[quote who="AlphaLegion" reply="35" id="2610851"] Quoting Denryu, reply 34 Quoting strager, reply 33 FrogBoy- For your next tile you should just call it "Alpha" to prevent confusion. What next title? After Ewom Froggy is going to retire a bazillionaire and open a school of game development... YAY we all get class together! again does anyone have any idea when beta 2 is actually going to come out,
strager
[quote who="PoPsuX" reply="40" id="2610665"]What about a FALLOUT - Mod! =D[/quote] I wouldn't want to see a Fallout Lore mod, but a unique-world Post-Apoclyptic Future mod would be awesome.
What we are really looking for in terms of 2D artists are Computer 2D artists. We need things like faction logos drawn, cloth map icons, buttons, backrounds for technologies, etc.
FrogBoy- For your next tile you should just call it "Alpha" to prevent confusion.
Just as another update we now have at least one of every postition, so everything looks to be a go. If your on the team, or that of an affiliated mod please don't forget to check the dev forums frequently, and post your thoughts on each topic- if you have ideas of your own please post them as well - we need all the feedback possible. Also if you have tips, tricks, or advice for other modders please post it in the idea factory board.
Raven - If you've been reading the Dev Forums over at E:EE, this is very similar to one of the items we are hoping to include with the mod. Optional mortal sovereigns, with children taking over. Once this code is done, it's only a hop, skip, and a jump to making a system similar to the one you described.
I'm looking forward to it.... do remember though that not everything in the game needs to make it into the first book.... You could even go so far as to have whole races and cultures in the game that are not even mentioned om the book because of it's focus on an individual... Anyway good luck with the book writing- I'm sure it will be an exciting tale.
[quote who="Myles" reply="106" id="2606512"] Quoting strager, reply 101Frogboy- Why even put the distinction between Fallen and Kingdoms to begin with? It would simplify the game a LOT to remove these. I'm pretty sure that kingdoms and empires are already too established in the lore(remember there's a book in production) to remove them. And I personally don't think it's all that complicated. You're one race that generally aligns with a certain side. Though there are a few dist
I have a genius idea! Lets kill the intro entirely and use the resources to add more customization ;-) (sorta-kidding lol) Perhaps I mis-spoke. Her voice isn't terrible, its just not right for the part. It needs a lot more feeling and emotion in it without it sounding....corny...
Frogboy- Why even put the distinction between Fallen and Kingdoms to begin with? It would simplify the game a LOT to remove these. Perhaps have an in-game alliance (like the United Nations in Civ, or the Under/Over councils in Fall from Heaven) that factions start out as. Because this game at its heart is about alternative history (You play through a timeline, each game radically different. No game will play out exactly like the books for example), different factions in
OK... i'm on a time limit, but let me put a few points in... BOTH are CRITICAL to the games success. Without the lore, your world feels weak. Without strong pre-made AI factions the game will fail because people want interesting factions to play against. Without strong customization the game also fails because everything feels the same. You need as many factions as possible, with strong stories, quests, etc. At the same time you need strong customization. I don'
Well I like the bottom part - but not the top. Call me greedy, but I'd really like to see at a minimum 5 races (preferably at least one non-human Kingdom ;-) or split up into sub-races (Mancers etc.) ), and the kind of stuff you mentioned for the 2-race scenario. In my personal estimation this amount of customization and flexibility will be what brings the game from a 7 to a 9 in most review books. Races are a huge deal in a fantasy game. They are a lot of what gives the game its
Thanks for giving us another one. The extra week of performance tweaks should hopefully make a big difference.
[quote who="NTJedi" reply="10" id="2603862"] quoting postCan we please get an option to disable Technology Brokering for the late betas/retail version? This was one of the better options in Civ4 - it made it so you couldn't trade for a technology, than trade it to someone else. I completely agree... there should be an option to prevent trading of techs. This option also exists in other TBS games and is comforting to find.[/quote] TB is different from trading tech. Wha
The way i see it relgions should be guiding technologies for your civilization. You can change religions but it needs to be difficult. I'm going to try to include something around 30 religions all with a very small chance of emerging. Every game different religions show up. Hopefully the community will contribute additional religions and make the system even more robust. Each religion needs to be unique. Some are simpler and provide a few unique types of units,
You'd still have a lot of work to do. But you could get a basic shape etc. in Spore....
waaay too complicated. This would force you to focus on building placement to a level that would be too much. The game should be focused on getting you out exploring.
Man we live in a screwed up world haha
If I can get the quality of coders I need for this, here is the plan: We will provide several example religions (the ones that will be in the E:EE Mod itself) . The engine itself should be capable of the following: Creating an easy religion that is either present at the start of the game, or discoverable via quest or technology, or spell. Allowing those religions to interact with one another - for example the emergence of one religion due
They aren't in the files yet. Been waiting for models and textures to use for dimensions etc.
Well that would be the beauty of the system I described. You could set it up however you wanted. Make pretty much any religion system you wanted. This would allow you to quickly create a basic religion which could than be modified however you wanted. It would allow you to easily assign it custom buildings etc. It wouldn't do all the work, but would save modders a TON of time.
I think the best word for it is campy - It doesn't have any LIFE to it. The girl has a lovely voice its just totally wrong for the role.
The E:EE Team is seriously looking at adding a religion module in now that we know there won't be any real mythos on it. I think I'm going to look at making essentially a "Make a Religion" template and system. Allow you to assign unique unit options, buildings, and magic and name a religion quickly. If we release this modularity with the Religion system, It could save a LOT of mods time in developing a custom religion to use. It'll be tricky, but based on what I see on the engine as it
Frog Boy already said its not the intro- the art style was great. I fell it needs to really tell the story of the cataclsym - it doesn't need to reveal everything, but the general story. A good way to capture that would be an in-engine fight or possibly a cutscene showing the final battle. In-Engine would be awesome. (It would also give you an excuse to make pre-war armor etc. to give to modders). Its not so much that she has a bad voice, its just not the right voice for the part. It
Can we please get an option to disable Technology Brokering for the late betas/retail version? This was one of the better options in Civ4 - it made it so you couldn't trade for a technology, than trade it to someone else. This prevents a lot of mis-balance (someone gets one good tech, than trades it for like 5 other good techs, which he than trades back to the original owner + friends for even more tech.) and makes a game more fair overall.