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Post by shiggs713 on Aug 7, 2007 0:15:34 GMT -5
my only question with the resources is, are we going to have to make tons of different gamefonts or will loading modularly change how they must be in a certain order? I opened up the resource folder of BtS & some mods and checked some of them out, most of it seems modular yet the actual gamefonts are not. I'm not sure, still not used to the modular way.
So for example you could pick which resources you want in your game, maybe have some basic ones locked on...
If that would work like that it would be sweet.
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Post by catnip0672 on Aug 7, 2007 4:16:19 GMT -5
Actually I'd Be interested in Seeing Paganism, Or Wiccan as an Actual Religion, Possibly with a Benefit of it gives less Coin, but More Happyness, especially to environmentalists, And possibly the Church being Covens, that aren't very Cost efficiant But Again are healthy and Happy... They'd probably also have an Adverse effect in relation to city's/Civ's with More Contemporary Religions..
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Post by Grave on Aug 9, 2007 7:09:05 GMT -5
my only question with the resources is, are we going to have to make tons of different gamefonts or will loading modularly change how they must be in a certain order? I opened up the resource folder of BtS & some mods and checked some of them out, most of it seems modular yet the actual gamefonts are not. I'm not sure, still not used to the modular way. As far as I know, the GameFont files are not modular. All mods must share the same GameFont files. I've been working on these recently, and it seems there is no way around this as of this time.
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Post by rockinroger on Aug 18, 2007 20:12:58 GMT -5
Another mod we got to have is Dales Combat mod. It took me 18 units to take a city of 4 defenders, crazy combat odds. I had a musketman full strength lose to a spearman in a forest? ??WTF
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Post by Grave on Aug 19, 2007 8:27:26 GMT -5
I've been wondering... can't you just use the <iAirRange>X</iAirRange> tags in XML? I noticed on the Final Frontier scenario that the Starbases can do a ranged bombardment and attack units from several tiles away.
At least it seems to have the exact same effect as Dale's Ranged Bombardment.
Unless I'm missing something?
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Post by Helplesswriter on Sept 12, 2007 13:24:03 GMT -5
1. Have it like AOE where you actually see merchants and such send items by trade i.e through units 2. Have Civilization change Leader heads through ages 3. Natural prejudice or dislike between civs or or people 4. Change Governor so its somewhat more like Civ3 where you can have them build certain type of military units 5. Expand Goverment; have the advisors change accordingly. If your heridtary then parliment as your advisors they will advise for you to go to war, each one will give why (each meaning mitlitary, foreign affairs and resource managment advisor). If Democracy then have it that a lot of major presidents are in with a few modern political leaders (each president represnts new congress which can veto and all that which of course should be configurable) 6. Surges in money during State religion's holiday time or if no state religion whichever is most dominate you get more money out of 7. Add months to game 8. Allow animals to keep spawning and replace for and ivory with actual animals which if killed maybe a sorta you know colony or something starts which makes commerence and production and sends it to its nearest city and it makes its own workers which act as hunters or proachers to keep getting the item... and since i believe global warming is in the game why not add extinction? Also for fur have different types cat, dog and the rest and new tech is demestication (excuse my spelling) where you can make zoos and preserves and pets which increase happiness. 9. Protest: an unhappy city can eventually lead to unhappy civ protesters like immigrants can travel trying to gain support and if you kill them off well then you are look bad upon 10. To add on to 9 other Civs can send missionaries or representives to ask for war aide to overthrow their government and elect a new leader and you can have it where you can be, deny them, they become a captulation, vassal or you just aide them and boost relations if they win or else furious if you stop warring against of for the rebels or original owners. 11. If your people are calling for revolution basically a military general is born in the most unhappy city and with his death the revolt ends and you reclaim your land and they start their own civ 12. Civ specific Great Wonder; 1 great wonder exclusive per civ which can be set to random or history specific 13. Regimes and hate crimes...; Now this is maybe to controversial but i think maybe it should be added with all the different civs maybe regimes of cults should be made and added to the right hand side but not considered specialist... but this is purely idea i don't know how well it would go over in actually production thats why i'm letting you see And also a ancient fossil wonder. Basically its starts as a random event. With the discovery of fossils or whatever the world is now in search for the land where it all begin. Build extraction sites in your cities in hope to be known as the kingdom which holds our eldest ancestor. Now part 2 to that would be after 5 are discovered and un or apolostic is made. "after thorough research we have found that (enter civ leader here and civilization) has founded our eldest ancestor." This leads to a big boost in culture and commerence for that city and possibly pollution. Unless... A few options 1: market the fossil (boost in commerence and culture -in health) 2: keep it under heavy guard and let few see it (Increase in happiness if during discovery the town was smaller than... lets say 6. Saddness if higher than 6. Also there is a cultural boost still) 3. Further study the fossil (increase in scienctific research and culture but a small hurt in commerence. However bigger chance of great scientist) Get back to me... post it at civfanatics too... just want to make sure this continues to be the best... i know some of the first few may not happen due to programming but i think some even if they can't be done some genius sooner or later will figure it out... to bad it can't be me
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Post by johny smith on Sept 16, 2007 15:42:01 GMT -5
Some sort of faction system perhaps for civilizations and religions. So you can limit different things you can build, units, techs, civics or corporations based on what group you belong to during the game. Just an idea. I don't how many people would use it. I want to make something to group religions like Protestants and Catholics under Christianity. I made 47 Religion Icons if anyone is interested here. forums.civfanatics.com/showthread.php?t=240440Keep up the good work.
