Mordel's Bar & Grill
Civilization IV BattleTech Mod
Post new topic   Reply to topic    Mordel's Bar & Grill Forum Index » Video/Computer Games
View previous topic :: View next topic  
Author Message
Mordel
Mordel.Net
Administrator
Administrator


Joined: 03-Feb-2002 00:00
Posts: 6087
Location: United States
PostPosted: 08-Dec-2005 09:39    Post subject: Civilization IV BattleTech Mod Reply to topic Reply with quote

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
Back to top View profile Send site message Send e-mail Visit website Facebook Username Twitter Username Steam Custom URL
Warhammer: 3025
Freelance
Captain, AFFC (Ret.)
Captain, AFFC (Ret.)


Joined: 29-Jan-2005 00:00
Posts: 1856

PostPosted: 08-Dec-2005 09:53    Post subject: RE: Civilization IV BattleTech Mod Reply to topic Reply with quote

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!
Back to top View profile Send site message
Mordel
Mordel.Net
Administrator
Administrator


Joined: 03-Feb-2002 00:00
Posts: 6087
Location: United States
PostPosted: 08-Dec-2005 11:39    Post subject: RE: Civilization IV BattleTech Mod Reply to topic Reply with quote

Quote:

On 2005-12-08 09:53, Warhammer: 3025 wrote:
Turn the Barbarians into the Periphery Pirates.



I was thinking of doing that. Just change the Text from Barbarian to Pirate or something like that.

_________________
Mordel Blacknight - Site Administrator
Back to top View profile Send site message Send e-mail Visit website Facebook Username Twitter Username Steam Custom URL
Wanallo
Federated Suns
Leftenant Colonel
Leftenant Colonel


Joined: 02-Jan-2004 00:00
Posts: 671
Location: United Kingdom
PostPosted: 08-Dec-2005 13:18    Post subject: RE: Civilization IV BattleTech Mod Reply to topic Reply with quote

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
Back to top View profile Send site message Send e-mail
Mordel
Mordel.Net
Administrator
Administrator


Joined: 03-Feb-2002 00:00
Posts: 6087
Location: United States
PostPosted: 08-Dec-2005 16:15    Post subject: RE: Civilization IV BattleTech Mod Reply to topic Reply with quote

Quote:

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!



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
Back to top View profile Send site message Send e-mail Visit website Facebook Username Twitter Username Steam Custom URL
AlexxKnight
Federated Suns
Colonel
Colonel


Joined: 11-Feb-2002 00:00
Posts: 787

PostPosted: 08-Dec-2005 21:22    Post subject: RE: Civilization IV BattleTech Mod Reply to topic Reply with quote

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
-----------------------------------------------------
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
Back to top View profile Send site message Send e-mail Visit website
Mordel
Mordel.Net
Administrator
Administrator


Joined: 03-Feb-2002 00:00
Posts: 6087
Location: United States
PostPosted: 08-Dec-2005 22:43    Post subject: RE: Civilization IV BattleTech Mod Reply to topic Reply with quote

This sites forums has infinitely more information regarding Modding Civ IV.

http://forums.civfanatics.com/forumdisplay.php?f=143

_________________
Mordel Blacknight - Site Administrator
Back to top View profile Send site message Send e-mail Visit website Facebook Username Twitter Username Steam Custom URL
AlexxKnight
Federated Suns
Colonel
Colonel


Joined: 11-Feb-2002 00:00
Posts: 787

PostPosted: 09-Dec-2005 04:09    Post subject: RE: Civilization IV BattleTech Mod Reply to topic Reply with quote

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
Back to top View profile Send site message Send e-mail Visit website
AlexxKnight
Federated Suns
Colonel
Colonel


Joined: 11-Feb-2002 00:00
Posts: 787

PostPosted: 14-Dec-2005 20:19    Post subject: RE: Civilization IV BattleTech Mod Reply to topic Reply with quote

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
Back to top View profile Send site message Send e-mail Visit website
Wanallo
Federated Suns
Leftenant Colonel
Leftenant Colonel


Joined: 02-Jan-2004 00:00
Posts: 671
Location: United Kingdom
PostPosted: 15-Dec-2005 06:54    Post subject: RE: Civilization IV BattleTech Mod Reply to topic Reply with quote

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
Back to top View profile Send site message Send e-mail
AlexxKnight
Federated Suns
Colonel
Colonel


Joined: 11-Feb-2002 00:00
Posts: 787

PostPosted: 15-Dec-2005 09:04    Post subject: RE: Civilization IV BattleTech Mod Reply to topic Reply with quote

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
Back to top View profile Send site message Send e-mail Visit website
Vagabond
Mercenary
Mr. Referee
Mr. Referee


Joined: 04-Feb-2002 00:00
Posts: 5792
Location: United States
PostPosted: 16-Dec-2005 14:46    Post subject: RE: Civilization IV BattleTech Mod Reply to topic Reply with quote

Quote:

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.



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.



//^(^_^)^\\
Back to top View profile Send site message Visit website
Vagabond
Mercenary
Mr. Referee
Mr. Referee


Joined: 04-Feb-2002 00:00
Posts: 5792
Location: United States
PostPosted: 16-Dec-2005 15:04    Post subject: RE: Civilization IV BattleTech Mod Reply to topic Reply with quote

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.



//^(^_^)^\\
Back to top View profile Send site message Visit website
Display posts from previous:
Post new topic   Reply to topic    Mordel's Bar & Grill Forum Index » Video/Computer Games All times are GMT-05:00

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum