@ETM:
resources:
I'd love to see it when you've done that and organized it!
@The Capo:
Thanks and sure. I will keep an eye on your mod and if I can help you know I'll try
In response to your PM, WHM is basically supposed to be a historical (as opposed to broad market) mod where you can jump in at any point in history and experience it. I want the mod to some day be something I can invest my knowledge of history into, and make that into something liveable. Unfortunately not a whole lot has been done considering the long time it's been around. My old computer could not handle it, and only recently have I figured out what I should be doing with the SDK. So there is only a tiny bit of SDK work, some python, my mapmod (in my signature), and a whole lot of disorganized artwork and conceptual information. It's not really in a deliverable form right now, but if you would like artwork feel free to ask. If you want all the artwork, well, at some point I plan on organizing it and making it available, I just need to find the time/priority, lack of time has been my number one setback (aside from lack of C++ ability)
My hope is to get a very small amount of simple code to work, the base for my mod, and hopefully be far enough along for a team and forum. Maybe then I can put the mod on sourceforge or something for team members to download and work on. I hope to pick up steam over the summer.
It has made some conceptual strides. For example, it is based on the RFC idea, yet you can choose any civ and jump right in (no waiting). This is actually not hard to do. However all civs and most units/buildings have to be finished before doing this.
Something that is hard is that I believe that if places are left out, then it is not historic, since history is the result of every state etc. interacting. So basically I have to represent everything (including a few hundred playable civs). It will be an interesting challenge (not to mention a lot of work) because there is so much we don't know in places/times prior to colonization, islam, etc. For example, there were supposedly a lot of advanced states (ie countries) in the forests of West Africa during 600-1100 A.D, and we don't know any of them. And I must figure out how to make the game work with tribes, chiefdoms, etc.
Looking at your mod, yours is an expansion, mine is kind of the opposite philosophy (ie I'm actually (groan) not a fan of civ4 really, in that I don't often play it, so my goal is to fundamentally change it). Still, played it a lot back in the day. Civ4 makes a good base game though for a mod- not many history games qualify, because they are too bland/restricted (EU3) or the graphics/code are too hard. One thing I liked about your mod because I want to emphasize it in my mod is detailed, appropriate AI personality. Everything a leader says, and of course the AI, will be properly thought out. (No more weird comments from leaders! Instead, very intelligent/appropriate ones based on their historical situation) The other is that barbarian civs can spawn into new empires. This has many good uses. It could be used for civs such as the Vandals, and of course can be used to make nationalistic rebels like in EU3 (rebels that spawn their own country).
I hope that answers your questions, it sort of turned into a rant
Oh, and your leaderheads are great
Kevin