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Post by dimkod on Sept 26, 2007 4:29:33 GMT -5
Hi all
My most important suggestion is 3 squares city size. Extremely useful on large and huge maps, less cities are required.
Amra's mod is a nice, neat and crash free (for me) mod. Sevo mod is the first one to really inject life into CIV4.
If it's new ideas that you are looking for than IMHO Call to Power 1 & 2 rules, as a veteran of CTP it was an easy guess that corporations will be the next step in CIV4, not the implementation of course, the concept.
Thanks fo listening.
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Post by TAfirehawk on Sept 26, 2007 18:53:18 GMT -5
Hi all My most important suggestion is 3 squares city size.Extremely useful on large and huge maps, less cities are required. Amra's mod is a nice, neat and crash free (for me) mod. Sevo mod is the first one to really inject life into CIV4. If it's new ideas that you are looking for than IMHO Call to Power 1 & 2 rules, as a veteran of CTP it was an easy guess that corporations will be the next step in CIV4, not the implementation of course, the concept. Thanks fo listening. We have the Extended City Radius in the working version on the SVN....and its documented on the Bug Tracker. It actually is much more advanced than anything you have seen on Civ 4 to date
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Post by nsr433 on Sept 27, 2007 13:28:49 GMT -5
I would like to see civ's having units that they have historically produced or purchesed. On a particular mod I saw the huns having the centurion tank when the english could not produce it. eg.
France: Dissault Raffel, Lepord II, UK: Challanger 2, Euro fighter, F35, Russia SU27 MIG 31 Etc.
The possibility of granting production rights of a unit to another nation. Like india produces migs under licence from the russian federation. eg. the UK having the rights to acquire the F35 and produce variants. eg. Greece being able to acquire the Lepord 2.
Units having historically accurace stats. eg. looking up the muzzel velocity of the guns on tanks, rifles of troops etc. to get an accurate str for those units.
The ability to defy a resolution with out the resolution failing and the ability to defy it later on when it suits your civ best. with harsh repocussion in the internation communiy if you do defy a resolution.
The ability to change leaders whilst under cirtain forms of government whether they be elections, cout de tate. More leaders for each country with a picture of the leader instead of animated for modern leaders that have been around since the 1970's where appropiate. again as historically accurate as possible in regard to qualities. e.g. Margaret Thatcher was argessive and iron willed hence her nickname of the Iron Lady. That could possible be Argessive and Financial (from her infulence on the economy and trade relations)
The player being able to become a vassel of another civ.
If a city becomes unhappy and revolts for long enough at a cirtain level then that city will revolt back to another civ. depending on the cultural background of the cities citizens even if that civ was destroyed.
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Post by spiralx on Oct 1, 2007 16:26:32 GMT -5
I like the idea of having religions give various benefits, but with the following caveats...
* Benefits should be relatively minor * They shouldn't be tied to any specific religion * They either appear randomly at some point after the religion has existed a while rather than as soon as a religion is founded
Changing leaders a la Europa Universalis would be nice, although compiling lists of rulers of some of the more obscure civs would be hard and ensuring that civs aren't randomly plunged into financial ruin when a leader changes would require some balancing.
Basically any changes shouldn't make the game play massively different to how it currently is i.e. new options/mechanics shouldn't totally be more important than existing mechanics.
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Post by TAfirehawk on Oct 1, 2007 18:42:49 GMT -5
I like the idea of having religions give various benefits, but with the following caveats... * Benefits should be relatively minor * They shouldn't be tied to any specific religion * They either appear randomly at some point after the religion has existed a while rather than as soon as a religion is founded Changing leaders a la Europa Universalis would be nice, although compiling lists of rulers of some of the more obscure civs would be hard and ensuring that civs aren't randomly plunged into financial ruin when a leader changes would require some balancing. Basically any changes shouldn't make the game play massively different to how it currently is i.e. new options/mechanics shouldn't totally be more important than existing mechanics. Well if Firaxis helps us solve the overwriting tag problem, then the WoC can get off the ground and thus allowing each individual gamer to choose his options. That will allow people to have crazy setups like out of balance religions or not.....one size doesn't fit all, but Firaxis has to help us now as they have things locked up in the EXE so we can't fully realize the modular xml loading potential.
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Post by Helplesswriter on Oct 11, 2007 19:03:30 GMT -5
In Civ3 a unit could enslave enemy units i think we should bring that back but it can only be done if you have the slavery civic.
Also the british if they have slavery civic can enslave ships as they did in history. Only the british perhaps.
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Post by TAfirehawk on Oct 11, 2007 19:05:00 GMT -5
In Civ3 a unit could enslave enemy units i think we should bring that back but it can only be done if you have the slavery civic. Also the british if they have slavery civic can enslave ships as they did in history. Only the british perhaps. That is already a mod in Warlords, Unit Alliegence and I am sure it will be ported to BtS.
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Post by helpless0writer on Oct 15, 2007 16:54:45 GMT -5
In Civ3 a unit could enslave enemy units i think we should bring that back but it can only be done if you have the slavery civic. Also the british if they have slavery civic can enslave ships as they did in history. Only the british perhaps. That is already a mod in Warlords, Unit Alliegence and I am sure it will be ported to BtS. Thank you
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