Staredit Network > Forums > SC1 Map Production > Topic: Civilization Warlords
Civilization Warlords
May 31 2009, 9:44 pm
By: rayNimagi  

May 31 2009, 9:44 pm rayNimagi Post #1



I've been conceptualizing this map for awhile now. It's not going to be similar of current civlization maps. Instead, I'm implementing new systems.

New Tech System:
See these links for the tech tree. Instead of advancing ages and building wonders, players research induvidual techs with prerequisites.

Tech Tree Part 1
Tech Tree Part 2


Terrain:
Original terrain, jungle tileset. I've compressed some areas that, in the real world, have less population and resources (e.g. far north Canada), and enlarged some places that have more population and more resources (e.g. Europe).

Terrain Screenshot

Minerals and Gas:
In Civilization IV, cities generate Commerce, Food, and Production. Commerce becomes Research, which researches new technology. Production flows into building units and Buildings. For my map, Minerals are Production, and Gas is research.

Cities and Buildings:
Each pylon is called a city. Players start out with one pylon, a gateway, a nexus, a probe, and a photon cannon with reduced HP. More buildings become availible as players research more techs. Buildings also give minerals and gas. I have some buildings already designated, but will put out a full list once I finalize enough names.

Resources:
There will be nodes scattered throughout the map. There will be many resource types: gold, copper, iron, luxury goods, coal, and oil. To recieve minerals or gas from a resource node, players must build either a city. Players may need to research higher techs to enable some resource use (oil, iron, etc.).

Unlike Civilization IV, units won't require a certain resource to be constructed (iron for swordsmen, oil for tanks, etc.).

Units:
Units intentionally won't upgrade automatically. (No, I'm not lazy, that's how it works in Civilization IV. When a player researches a new technology, the units don't instantly upgrade inside enemy territory.) Each unit builds from a unit Token (archery, melee, Air-Fighter, Naval-Transport, etc.) built from a Gateway, Robotics Facility, or Stargate.


Categories of Units:

Archery/Gunpowder (ranged infantry)
1. Hydralisk
2. Marine
3. Jim Raynor (Marine)
4. Ghost
5. Goliath
6. Hero Dragoon


Melee (melee infantry)
1. Infested Kerrigan
2. Zergling
3. Devouring One (Hero Zergling)

Cavalry (fast stuff, could be ranged or melee)
1. Ultralisk (with upgraded speed)
2. Torrasque
3. Hero Vulture
4. Kukuluza (mutalisk) (gunship)

Siege (long range, like sieged tanks and reavers)
1. Hunter Killer (hero hydra)
2. Warbringer (Hero Reaver)
3. Siege Tank
4. Duke (Hero Tank)

Tanks (ranged anything)
1. Vulture
2. Goliath

Naval - Warships
1. Battlecruiser
2. Duke (Hero Battlecruiser)
3. Hyperion (Hero Battlecruiser)
4. Mojo (Hero Scout)

Naval - Transports
1. Overlord (no speed upgrade)
2. Dropship
3. Shuttle (with speed upgrade)

Air - Fighters
1. Hero Scout
2. Scout

Air - Bombers
1. Wraith
2. Tom Kazansky (Hero Wraith)

This is a thread I created earlier about this map:
Unit and Tech Lists

Feel free to comment, yell at me, or suggest ideas!

Post has been edited 3 time(s), last time on Jun 23 2009, 6:39 pm by rayNimagi.



Win by luck, lose by skill.

May 31 2009, 11:47 pm ForTheSwarm Post #2



Why do you have the Hero Scout weaker than the regular Scout? :P



None.

Jun 1 2009, 1:33 am Vi3t-X Post #3



Because he does. :P

Your tech tree is kinda weird. Interesting, but weird.



None.

Jun 2 2009, 1:30 am rayNimagi Post #4



Quote from ForTheSwarm
Why do you have the Hero Scout weaker than the regular Scout? :P

Because I don't want any units auto-upgrading. If I used the normal scout as "Fighter" and hero scout as "Jet Fighter," the normal scout would upgrade into the hero upon researching the new unit. I don't want units to auto-upgrade, as it isn't like actual Civilization IV.

Also like Civilization IV, cavalry will upgrade into gunships (probably Mutalisks).

I've decided for resources players need a specific resource building to earn minerals and gas from resource nodes. Cities probably will need to stand in the vincinity (to power the Mines and Plantations).

I don't want to clog the map, but I know the terrain needs to be better. Of course, I didn't fully put down all the realistic features yet. But, I'll work on the mountain ranges this weekend. I'm not sure of what other improvements I could make, though. Rivers are a no, but deserts, plains, plateaus, and islands would make the land nicer.

