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The first step in creating a new civilization is to create a unit, building and technology roaster. This roaster is also called civilization tree. The following link points to an example roaster for the Spartans: https://trac.wildfiregames.com/wiki/Civ%3A_Spartans The remaining question however is: how to balance the resource costs, life points, attack and defense points of units and buildings? Is this just made by try and error or is there any method to calculate all those factors?
This topic is started to discuss the civilization of the Norse and how it is going to be implemented in the game. Here will also be the final proposal. Description: The Norse of old were a north Germanic people who hailed from Scandinavia. During the early Middle Ages their regions expanded to Russia, England, Iceland and Greenland. They traveled to as far as Asia to the New World nearly 500 years before Columbus. Though feared for their fighting skills, they were also skilled traders and sailors. By the end of the Viking Age, which lasted from 793-1066 AD, their raids on the mainland faded, nonetheless they have left their mark on European culture and history. Gameplay: Norse don't have strong defences. Instead they (should) rely on keeping the initiative, expand fast and get hold of crucial resource spots (which is possible because they can build houses anywhere on the map). The house has a small ranged attack and can be built anywhere on the map, however they're a lot more expensive than normal houses. The citizen soldiers have a small speedbonus but are slow gatherers. Also the Norse lack cavalry. They have a couple of hybrid buildings (farmstead is merged with corral and Civic Center is merged with the fortress) and their navy is very versatile (see the line-up below for the bonuses they have) Unit Roster: Warrior (swordsman/axeman): http://wildfiregames.com/forum/index.php?showtopic=17918&page=4#entry280934 Spearman: http://wildfiregames.com/forum/index.php?showtopic=17918&p=281348 Hunter (Bowman): http://wildfiregames.com/forum/index.php?showtopic=17918&p=282347 Huskarl: http://wildfiregames.com/forum/index.php?showtopic=17918&p=282683 Berserker: http://wildfiregames.com/forum/index.php?showtopic=17918&p=282863 Navy: http://wildfiregames.com/forum/index.php?showtopic=18521&p=289163 Fishing ship. Knarr: Merchant, Mobile dropsite Karvi: combination but weaker warship / less trading income. Snekkja: Warship. Loot bonusing aura Drekar: Elite warship, Loot bonusing aura, Mobile dropsite, trains units Buildings: Longhouse (improved version of the house): http://wildfiregames.com/forum/index.php?showtopic=17918&p=283022 http://wildfiregames.com/forum/index.php?showtopic=17918&p=303012 Jarl's Hold (combination of CC and Fortress): http://wildfiregames.com/forum/index.php?showtopic=17918&p=288683 Farmstead (merged with corral): http://wildfiregames.com/forum/index.php?showtopic=17918&p=295275 Tavern (Barrack merged with Tavern, where you also can train Berserkers): http://wildfiregames.com/forum/index.php?showtopic=17918&p=291431 (left building in the concept) Dock: http://wildfiregames.com/forum/index.php?showtopic=17918&p=291806 Farmfield Palisades (Improved, stronger versions of the standard palisade) (since Vikings don't have stone walls) Outpost Wooden Tower Storehouse: http://wildfiregames.com/forum/index.php?showtopic=17918&p=309077 Market Temple: http://wildfiregames.com/forum/index.php?showtopic=17918&p=298492 Unique technologies: Clinker construction (Improves naval speed)
Radagast. posted a topic in Game devI'm trying to set up a database for all civilisations (at least for mods as there chaos is great king). [This post will be updated.] Where to find: You see an old rusty gate with foreign inscripts. Pass through it. (the UI is not really functional yet, as no data exists) Terminology: - Leaf node: Mostly text. The final value. ----Civilisation----civilisation_file.xml:<root_element> <element attribute="leaf node"> leaf node.1 </element> ...<root_element>Functionality & Status:- Generate a civilisation or mod structure from an existing template, e.g. an existing civilisation or from a mod folder recursively (such that it has not to be created from scratch). - There is no fixed export filetype. Both JSON and XML can be output (to put into mods/<mod>/ folder). untested - The export target fileformat can be set on a per file basis. And changed even for already existing civilisation data. - Add new civilisation. - Rename civilisation, - Merge civilisations. - Add new File to civilization. - Rename file within all civilisations at the same time. - Move elements from one file to another. - Add new leaf element. (via xpath) - Insert/modify leaf node values. (good for researchers that don't have git or repository access) - Version control. not yet - Sorting (after Civ, File, XPath, or Leaf Value), - Grouping (after Civ, File, XPath, or Leaf Value), - Filtering (dynamic), - Option to apply changes to all occurrences in the whole database. <-- That's powerful, but also very dangerous if it goes wrong. - Option to modify equal values through out the currently filtered data rows.<-- That's quite useful as this way you can 1) filter the rows you wish to change. e.g. all occurrences of mesh_and_animation.v1.dae to mesh_and_animation.v2.dae within a certain civilisation.. - Updating the database civilisation structure by reading a template folder recursively when data already exists, creates new leaf elements automatically and shows in the civs that new elemets now have to/can be added/ are still empty and need to be filled. buggy Example: A new required element has been added, e.g. timetag/timerange. Now all civilisation data that not has this element yet, will have this added automatically (with dummy data, that can be changed thereafter). Targets: The target is researchers. Hopefully this later can be combined with a mercurial setup. I just have to add a button to allow researchers to commit their data.