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[Possible Project] Civwars! (IT SOUNDS SO BAD)

Posted: Sun Jan 04, 2015 12:31 pm
by KirdyKing
How about we figure out how to mod civ and make our brikwars armies in civ?

Civ 5, Beyond Earth or Both?

Anyone know anything about modding civ?

I just want to make my army in civ and possibly add my religion too.

Re: [Possible Project] Civwars! (IT SOUNDS SO BAD)

Posted: Sun Jan 04, 2015 7:01 pm
by loafofcheese
KirdyKing wrote:How about we figure out how to mod civ and make our brikwars armies in civ?

Civ 5, Beyond Earth or Both?

Anyone know anything about modding civ?

I just want to make my army in civ and possibly add my religion too.
Brikwars probs won't work too well in Civ 5, but Beyond Earth might work, I'm just thinking about how we do unique units, Say, M-throne gets the Hyperion Supertank and Scythia gets the Orpheus hovertank. The hovertank has some nice maneuverability and some decent weapons, but just can't compare to the Hyperion. How would we balance unique units effectively, and what would we use for the Britannians, or the Trattorians, or especially The Army of JAM?

However unique abilities are relatively easy, Trattorians get +25% science and a free great scientist every 20 turns, Space Mafia get 40% extra bonuses from trade routes, Immortals units slowly recover health, Scythia gets bonus 100% production when building ships et cetera.

Another problem is technology, how would we structure the tech tree effectively so that we can get it to work with brikwars lore ? We can't have orange transparent be the first ore people discover.

Any other ideas people?

Re: [Possible Project] Civwars! (IT SOUNDS SO BAD)

Posted: Sun Jan 04, 2015 8:29 pm
by KirdyKing
loafofcheese wrote:
KirdyKing wrote:How about we figure out how to mod civ and make our brikwars armies in civ?

Civ 5, Beyond Earth or Both?

Anyone know anything about modding civ?

I just want to make my army in civ and possibly add my religion too.
Brikwars probs won't work too well in Civ 5, but Beyond Earth might work, I'm just thinking about how we do unique units, Say, M-throne gets the Hyperion Supertank and Scythia gets the Orpheus hovertank. The hovertank has some nice maneuverability and some decent weapons, but just can't compare to the Hyperion. How would we balance unique units effectively, and what would we use for the Britannians, or the Trattorians, or especially The Army of JAM?

However unique abilities are relatively easy, Trattorians get +25% science and a free great scientist every 20 turns, Space Mafia get 40% extra bonuses from trade routes, Immortals units slowly recover health, Scythia gets bonus 100% production when building ships et cetera.

Another problem is technology, how would we structure the tech tree effectively so that we can get it to work with brikwars lore ? We can't have orange transparent be the first ore people discover.

Any other ideas people?
Ya, I thought to just add civs but your idea might work.

Re: [Possible Project] Civwars! (IT SOUNDS SO BAD)

Posted: Tue Jan 06, 2015 2:12 pm
by KirdyKing
loafofcheese wrote:
KirdyKing wrote:How about we figure out how to mod civ and make our brikwars armies in civ?

Civ 5, Beyond Earth or Both?

Anyone know anything about modding civ?

I just want to make my army in civ and possibly add my religion too.
Brikwars probs won't work too well in Civ 5, but Beyond Earth might work, I'm just thinking about how we do unique units, Say, M-throne gets the Hyperion Supertank and Scythia gets the Orpheus hovertank. The hovertank has some nice maneuverability and some decent weapons, but just can't compare to the Hyperion. How would we balance unique units effectively, and what would we use for the Britannians, or the Trattorians, or especially The Army of JAM?

However unique abilities are relatively easy, Trattorians get +25% science and a free great scientist every 20 turns, Space Mafia get 40% extra bonuses from trade routes, Immortals units slowly recover health, Scythia gets bonus 100% production when building ships et cetera.

Another problem is technology, how would we structure the tech tree effectively so that we can get it to work with brikwars lore ? We can't have orange transparent be the first ore people discover.

Any other ideas people?
I don't know if we can do beyond earth. There are no literal "civs" in the sense of 5. So ill try 5 to get a grasp of modding.

Re: [Possible Project] Civwars! (IT SOUNDS SO BAD)

Posted: Tue Jan 06, 2015 5:00 pm
by Brikguy0410
I have always thought Star Wars:empire at war to be a better base game for a brikwars mod

Re: [Possible Project] Civwars! (IT SOUNDS SO BAD)

Posted: Tue Jan 06, 2015 7:08 pm
by loafofcheese
Brikguy0410 wrote:I have always thought Star Wars:empire at war to be a better base game for a brikwars mod
You mean Age of Empires 2 in Space, no that wouldn't work too well, brikwars is a turn based game, so use turned base strategy games, the XCOM multiplayer would work really well, I think.

Re: [Possible Project] Civwars! (IT SOUNDS SO BAD)

Posted: Wed Jan 07, 2015 12:41 pm
by Nimja
I once tried a similar project.Civ V code for mods is like spaghetti.

Re: [Possible Project] Civwars! (IT SOUNDS SO BAD)

Posted: Wed Jan 07, 2015 3:27 pm
by Brikguy0410
loafofcheese wrote:
Brikguy0410 wrote:I have always thought Star Wars:empire at war to be a better base game for a brikwars mod
You mean Age of Empires 2 in Space, no that wouldn't work too well, brikwars is a turn based game, so use turned base strategy games, the XCOM multiplayer would work really well, I think.
A:there are many differences between those two games

B: if a brikwars mod was made to be very similar to brikwars itself, there is no point in making a mod, just play brikwars.

a real-time game would work better in my opinion, also EAW has ground AND space combat, is played on a galactic map where players fight battles in orbit over and on planets, and well just look it up on youtube.

Re: [Possible Project] Civwars! (IT SOUNDS SO BAD)

Posted: Wed Jan 07, 2015 10:06 pm
by Zupponn
If the ZMC is in the BrickCiv game, they need a mining ability.

Re: [Possible Project] Civwars! (IT SOUNDS SO BAD)

Posted: Thu Jan 08, 2015 4:31 am
by loafofcheese
Zupponn wrote:If the ZMC is in the BrickCiv game, they need a mining ability.
"+2 production and gold from every mine, and free mine related buildings in first city" is what I'd go with.

Re: [Possible Project] Civwars! (IT SOUNDS SO BAD)

Posted: Thu Jan 08, 2015 1:34 pm
by Silverdream
The ability to put down free landmines.