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Post by TAfirehawk on Jul 23, 2007 21:26:58 GMT -5
Please post your suggestions for World of Civilization mod here.
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Post by TAfirehawk on Jul 23, 2007 21:41:00 GMT -5
Well I will start.... Since I am the Manager on the ViSa Modpack Team.....I want ViSa in WoC
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Post by civ4ludo on Jul 24, 2007 15:57:53 GMT -5
Sevomod + GIR
I miss certain things in ViSa which were in the beautiful mod for vanilla that Sevo created, with the additions from GIR. A lot of it has been incorporated, but not everything. I should probably try to list exactly what it is, though...
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Post by shiggs713 on Jul 25, 2007 7:16:12 GMT -5
Well of course I'd like to see American Civil War mod in, once its finished.
Really any of the great mods around would be nice to have in.
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Post by blipadouzi on Jul 25, 2007 19:05:54 GMT -5
It's already integrated with ViSa...but I'd like to see a more advanced version of the Mastery Victory mod.
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Post by TAfirehawk on Jul 25, 2007 19:11:52 GMT -5
It's already integrated with ViSa...but I'd like to see a more advanced version of the Mastery Victory mod. Me too....somebody needs to make an 'advanced version'
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Post by Grave on Jul 26, 2007 11:06:41 GMT -5
I'll do what ever it takes to get my History in the Making mod to be in on this. I'd also like to see the following someday: - Bombard missions that randomly destroy a building within a city when attacking That's one thing I've wanted to see for a very long time now.
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Post by TAfirehawk on Jul 26, 2007 20:41:21 GMT -5
Rabbit, White has the new EDU BTS mod out now.....I haven't looked at it but I am sure we want to include it
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Post by Grave on Jul 26, 2007 21:31:33 GMT -5
Should we really include EDU, though? Graphics/Leaderheads/Movies, etc will make the download file pretty huge.
How about just doing core gameplay changes, like XML, Python and SDK? Then, when we make Scenarios for WoC, it'll be the Scenarios that have all the extra Art, Units, Buildings, etc?
Or somehow figure out a way that will allow us to say... download EDU as a seperate download, and integrate it into WoC.
Graphics, Art, etc should be an optional download, because not everybody has a need for them. Then you need to consider people with 56k modems.
Think about how Civ4 itself is set up. You have the core game (XML, Python, SDK). Then you have individual scenarios that have their own unique graphics, units, buildings, flavor, etc.
Thoughts?
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Post by TAfirehawk on Jul 26, 2007 21:37:50 GMT -5
The plan is to have multiple/optional downloads for 'arts' in whatever mods people want to play. I anticipate that it will require downloads from the WoC so registry settings can be assigned and the front-end configuration program will automatically disable a particular mod if all the files are not installed properly.
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Post by Grave on Jul 26, 2007 22:04:12 GMT -5
Here's a list of Mods that I think would come in handy:
+ AIAutoPlay + Atom Bomb Mod (code this so that the bomber doesn't die instantly. That can be done via the new "Missile" tag in the XML) + Attitude Icons + Barbarian Civ + Building Civic PreReqs Mod + Building Heal Rate + Change Player Mod + Civ4lerts + Civics Free Specialists Mod + Cultural Influences + Cuztomizable Domestic Advisor + Dale’s Ranged Bombardment + Dawn of Man Mod + Enhanced Foreign Advisor + Enhanced Military Advisor + Enhanced Tech Conquest + Expanded Civics Mod by Aussie Lurker + Favorite Religion (I know it's in the game... but we need to have the Leader Pedia screen show what the Religion is, like it does with Favorite Civic) + ForestMod + Grave’s Flavored Civics + Great Doctor + Great Generals from Barbarian Combat + Great Statesman + Immigration Mod (I have ALOT of neat ideas we could use with this mod to make it much, much better) + Improvements Outside Borders + Influence Driven War + Inquisition Mod (or use the Inquisitor system in the Gods of Old scenario in the epic game) + JUnitReligion + JZoC + M.A.D. Nukes Mod + Mastery Victory + Moctezuma’s TechLeak + No Meltdown + Pirates Mod + Replaced by Unit Mod + Resource Tech Research Modifier Mod + Revolution + Route Pillage Mod + Secret Technology + Sevo’s Raw Commerce Display + TechDiffusion + Unique Great People + Unit Allegiance Mod + Unit Civic Prereqs Mod + Unit Statistics Mod + Upgradeable Buildings
Since these are a majority of the mods I have in HiTM, I'm currently in the process of transfering these over to the BtS SDK.
Once I'm done, I can share these with everybody so they can be reviewed, tweaked, etc.
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Post by sagi keldath on Jul 27, 2007 0:58:41 GMT -5
hi
i think that, we do need edu units, but grave has a point there, perhaps cut down on the amount of units - cause its making the mod larger, i think for woc, that we should have for a start a 3rd uu, not more at the first version.
also, for the mod componants, i think we should stick with those which work on multiplayer games, (civalerts doesnt, and some others).
history in the making is indeed a vast mod that i like, but, i think we should use visa uniqe unfra structure - the tech tree firehawk made is extenssive and excellent, many techs, that have been much balanced by firehawk, so we dont need to create another.
our goal is to start from scratch yeah, but in my opinion, we should build this mod on visa componants and the work the team did there.
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Post by mexico on Jul 27, 2007 1:48:20 GMT -5
Grave: one note: Upgradeable buildings is partly bugged, because don't care about unique buildings also i can add multiple buildingclass prereq for units (developed for TR, not released yet)
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Post by Grave on Jul 27, 2007 8:10:24 GMT -5
@ Keldath: My thoughts were we should keep the gameplay as "stock" as possible. So if you fired up the game and played a Single player game, it would play just like the original, unaltered game. Unaltered Civs, units, tech tree, etc.
Then if people wanted to play a "modified" game, they could load up a Scenario or something, like ViSa, HiTM or TR for example, and play that.
I just feel that we should leave the gameplay itself alone, because what we may feel is a good idea with altering the tech tree, adding UU's, etc... other may not enjoy as much. If we leave the gameplay "stock", but have all the game mechanics (mods) underlying, then we have a foundation to build off of.
I never thought about the multiplayer aspect, though. If we added Civ4lerts, it could be disabled for a multiplayer game, right? Perhaps in the manual we could state which mods aren't multiplaye friendly?
@ Mexico: I didn't know that about the Upgradeable Buildings. Is there a fix for that?
Also... about this SDK I'm working on. If I can port everything over to BtS, can one of you experienced fellas take a look at it and smooth it out? The only reason I ask this is... honestly, I don't know squat about fixing SDK bugs! I can do mule work and merge everything together, however it would take somebody to actually go through it and fix any errors that come up.
If I merge these together, will that help speed things along? If not, then I'll just stop doing what I'm doing for now and wait, because this SDK conversion is driving me crazy... lol
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Post by rockinroger on Jul 27, 2007 15:25:38 GMT -5
Some mods id like to see included/upgraded:
1.Sevo mod
2.Navy mod by Gmatt. Civ4 sorely lacks good ship battles.
3.Genetic Era
4.Amra's Mod
5.CivAlerts by dr. Elmer Jiggles
6.Most everything by The Lopez.
7.Monument mod by Gir.
Im sure there is more to come. That is my short list
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