the DL page itself) is the recurring Pirates-not-appearing-from-Spacewreck.
 
Oops, I never got around to checking that out.
What did you think of the music and the leaderhead art?
 
Leaderheads look great, can't comment on music (have turned that off, as I want to include some music to MOO2Civ myself). Keep it up! :thumbsup:
 
I need help with civics, I've never been very good at ideas for the, and currently they aren't very good ideas either.

JEELEN: What did you think of the new quotes, UUs, and Pedia entries.
 
Can't really comment; if I have the time, I'll play again (with music on) and give a more thorough comment. (I was focused on gameplay mainly, as that's paramount in any new mod. But, as a general comment, I have full confidence in you as concerns this mod. Just keep it up!)
 
Out of curiosity, what civ did you play as?
 
Eh... I played Random.:blush: But I started a new game as the Adventists. I like your music choice (noticed some Philip Glass a.o. music that stays close to the FF music), but as with the 1st time I noticed the AI doesn't seem to scout very much. Otherwise great fun to try it out.;)

Oh yeah, I now have Blue Marble installed and it works perfectly when playing a mod, apparently.

BTW, how do you get that music in as MP3? Did you copy it yourself...?:confused:
 
What do you mean, how I got it in? I put it in the Diplomacy file, then I went into the Audio files and made an entry for it, then went into leaderinfos and set it for all eras. If you want I can give you more detailed intructions on how I did it.
 
There's a tutorial thread on that. What I meant was: how did you convert music to MP3 format? (I have some music to be added to MOO2Civ, but I'm not sure how to convert to the right format.) BTW, the intro music sounds pretty good too.;)
 
I use Audacity to convert it into .wav and use an encoder I found for free to turn it into a .mp3. Its really not that hard. Next release will have new civics and I'll try and clean the python up a bit.


EDIT:
I got some help from davidlallen on the python issue here:
http://forums.civfanatics.com/showthread.php?t=321914&page=3
Unfortunatlely I really don't know what I should do with said sections. For some reason I just don't get what to do in Python. As soon as I think I'm starting to understand it, I don't get it. Any tips on understanding python and fixing the popup issues that are happening?

EDIT: The game I have going now as the Terran Empire is going quite well. A major thing I founf out is that I don't have enough allure in the domestic side of the techs. An easy way is to push Spaceport back to Oligarchies or interplanetary trade, possible later. Currently all you have to do is quick research Interplanetary Economics and your set for a while. Jeelen, thoughts?
 
Thx for the tip. As for civics, I dunno... I've only tried twice and didn't get past turn 100. (Also, with MOO2Civ I haven't yet really fiddled around with civics yet.)
 
Some more feedback: the screenies show some oddities (1 civ showing up twice, invasion fleet gone after system taken from Pirates and the destruction of the 1st civ by the same Pirates, a TXT_KEY_civ and such). Construction Ships don't seem to have a lot to do except build lanes.

For civics (and other ideas) you might want to check out Star Trek mod and Babylon 5 mod http://forums.civfanatics.com/showthread.php?t=261551
 

Attachments

  • FF fluke and Invasion fleet gone0000.JPG
    FF fluke and Invasion fleet gone0000.JPG
    89.9 KB · Views: 76
  • Halis captured0000.JPG
    Halis captured0000.JPG
    90.6 KB · Views: 67
  • TXT_KEY_CIV and space wreck0000.JPG
    TXT_KEY_CIV and space wreck0000.JPG
    95.9 KB · Views: 70
TXT_KEY Issue: I forgot to fix that one.
Some civs will show up twice if playing a map larger than standard.
As for the culture issue, FF hadles culture oddly, and if you've ever looked in the Funny Screenshots thread from Civ4, you would be amazed at how many cultural oddities are their. If the culture persists, we have an issue.

In the next release, I'm including an earlier starbase with next to pathetic attack at prior knowledge. I am testing it out at Terra, and its working out nice.

Thanks for all the feedback and testing.
 
I have been playing the mod for a while as Terra, and am currently at war with the Peacekeepers. The AI actualy isn't doing half bad, the PK managed to surprise me, although I got really lucky (I destroyed some of their ships rouninly st 38% chance victory) As I was taking screenshots, I decided that the map (not time) was relativly close to what The Peacekeeper Wars would start as, so I decided to turn it into a small AAR.

