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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Yeah...I know that there are a LOT of things we couldn't do with it, but we could at least get the "look and feel" of the game down....
Off the top of my head, here's some of the stuff I could see us doing:
* Rip out the tech tree as it exists now. In its place, you'd have three linear tech trees, with ten techs each. We'd need to make them pretty expensive, such that you'd not likely be able to finish out all three trees by the time the game ended.
* Map - CB world, mapped out with the terrain editor
* Set up 60 cities inside the Kingdom of Candle'Bre, each named for one of the provinces. Divide all of the non-player controlled cities up into the hands of variouis AI players
* Tweak the AI's willingness to trade tech (ie - if possible, make no trades of tech happen)
* Remove all goody huts
* Make all troops wheeled, and make it impossible to build roads through mountains
A few other ideas in my head as well....but that's enough to at least put the idea out there.
Couple of points:
* This would require a very different skill set than the ones currently being employed by the group making the alpha version of the game....that said, if we do this, it's not something that'd take away from our ability to get the alpha version out.
* It would, IMO, raise awareness about our own efforts.
* Might be a coolio way to get some of the graphics modders from civ3 interested in us.
Thoughts?
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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It was indeed your earlier comment to me about the Civ3 artists that got me thinking along those lines! GREAT call...since we've only got three people on the art team, I saw this as a possible way of maybe attracting a few others, so we don't burn the three we have out with too much stuff!
And, I'm glad to see that there's interest in something like this...as I see it, if we can secure the permission of a couple of artists to make use of their existing work, we've got enough units to at least get us started.
How I envision it working:
Techs will cost a bunch....I mean, a whole bunch. Probably tenfold what they cost now. And each tech will allow something important.
Of course, there will be some stuff you can do right off the bat....Temples and Barracks are available at game start, as are all the various troop types...their stats could just carry over from CB
Heavy Infantry
Archers (would get a (lethal) bombard)
Cavalry (Maybe give them bonus HP's to account for thier charge special)
I don't know if the espionage actions can be broken down into individual techs or no (ie - steal research at level three, steal gold at level 2...or if they come all as a bundle....if they come all as a bundle, then the Espionage "tree" will be a little thin...will have to see about that).
Was thinking about having three basic forms of government, like we've been talking about here.....Aristocratic, Theocratic, Republican, making each available from the start (no pre-requisite techs), and giving each some unique property (unit or building) that helps in a specific way.
Settlers would be turned off....no building new cities. New tech advances that make troops better would enable you to build an "upgraded" version of your old troop (same graphic) but with better stats.
How's that for a start?
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Hmmm...I'm thinking we should maybe redefine the traits for our own nefarious purposes.....for example....what if we made a dummy tech for each faction, made it non-tradeable, and gave them benefits based on that tech (ie cheaper temples, special units, etc)?
Dunno about the worker thing, but I agree they should be more limited. Maybe still let them chop trees, plant trees, and (especially) build fortifications. I don't think we should give them the road building ability tho, and if we do allow irrigation, then it should take a LOT longer than it does now.
Also, I'm thinking that with the inability to build settlers, requiring combat use pop points in order to be produced will not break the AI...least I hope not!
This could be cool...and, since I've got nothing in particular to do this weekend, I could maybe get started editing the rules....anybody wanna take a peek at Cyclo's terrain map and try their hand at making Candle'Bre?
Hmmm...should we use Snoopy's graphics? I keep hearing GREAT things about them!
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Made a VERY basic mod with the following:
Infantry, Mercenaries, Archers, Skirmishers, and Cavalry, all available with no pre-requisite techs, and using the stats we gave them in the tactical combat model. All require a point of pop to create, 'cept for Mercs, and none upgrade....well, I put scouts in, which can upgrade to Skirmishers, but besides that.....nada. For now, I also left in settlers, cos I'm just gonna fire it up and see how she goes. Assuming the game doesn't implode on me, I will go back incrementally and add some additional stuff. 
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Up for air...whew....well, I'm glad to see there are more nods in favor, and so far, no nods against the notion. Hmmm...and a Civ2 mod of Candle'Bre....there's another killer idea! 
Some good news, and some bad.
First, I don't think it'll be a problem doing the whole upgrade thing, at least not now that I understand how to do the unit shuffle
Second, the mod works...well, sorta. I did notice that if you right click on a city to change production, it crashes and burns. If you click on the city and change production from inside....no problem. I have no idea what might be causing this, but then....I'll be the first to admit that I'm not a modder.
Bad news:
The espionage stuff isn't able to be broken out into various techs. My solution to that is to roll espionage and military together....they're sortakinna related anyway, and it'll give that research line a beefing up.
Alternate plan to that would be to leave Espionage as its own separate tree, and put corruption busting stuff in there with the espionage (court houses, police stations, and spy stuff).
Will kinna play with it both ways.
For the moment, I'm just calling the upgrades:
Level 2 Infantry, Level 2 Cavalry, etc., so if some history buff or another has some coolio names we can give the ever increasingly bada$$ units, I'm game for it.
