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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Nov 13, 2008 10:36 pm    Post subject:  News from the front
Subject description: my civ 3 mod
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Due to increased amount of time on my hands, I want to continue production on my civ3 mod. It will pick up where I left it off; the beginning of the industrial age. I'll finish a couple of units and we'll be off to the wonderful world of world war 2 and beyond.

I'm looking for some help this time around. I can use mappers and someone who knows how to do terrain (I want to use the civ3 terrain, but I really don't know how to do it). I can handle the units, I've got about half of them done anyways, and maybe some help on the buildings.

For maps and campaigns I kinda want to do something like red alert 3 did, co-op. Ideally I'm gonna make 2v2 maps with missions, where like two guys invade normandy two guys defend it. The greeks and the romans are on a team and they take on like carthage and the barbarians. Stuff like that.

I want to keep things as civ3 as possible, as I want this mod to be a civ3 as an rts. Unlike age of empires, you wont progress through time via "ages", but rather you will research on tech at a time, that will unlock further techs like how you progress in civ3. Combat is going to be based moderatly on civ3, with important additions like crushing, armour types, and various other things that yr provides. the income system will be similair to oil derricks. You build "farms" which provide credits over time. As you progress you will be able to build better farms that provide more credits (irragated farms etc). You will be able to produce additional buildings such as market places and banks. All buildings that produce funds have a build limit.

So, anyone want to lend a hand?

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Thu Nov 13, 2008 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

So you need mappers, yet the terrain isn't finished

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Thu Nov 13, 2008 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

for mapping co-op stuff it will not be as great if it is multiplayer because singleplayer has more possibilities with triggers. i can make skirmish maps if you wish. i believe myself to be great with triggers.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Nov 13, 2008 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

getting the terrain is like a bonus. Besides, when you make terrain (correct me if I'm wrong) isn't it like a 1:1 thing with the old terrain?

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Fri Nov 14, 2008 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

This sounds interesting, I may be able to lend a few hands to help.

However, since I have not been following this project from its beginning, I would like to have a little more information on the intent of this mod/campaign and what kind of tasks the job would entail. What are your plans?

If I like what I see, you can count me in. I am a very good map triggerer (if that is even a word) and scripter.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Nov 14, 2008 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol, I did even even see your post biohazard. The coop idea is just that skirmishing gets boring after a while and I feel like I need a purpose. Like a made a D-Day map and the only thing that happens are germans take the cliffs, and americans get reinforcements every once in a while. Stuff like that I find interesting because there is an "attacker/defender" quality to it. But thanks, any help will be great.

The maps themselves can be anyway you like, but please do not put any ore or gem feilds. Also try to limit the amount of oil derricks you place. In the mod, I modded them to be "iron mines" and they are a prerequisite for some unit types. Fighting for natural resources, yay! Include water if you wish as there will be a naval element.

The mod goes a little like this: It is the dawn of civilization, the people have chosen you as their leader. Take them to victory". You start out (a skirmish game) with a settler and a handful of warriors. You build a farm or two and a barracks, and you can train more warriors, unarmed scouts, and workers (who act like engineers). Now, heres where history starts to progress. You click on the research tab (I replaced the defense building tab) and choose some technology to research. These technologies are how you progress through time and gain access to new stuff. They take a couple minutes a piece. You can choose stuff from bronze working (spearmen) and masonry (walls) to stealth (stealth fighters/bombers).

So you fight and war and research all the way through time. It's similair to age of empires, Only it is based more on the turn based game civilization 3.

Here are some old pictures I put up.
Your average ancient era army

In the navy...

THIS IS SCREENSHOT!
]

The units for the ancient and mideval era are pretty much done, and I am doing the industrial era right now.

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Fri Nov 14, 2008 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Like a made a D-Day map and the only thing that happens are germans take the cliffs, and americans get reinforcements every once in a while
i have already made a map like that you can even ask apex he has played on it. if you wish to see it just say so i can PM you it

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Mon Nov 17, 2008 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

You might want to change the UI things to something that's more 'neutral'.

The scifi waypoints clash with the ancient vessels.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Nov 17, 2008 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had a mock sidebar set up, it had a kind of limestone feel to it. I've got about 60% percent of all units converted (and it's a shitload of units). I figured out a faster conversion method, so units should be flying off the shelf now. Things are looking good.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Nov 19, 2008 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

This mod is entering the modern era in style, and with some firepower.



firepower.jpg
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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Wed Nov 19, 2008 2:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow! Tell me, when will your next release be?

(Demos absolutely s*ck!)

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Nov 19, 2008 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

my demos what? All of my releases have been demos...

While I have the units ingame, they are essentially all clones of one another. So you'd really just have 20 different flavors of the same thing. I'm gonna start building the tech tree, and maybe adding in the world war 2 game mode. If I have the ww2 mode, I'll only go half way through the industrial age before my next release. after that will be the final unit release, and everything after that will just be 'fine-tuning'. Addind decent buildings, sidebar, unit voices, campaigns, good maps. But the core of the mod should be out before christmas.

Also, can anyone see any units which I haven't released in the pic?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Wed Nov 19, 2008 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

.50 cal dudes (top right) and the little AT gun.

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Wed Nov 19, 2008 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

they're as tall as trees!!!

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Nov 19, 2008 11:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

what can I say?

They ate their wheaties!
those aren't trees, they're shrubs!

Anyways, the units I haven't released are the artillery and the guys with the completly orange shirts (us civil war riflemen).

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Wed Nov 19, 2008 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I never knew 18 foot palm trees were shrubs?

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