Human civilizations mod? (Full Version)

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hellfish6 -> Human civilizations mod? (6/17/2014 5:33:50 PM)

I've done a quick look/search but didn't find anything. Has anyone made a mod for human civilizations, as opposed to aliens? Like China, USA, Russia, Brazil, UN, etc?

Thanks




Locarnus -> RE: Human civilizations mod? (6/17/2014 5:59:21 PM)

Nope, certainly not that I m aware of and I havent heard of anyone thinking about it.
Sounds interesting.

You would need to balance the colonization, though.
The distribution of planettypes is hardcoded, so setting them all to continental produces problems in terms of available planets.
And from an immersion point of view, giving them different starting colonization techs sounds problematic as well.




moonraker65 -> RE: Human civilizations mod? (6/17/2014 6:41:51 PM)

This sounds a little like SMAC which is still a good game for its time. Could be workable




SVWGiant -> RE: Human civilizations mod? (6/17/2014 8:07:56 PM)

If you want to play with these countries or others, than play Civ4 Mod Final Frontier. I think all humankind is good presented in one human civ.




Solarius Scorch -> RE: Human civilizations mod? (6/17/2014 8:37:02 PM)

Well, technically two civs can have the same homeworld, no? :)

Still, I think a looser idea of a galaxy where all races are human is fun. Species would represent nations, while race families would represent civilizations (in a loose sense), I guess?




hellfish6 -> RE: Human civilizations mod? (6/17/2014 9:47:06 PM)

I was thinking species could be nations, and race families religions.

I haven't played enough to know exactly how the game works or what it's capable of, but could you create ~12 civs in one starting system/homeworld? Maybe group a bunch of planets/moons in close orbit to simulate Earth and the playable nations?




Simulation01 -> RE: Human civilizations mod? (6/17/2014 11:48:41 PM)

I was working on something like this but, it was to be more of an alternate history/future mod. Races were to be the US, Soviet Union, Nazi's, Japan, China, EU or UN, and maybe an Arab/Muslim civ or race. I have become distracted lately however with another project where I have added the Zerg as a playable race. The ships would be edited versions of several ship sets that have already been released.





[image]local://upfiles/35069/759A792911D7433CBE1541318B149FC1.jpg[/image]




DeadlyShoe -> RE: Human civilizations mod? (6/18/2014 6:15:40 PM)

you might also checkout project ironclads for starsector.

quote:

You would need to balance the colonization, though.
The distribution of planettypes is hardcoded, so setting them all to continental produces problems in terms of available planets.
And from an immersion point of view, giving them different starting colonization techs sounds problematic as well.

doing this proper would probably necessitate a custom modded galaxy anyway.

quote:

I haven't played enough to know exactly how the game works or what it's capable of, but could you create ~12 civs in one starting system/homeworld? Maybe group a bunch of planets/moons in close orbit to simulate Earth and the playable nations?

The game doesn't really support this.

Even if you futzed something together everyone would be at war pretty quick from coveting penalties.

The best way would probably be setting up the Earth/UN as a Mechanoids style neutral empire, representing a 'Treaty of Sol' DMZ. The empire homeworlds would represent their 'crown jewel' colonies.







auryx -> RE: Human civilizations mod? (7/27/2014 3:56:55 PM)

I like this idea too. I've traditionally shied away from settings that are too alien-heavy. Was thinking of a setting a bit like Transhuman Space, for example, only on a galactic scale.

auryx




llanite_slith -> RE: Human civilizations mod? (7/28/2014 4:13:17 AM)

I've recently returned to DW and have been having many of the same thoughts:
A scenario for human civilizations only. Perhaps Earth is destroyed early in the interstellar colonization period. Colonies are a mix - some can't sustain themselves and die out (leaving ruins with potential tech or resources). Pirates are human crewed interstellar ships - remnants of the old Imperial fleets. Their crews can no longer fix their hyperdrives or make new ones, so they dominate or trade with the remaining colonies nearby. Faction colonies retain their national or corporate roots as identities (US, UN, MegaCorps, China, Europe, etc.)

The tech tree would require some re-working - parallel paths for all colonizing techs, but that would be doable.




ParagonExile -> RE: Human civilizations mod? (7/28/2014 5:37:47 PM)

Human Revolution




auryx -> RE: Human civilizations mod? (7/28/2014 9:01:04 PM)

Thanks ParagonExile - I'll try it out! [:)]

auryx




ParagonExile -> RE: Human civilizations mod? (7/28/2014 9:02:09 PM)

Yeah, it adds five human races to the current mix. I like it, and I use three of the images for myself as well :D

They're not based on nations or alliances, but more on an ideology.




Tanaka -> RE: Human civilizations mod? (8/15/2014 5:32:12 AM)


quote:

ORIGINAL: hellfish6

I've done a quick look/search but didn't find anything. Has anyone made a mod for human civilizations, as opposed to aliens? Like China, USA, Russia, Brazil, UN, etc?

Thanks


http://www.matrixgames.com/forums/tm.asp?m=3272873




WaflHead -> RE: Human civilizations mod? (8/16/2014 12:46:09 AM)

Sounds like a great idea, the colonization problem is interesting, you could make USA Continental, Brazil Forest, Iceland Volcanic, Egypt Desert, United Kingdom Ocean, etc.




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