I'm also using the same graphics for the upgraded units. They're not changing all THAT much with each upgrade, and I can't do animations at all. Quick and easy fix for the moment, but again, if someone is interested in doing a different graphic set for each upgrade, don't be shy about volunteering!
FP did GREAT on the basic map outline, and I went in and added some trees, grassland, and resources.
That's another thing...resources. Candle'Bre doesn't have any rogue elephant herds running around, but I don't have any CLUE how to put new resources in....so we've got elephants in CB for the moment. Again, once I get the bones of it in place, I'll post it here, and if someone who actually KNOWS something about modding cares to improve on it, I'd be eternally grateful! 
Balancing: Unfortunately, we can't get all that specific on the costs of units, and the AI really isn't set up to handle units coming from the population pool...I know...in my test game, the Furies built three Mercenaries, and handed Cleopatra her butt, cos she didn't know what to do. Might have to nix the whole pop point idea, and just give the units a heftier upkeep. Also, because we can't zero in to the individual shield cost (it's in factors of ten), it's kinna unbalanced the units themselves....will work on that as I get to it....right now, I'm just sorta feeling my way blindly, spending more time undoing exploding bic files than actually making progress....frustrating, but also kinna interesting. Or maybe I'm just twisted that way....
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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'k....here are the three tech trees I decided to go with, after playing with 'em all:
Infrastructure Bresearch:
Lvl 1: Basic Bresearch - Allows the construction of Libraries
Lvl 2: Basic Engineering - Allows building Fortifications, and Bridges to help with River Crossings. Also allows Aqueduct
Lvl 3: Advanced Irrigation Techniques - Irrigate without an adjacent source of fresh water
Lvl 4: Basic Economics - Allows Marketplace
Lvl 5: Glorification - Allows Cathedrals
Lvl 6: Intermediate Engineering - Allows player to see iron and coal deposits (could allow for the Iron Works Minor Wonder, if conditions are right) Will also allow for the construction of some new buildings that'll reduce the cost of troops (Smithy?)
Lvl 7: Advanced Bresearch - Allows Universities
Lvl 8: Advanced Engineering - Allows Harbor and Frigate/Caravel construction (for what it's worth)
Lvl 9: Advanced Economics - Allows Banks
Lvl 10: Sanitation/Medical Science - Allows Hospitals
Military Bresearch:
Lvl 1: Offensive Tactics - Skirmishers becomem available
Lvl 2: Cavalry Manuvers - Lvl 2 Cavalry become available
Lvl 3: Defensive Tactics - Pikemen become available/ Also allows the construction of the Arena
Lvl 4: Compound Bow - Lvl 2 Archer becomes available
Lvl 5: Siege Tactics - Catapult becomes available (and it's MEAN!)
Lvl 6: Articulated Armor - Lvl 2 Infantry, Lvl 2 Skrimishers, Lvl 2 Pikemen become available
Lvl 7: Large Scale Manuver - Skirmisher gains ZOC (Lvl 3 Skirmisher) - Sun Tzu available to be built.
Lvl 8: Crossbow - Lvl 3 Archer becomes available
Lvl 9: Advanced Forge - Lvl 3 Infantry, Lvl 3 Pikemen, Lvl 4 Skirmisher becomes available
Lvl 10: Advanced Recon - Infantry gain ZOC (Lvl 4), Skirmisher gains a range zero bombard ability (Lvl 5)
Espionage/Diplomacy Bresearch:
Lvl 1: Basic Intel Gathering - Tavern (Happiness build, on par with Temples)
Lvl 2: Basic Diplomacy - Trade Maps, Trade Comm Frequencies
Lvl 3: Basic Criminology - Build Courthouse
Lvl 4: Anit-Corruption Techniques - Forbidden Palace
Lvl 5: Intermediate Diplomacy - Establish Embassies
Lvl 6: Salvage Operations - Extra minerals from water squares
Lvl 7: Propoganda Machine - Allows (build yet to be named) - Reduces War Weariness, provides more happiness)
Lvl 8: Den of Iniquity (new wonder) Increases luxury trade, luxury output, tax base
Lvl 9: Advanced Criminology - Allows Police Stations
Lvl 10: Espionage - Allows spy actions
And now, I'm back to the editor....
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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*small, weary voice*
Oh...4am is it? Hmmm....dang...and yes, you're right. I kinna lost track of time!
Okay...right then...I'm going to save my work off, and attach it here for you to look at.
I have no idea if it even works....I've not tested it since doing the tech trees. *Gulp*
BUT....the tech trees, all improvements, and all wonders/minor wonders (not that there are many) are now in the game.
I'm sure the little tech research screen looks like refried crap about now, cos I noted that the little research boxes are all aligned with x, y coordinates....and they're off kilter by about a country mile now....*shrug* I don't even begin to pretend to know how to fix that. All I know is that the techs are done. Three linear trees, just like in CB. The basic unit types are done, but none of the upgrades exist yet....I just....ran outta gas tonight...LOL
Anyway, here comes the file....
-=Vel=-
Attachment: candlebremod.zip
This has been downloaded 2 time(s).
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