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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 08-Dec-2005 09:39 Post subject: Civilization IV BattleTech Mod |
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Hey guys, I started piecing together a BattleTech mod for Civ IV. The first thing I am going to do is add each House/Clan as a Civilization and remove all the existing ones (except Barbarians, weird things happen when I do that; but I will disable them).
Once all the Civs are added, hopefully 2k games will have put out their SDK so I/we (if I can get help) can start creating units for use with the houses.
Another thing on the list to change is the tech tree. I'd like to completely rewrite it to fit BT. And depending on what the SDK allows, I could further modify things (planets instead of cities?, different resources, worker operations, etc).
It's an ambitious plan, but I'm thinking those of us who play Civ might enjoy doing it. Could be our little contribution to society. Besides, I'm sure someone else will try the same thing, so we need ours to be better.
_________________ Mordel Blacknight - Site Administrator
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 08-Dec-2005 09:53 Post subject: RE: Civilization IV BattleTech Mod |
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Turn the Barbarians into the Periphery Pirates.
_________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 08-Dec-2005 11:39 Post subject: RE: Civilization IV BattleTech Mod |
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On 2005-12-08 09:53, Warhammer: 3025 wrote:
Turn the Barbarians into the Periphery Pirates.
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I was thinking of doing that. Just change the Text from Barbarian to Pirate or something like that.
_________________ Mordel Blacknight - Site Administrator
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Wanallo Federated Suns Leftenant Colonel
Joined: 02-Jan-2004 00:00 Posts: 671 Location: United Kingdom
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Posted: 08-Dec-2005 13:18 Post subject: RE: Civilization IV BattleTech Mod |
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Oh damn it...
I just posted a great big wad of ideas and stuff on your other post, didn't see this one
Anyway, if i get a background on it, i will throw stuff at you, as said on the other page i have done loads of scenarios and a couple of simple mods. This sounds interesting and i would love to be a part of it!
_________________ Constant exposure to dangers will breed contempt for them-Seneca
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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Posted: 08-Dec-2005 16:15 Post subject: RE: Civilization IV BattleTech Mod |
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On 2005-12-08 13:18, Wanallo wrote:
Oh damn it...
I just posted a great big wad of ideas and stuff on your other post, didn't see this one
Anyway, if i get a background on it, i will throw stuff at you, as said on the other page i have done loads of scenarios and a couple of simple mods. This sounds interesting and i would love to be a part of it!
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Great, what I'll do first is throw the mod with just the FWL in it and post it. You guys can check it out and we can go from there.
_________________ Mordel Blacknight - Site Administrator
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AlexxKnight Federated Suns Colonel
Joined: 11-Feb-2002 00:00 Posts: 787
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Posted: 08-Dec-2005 21:22 Post subject: RE: Civilization IV BattleTech Mod |
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Sounds good to me. I'm glad to see you jumped on the project after our brief discussion the other night. I'll messa round with things this weekend and see if I can figure things out.
Here is the link to the only site/forum that I'm familiar with that talk about modding CIVILIZATION IV: The Modiversity Over on Evolution Games
_________________ Alexx Knight, Lance Sgt.
Command Company, Crimson Janissaries
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The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. . . And you
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6087 Location: United States
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AlexxKnight Federated Suns Colonel
Joined: 11-Feb-2002 00:00 Posts: 787
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Posted: 09-Dec-2005 04:09 Post subject: RE: Civilization IV BattleTech Mod |
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I stand corrected. CIVFANATICS is a good site.
_________________ Alexx Knight, Lance Sgt.
Command Company, Crimson Janissaries
-----------------------------------------------------
The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. . . And you
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AlexxKnight Federated Suns Colonel
Joined: 11-Feb-2002 00:00 Posts: 787
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Posted: 14-Dec-2005 20:19 Post subject: RE: Civilization IV BattleTech Mod |
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I was asking around on Evo-Games about how to make unit art for CIV IV because I couldn't find any BattleTech Units for CIV 3 and one of the guys over there, mentioned that someone had great a bunch of BTech units for CIV 3 and they are included in the The Balancer Reloaded Scenario. I haven't had the chance to download it myself yet,since I'm still at work, but I wanted to let you guys know about it. Especially since there seems to be someone out there who is familiar with making the unit art, so that we may be able to tap him as a resource for our CIV IV BTech Mod.
_________________ Alexx Knight, Lance Sgt.
Command Company, Crimson Janissaries
-----------------------------------------------------
The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. . . And you
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Wanallo Federated Suns Leftenant Colonel
Joined: 02-Jan-2004 00:00 Posts: 671 Location: United Kingdom
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Posted: 15-Dec-2005 06:54 Post subject: RE: Civilization IV BattleTech Mod |
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That sounds good, I would download it but it would mean breaking out Civ3 for decent look at them,
also, i was wondering, how will the mechs be played out in this mod? Will there just be a light, medium, heavy and assault mech for each? Or will you have specific models that the faction uses alot of. Such as Centurion for Davion?
