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As an additional feature, would it be possible to replace a defeated faction with another? Emergent factions would be great in this game.
No that should not be the case, a previous version was uploaded with the bystander flag, but I changed it in subsequent versions. I'm sorry if I failed to mention the upload of v0.2 properly.
I'm not sure, but I'll investigate. It sounds intriguing, but even if I eventually do something like that I think it will be as an optional extra, as I intend to keep focusing on the "background" stuff.
I'm a big fan Xelos! Your Civilization Conversion Mod is great and I look forward to see even more updates on it. It was actually one of the mods that led me to make my own and also why I tried to stay out of class/ritual/weapon modding and keep running both. On the topic of expansions I have a couple ideas but I'll try to keep everyone who's interested in the loop to see what is desirable and what isn't.
- Give owned graveyards a very small chance to spawn friendly longdead automatically for factions with the ability to control them ( Like the gallows do for the Necromancer and Markgraf classes as of v0.2 );
- Chance events to turn dead forest tiles into forests if owned by the Barbarian, Druid and Dryad Queen classes;
- Chance events to have garrisoned forest/dead forest tiles turn to plains for the Baron/Senator/Voice of El;
- Give different classes different spawns more in tune with the lore, but without compromising player freedom of choice (I want a player to be able to roleplay a civilization loving druid or a druid bent on destroying all settlements for example).
Bear in mind that these are very loose ideas and might never come to fruition as I'm currently not sure if it is the right way to go, or in some cases not sure how to do it in a satisfying way.
I welcome all feedback on this!
Some ideas. How about having more passive events that don't really effect gameplay, but just spice up the map. Such as a town or city suffering a great fire or being attacked by peasant rebellions. Or maybe if a certain faction holds a set number of tiles it triggers events that change the independent spawns type ratio. So if the druids have 50% of the maps woodlands more independent spawns are of wild animals, representing the shift in who's winning. Or if the Pale Ones reach a certain size, more sea beasts crawl up onto the land. It does not need to actually mean more units, just a change in the probability of what type of independent spawns.
Currently the counting system is tricky due to the limited amount of variable manipulation you are allowed to do, but I'll try and think of something.
Edit:
So I have a couple questions I'd like you guys to answer if possible:
- Do you think somewhat important locations (tiles with names) should stay the same throughout the game or are you ok with them degrading/upgrading as well? Or, as an alternative solution, should I make specific events for these tiles only? ;
- Is the random undead spawn at ruins too powerful for your tastes at the moment? Any alternatives? ;
- Dominions 4 players Do you think the Bodhisattva questline should bring more elements specific to the T'ien Ch'i faction? If so what's the Era you think would fit best? LA for example can be introduced as a Barbarian like faction and thus the Bodhisattva would, given time, eventually turn its followers into a horde of T'ien Ch'i human soldiers with the ocasional mage/summon, while EA would shift focus to less chaff but more powerful summons/mages and MA would be something in between but more focused in establishing a new branch of the Heavenly Sphere in Elysium. ;
- Should I increase/decrease the minimum turn required for certain events? If so, which ones? I could, as an example, increase the step between village/hamlet/farm and towns and even more for cities ;
- Do you think I should implement a new trigger to ensure no more than x cities are present on the map? What would be an acceptable x?
Thank you in advance!