Wow....plus SMAC mod reborn!



:)
 
Well, that looks cool. :D

And I've now come to wonder: Will base facilities and secret projects get their own appearances on the map? Like a large ring somewhere for the Supercollider? Or a small dome filled with native life for a Centauri Preserve? (If either of those are still in the game...)
 
WOW. Just WOW.

Those are great asioasioasio! :thumbsup:
I can't wait to be able to play this!!

@Anon Zytose - I think the mod creators are probably going to try to replace the Civ system of traits with a bonus model more like SMAC. (Ie, Probe, Efficiency, Support, Planet, Economy, etc. - with their associated positives and negatives) Rather than try to duplicate those values in a Civ-trait format.
 
I just stumbled across this thread, and I have some ideas regarding "traits" and civics.
I don't know if it even makes sense posting about this now because there have already been some decisions about the topic, but I'll do it anyway.

First about "traits": I think the CIV traits should all be ditched and every faction get some unique advantages and disadvantages to make them much more distinct than the more than 30 civs, and make them so that some profit much more from certain civics than others.
The civics: I guess the rebirth of the original modular SMAC system might be too much programming work, but the civics could be designed to grant synergies like for example Representation+Mercantilism.
It should always be able to buy production, and every faction should be able to run every civic.

I'll give two exapmles for The Hive and Morgan Industries and some civics.

The Hive

+1 :) per 2 units in the city
every city stores 20% food
-25% cost for rushing production

-1 trade route
-15% culture


Morgan Industries

+1 :commerce: on every tile with at least 2 :commerce:
+ 1 base :commerce: from trade routes

units require +20% experience to gain new promotions
+15% :yuck: in every city

Now some Civics

Police State

+ 1 :) per unit in the city
+ 1 free unit per 4 poppulation
-10% culture


You see that The Hive will benefit more from this civic than other factions because it a) increases their police bonus to + 3 :) per 2 units, helping to keep the fast growing population "happy" and b) makes it affordable to have larger garrisons. On the other hand the culture penalty gets even worse.

Planned Economy

-25% rushnig cost
+ 2 :hammers: per city

- 50% trade yield


The Hive already pays only 75% to rush production, so with this civic the cost for buying things will effectively be cut by 1/3. While Morgan Industries can still use this as a production civic the trade penalty will hurt them more than any other faction, The Hive on the other hand won't be affected much by the loss because their trade income isn't very high anyway.


Free Market

+1 trade route
+ 50% trade yield

-2 :health: in all cities


A good civic for people who have many open borders except for The Hive and especially useful for Morgan Industries although health might become a serious issue.
 
asioasioasio, that screen makes me giddy :D

I agree with GoodSarmatian, the AC mod should try its hardest to keep the beautiful simplicity of the AC/AX system.
 
:agree:

The ideas to use the Civ4 System are good, and certainly have merit. I was going to do something very similar for the SMAC-lite mode I was dreaming up before I found this project.

However – for people with the skills and energy (like this team) – it will be much better to build a new system that mirrors SMAC rather than trying to shoe-horn Civ4's system into an approximation.
 
And I've now come to wonder: Will base facilities and secret projects get their own appearances on the map? Like a large ring somewhere for the Supercollider? Or a small dome filled with native life for a Centauri Preserve? (If either of those are still in the game...)

Current intention is to only give the most important buildings a place on the map. Such as the HQ, perimeter defense...

Current implementation of Centauri Preserve is a terrain improvement which can be built on Fungus and which raises the Planet value of the nearby base (=>less fungal blooms).

One more thing I've recently gotten curious over: Will the diplomacy window present animated leader heads or the original leaders' images?

Rubin and Refar have been experimenting with the static leaderheads but with a moving background like in Final Frontier. However this is causing the game to crash for me. I assume I'm having the same crashing problem some people had with FF prior to patch 313. So if anyone knows what Firaxis fixed in patch 3.13 to solve this problem, please do tell!

I just stumbled across this thread, and I have some ideas regarding "traits" and civics.
I don't know if it even makes sense posting about this now because there have already been some decisions about the topic, but I'll do it anyway.

Actually we haven't given much thought yet about civics and how to differentiate the factions. Our main focus has been the basic economy (terrain, features, improvements, specialists...), the tech tree, native life/Planet and the unit system.

I think though that traits for leaders only make sense if we're gonna have multiple possible leaders per faction. With one leader per faction, we should just make each faction as a whole as distinct as possible.
 
Btw, does anyone how to create
1) an executable archive with a good compression rate (7zip can do this), but also:
2) set that archive to extract to a preset folder, namely blah/Civ4/Mods?
...to prevent people giving this mod's folder all kinds of different names.
 
Inno Setup Compiller - it's free and imo very good
 
Btw, does anyone how to create
1) an executable archive with a good compression rate (7zip can do this), but also:
2) set that archive to extract to a preset folder, namely blah/Civ4/Mods?
...to prevent people giving this mod's folder all kinds of different names.

Just use winrar! rarlabs.com!
 
Inno Setup Compiller - it's free and imo very good

That program looks rather complicated and has much more options than I need. What do I need to do to let the contents of an archive extract to C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods ?
Hell, I can't even figure out how to select the files to compress. :confused:
 
Current intention is to only give the most important buildings a place on the map. Such as the HQ, perimeter defense...
Yeah... I suppose a lot of those facilities might realistically end up looking like just like any other building...

Current implementation of Centauri Preserve is a terrain improvement which can be built on Fungus and which raises the Planet value of the nearby base (=>less fungal blooms).
Having Centauri Preserves as terrain features sounds like it would actually make a lot of sense. I'm glad that someone managed to come up with that idea. ^^

Rubin and Refar have been experimenting with the static leaderheads but with a moving background like in Final Frontier. However this is causing the game to crash for me. I assume I'm having the same crashing problem some people had with FF prior to patch 313. So if anyone knows what Firaxis fixed in patch 3.13 to solve this problem, please do tell!
That ought to look interesting... at least I think so. As far as the crashing goes, I really wouldn't know, but I hope it gets figured out.
 
Kudos....

I've been following your work and I must congratulate you for putting in your shoulders such a dauting task :goodjob:

ATM you already have a almost ready alpha version , so I'll not clutter you with sugestions... Just wanted to say if you need a tester, just pm me.....
 
If this is for real....I love you peoples.
 
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