I would definatley agre on grouping vehicles like this. Vehicles and infantry would be good, dirt cheap. infantry especially should get a bonus defending cities, making them worth pumping out!
_________________ Constant exposure to dangers will breed contempt for them-Seneca
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AlexxKnight Federated Suns Colonel
Joined: 11-Feb-2002 00:00 Posts: 787
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Posted: 15-Dec-2005 09:04 Post subject: RE: Civilization IV BattleTech Mod |
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I don't think anyone really has thought this through yet. also I think a lot of it will depend on how hard it will be to get unit artwork for them.
I see the following possibilities from worst Case to best case:
3) Mechs By Weight class: Lightm Medium,
Heavy, Assault
2) Mechs by Class and function: Light-Recon,
Light-Hunter, Medium-Support, Heavy-Fire
Support, etc...
1) A Few Mechs for each class based upon
Faction Preference (could be taken from
the Random tables in the MechWarrior
Books or House Books etc....
I would recommend however, that Weight Class be restricted by different Techs. ie if you want to build an Atlas, then you need to discover the tech that allows the construction of Assault Mechs. AlsoI would think that Jump Jets would be another Technology to discover, as well as Streak, , Gauss Rifles, and ER and Pulse Technologies. While some of these may seem a bit rediculous to have their own techs, it wold be an incentive to build light mechs. I mean if all you can build is light mechs that is what you build, but you build a lot of them. I htink it makes it abit more realistic and conforms to the actual numbers fielded by each faction. There are more light mechs out there then Assaults afterall.
_________________ Alexx Knight, Lance Sgt.
Command Company, Crimson Janissaries
-----------------------------------------------------
The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. . . And you
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5791 Location: United States
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Posted: 16-Dec-2005 14:46 Post subject: RE: Civilization IV BattleTech Mod |
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On 2005-12-15 09:04, AlexxKnight wrote:
I don't think anyone really has thought this through yet. also I think a lot of it will depend on how hard it will be to get unit artwork for them.
I see the following possibilities from worst Case to best case:
3) Mechs By Weight class: Lightm Medium,
Heavy, Assault
2) Mechs by Class and function: Light-Recon,
Light-Hunter, Medium-Support, Heavy-Fire
Support, etc...
1) A Few Mechs for each class based upon
Faction Preference (could be taken from
the Random tables in the MechWarrior
Books or House Books etc....
I would recommend however, that Weight Class be restricted by different Techs. ie if you want to build an Atlas, then you need to discover the tech that allows the construction of Assault Mechs. AlsoI would think that Jump Jets would be another Technology to discover, as well as Streak, , Gauss Rifles, and ER and Pulse Technologies. While some of these may seem a bit rediculous to have their own techs, it wold be an incentive to build light mechs. I mean if all you can build is light mechs that is what you build, but you build a lot of them. I htink it makes it abit more realistic and conforms to the actual numbers fielded by each faction. There are more light mechs out there then Assaults afterall.
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I was actually thinking about this myself and I don't think it will be as hard as it first appears. While we would like things in game to make sense to actual BT, we are not bondaged by it.
In Civ 4 we have how many ages? 6 by my count. So that means we need to select atleast 6 lights, mediums, heavies, and assaults IF they are the primary unit.
I do not suggest starting at SL era [2750] because it goes counter course to normal game progression. High Tech [2750] to Very Low Tech [3025] to Low Tech [3039] to Moderate Tech [3050] to Semi-High Tech [3055-3058] to High Tech [3060] to Very High Tech [3067].
So I say start in 3025.
Now the big catch is this, Civ 4 has 5 primary unit types: Scout, Infantry, Cavalry, Seige, and Garrison [Defensive Infantry.]
This excludes Naval Units though which have 3 types: Transport, Combat, and Explorer. Transport has both Air and Ground varants. Combat also has a standard Combat and Seige Combat in the late game.
So we need to keep the 5 types in mind when selecting units. Fortunently, Scout only has 2 or 3 types [if you count spy] and is easy to cover.
We have alot of breathing room. After subtracting the 18 unique units, we still have 71 units slots to play with.
Someone should assemble and type up a list of all standard Civ4 unit so that we can work around with that.
_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5791 Location: United States
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Posted: 16-Dec-2005 15:04 Post subject: RE: Civilization IV BattleTech Mod |
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I just had a Novel Idea.
Infantry = Vehicles
Garrison = Infantry and BA
Cavalry = 'Mechs
Seige = Arty
Scout = Spec Ops
Workers = Industrial Mechs or Industrial Exo-Skelitons
Settlers = Mobile HQ type vehicle
It just hit me.
_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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