The Princess Irulan writes:
In the year 2309, the Terra Empire went on the offensive against the Empire of Selredor, quickly seizing the system Fear, destroying a few border outposts, and crushing the few PK ships in the area.
attachment.php

Terran Battleship engaging a Selredan Cruiser.
attachment.php

Terran fleet firing upon a Selredan Outpost.

As Terra got closer to the Peacekeeper capital Selredor, in the Isaris system, the Selredans were shocked at how their defenses were being swept aside, so they decided to do something drastic. They bribed the ARM to capture a Terran Battleship and give it to them. In return, Selredor would recognize them as a ligitimate faction. The ARM swarmed and surprised a Terran Battleship, and delivered it to Selredor as requested. (Read: I lost a slightly damaged battleship to an ARM Rebel. The 3 moves surprised me). As the Terran fleet of three Battleships and 3 Meteor-Class Frigates moved toward Isaris, they realized they were outnumbered, but wheras Selredor had the sole Battleship they had stolen from Terra, Terra had three battleships and three frigates veterans from fighting the ARM. As the Terran fleet advacned to begin planetary bombardment, the Selredans managed a ferocious counterattack, with both sides suffering heavily, with the Terran frigates almost being destroyed. The Terran Frigates withdrew to behind the Battleships to repair themselves, and the commanders on both sides wondered if this battle would end the Empire of Selredor.
attachment.php


State of the Universe:
attachment.php

The Terran Empire.
The four superpowers are the Allied Colonies, Empire of Terra, Veneria, and Selredor is hanging in there. Gaia is expanding, while Veneria and Esteel are right up next to each other, and a war is expected soon. The Advent is remaining competative, but the sacrificial tendencies of their primary warship is reulting in a steady drain on their economy. The Imperium for some reason has not expanded off its capital of Kaitain, their navy is large for their population, but likely would be whisked away by a concerted assault by any of the superpowers.

The AI actualy is doing relativly well. Bear in mind I am playing on Noble and I havent adjsuted any of the weights on units, flavors and weights on techs, so the AI is actualy surprising me. My economy went downhill very fast, however I just got Guild Banks, so that will save me (I hope). If anyone wishes to play, I'll upload the new unitinfos with the outpost soon. Imperial Terra is likely by far the easiest faction to play as. Their frigate comes one tech later, but it gets +25% light ships, which is basicaly every non-capital warship, so it is pretty powerful. It can take on a cruiser and win.
The barbs are even more annoying and dangerous as the ARM. I gave them all +1 movement, so be warned, they can move fast and pillage your stuff and ambush you.
It actualy has been pretty fun, so next release will be in the modpacks forum, and I might even announce it. Any thoughts on announcing it for frontpage coverage?

newattachment.php
 

Attachments

  • Civ4ScreenShot0017.JPG
    Civ4ScreenShot0017.JPG
    131 KB · Views: 165
  • Civ4ScreenShot0019.JPG
    Civ4ScreenShot0019.JPG
    131.8 KB · Views: 173
  • Civ4ScreenShot0020.JPG
    Civ4ScreenShot0020.JPG
    106.1 KB · Views: 170
The barbs are even more annoying and dangerous as the ARM. I gave them all +1 movement, so be warned, they can move fast and pillage your stuff and ambush you.

So I noticed.:mischief:

It actualy has been pretty fun, so next release will be in the modpacks forum, and I might even announce it. Any thoughts on announcing it for frontpage coverage?

Why wouldn't you? (Glad to see you're enjoying yourself.);)
 
The reason I havent put it out on the modpacks forum is that I just want to be sure that it is half decent and would suck, I'm a bit nervous about it because the last thing I put out there was a half baked scenario back in december of 07, so I want to make sure I have something good before I do it.

@Whoever was worrying about there being to much MM with the buildings:
THere actualy really isn't all that much becasue the tech tree is more than twice as long as the default FF one is, so if anything, theres too little to build.

The next release will be modpacks with the AI flavors/weights adjusted, slightly redone civics, and some balancing/pedia work.
 
:hmm: If you just release a Beta, I bet you'll get plenty of helpful feedback. (I don't want to rush you or anything - just a thought.)
 
I'll release it as a beta, currenly it is a really polished alpha. Besides, it will be one of (now three including mine) FF mods. Yours, mine, and the ST one.
 
Back
Top Bottom