Can anyone give suggestions on what I can do to improve the terrain?



Win by luck, lose by skill.

Jun 2 2009, 1:38 am Vi3t-X Post #5



Terrain can make up for buildings, allow you more building flexibility. For example, a terrain geyser as an actual geyser.



None.

Jun 2 2009, 1:43 am rayNimagi Post #6



Yes, that was one of the things I was debating to myself. Should I use an Assimilator as an oil resource collector? Or use another building placed by a different node unit/building? If I used Assimilators, players could mine the gas, which could be good or bad. I want the players to have only one Palace (Nexus) because it may be used with some abilities, but Command Centers could work. I'll have to think about that one...



Win by luck, lose by skill.

Jun 14 2009, 12:49 am rayNimagi Post #7



Update: Terrain and doodads finished. Starting areas placed around the map. Resources placed based on several maps of the world. Units named and began to balance. Tech tree finalized. Tech tree created. Started on technology triggering. Wonder Area created.

I'm implementing an idea for technology information and buying. Each player has a queen. They build a medic (from a barracks on the side) to display information about the tech the queen stands on. They build a firebat to research the tech. Of course, most (probably 95%) of the triggers aren't even done yet.

I'm not even halfway done with the whole game, but if you want to see it so far, here it is:

Attachments:
Civilization Warlords-11.scx
Hits: 0 Size: 213.94kb



Win by luck, lose by skill.

Jun 23 2009, 6:47 pm rayNimagi Post #8



Update: finished tech information and purchase triggers for players 1 and 2.

Started civilization selection triggers for player 1.

Placed all resources and set locations.

Placed all computer-controlled units (for starting locations), supply buildings, and requirement buildings.

Finished unit upgrade triggers.

Finished building enabling/removing triggers.

All buildings and units named.

I've decided on three victory conditions:
1. Destroy all other players (Conquest Victory).
2. Build the three SS Components and survive long enough for the spaceship to reach Alpha Centauri (Space Race Victory).
3. Build the United Nations and be elected leader of the world (Diplomatic Victory).

These are all actual ways to win Civilization IV.

Nukes will be mutalisks (enabled by building the Manhattan Project). Fly the high-armored Mutalisk into enemy territory and morph it into a guardian to detonate. 20 units within a certain location will be killed and the rest are set to 50% hp.



Win by luck, lose by skill.

Jun 23 2009, 8:01 pm killer_sss Post #9



Quote from ForTheSwarm
Why do you have the Hero Scout weaker than the regular Scout? :P
I think the bigger question is why do you care =P


Sounds great looking forward to it.



None.

Jun 23 2009, 11:27 pm Tempz Post #10



Pretty good tech tree...

Rocketry was "1960's rocket launch" but the real inspiration for this was the "German V2 Ballistics"
http://en.wikipedia.org/wiki/V-2_ballistic_missile
Since nukes seems to been invented before rockets - Debate :D

What i think a good system might be...
Like Civilization IV - you need something that's a eye catcher compared to others.
A good little tease is above the terrain theres a section for something, hope it turns out to add to "Civilization Style"



None.

Jun 24 2009, 7:55 pm rayNimagi Post #11



Quote from Tempz
What i think a good system might be...
Like Civilization IV - you need something that's a eye catcher compared to others.
A good little tease is above the terrain theres a section for something, hope it turns out to add to "Civilization Style"


Quote from Wikipedia
Historically the first method of delivery, and the method used in the two nuclear weapons actually used in warfare, is as a gravity bomb, dropped from bomber aircraft.
Technically, the US DROPPED bombs on the Japanese at the end of WWII. I'll make sure radio (for bombers) is required to build nuclear weapons.

Quote from Tempz
What i think a good system might be...
Like Civilization IV - you need something that's a eye catcher compared to others.
A good little tease is above the terrain theres a section for something, hope it turns out to add to "Civilization Style"

What do you mean by this? I'm confused...



Win by luck, lose by skill.

Jun 25 2009, 9:29 pm rayNimagi Post #12



Update: vALPHA27 is playable for players 1-3. Almost everything is triggered except wonders and money triggers. Tech tree, units, and buildings are enabled at 1/10 of their real build time for actual release.

All civilization selection (26 Nations to choose from) finised for players 1-3.

Resources enabled (though they don't generate money yet).

Minor general adjustments and bug fixes made.



Win by luck, lose by skill.

Jun 26 2009, 10:44 pm New-Guy Post #13



Quote
What do you mean by this? I'm confused...

For this, he means that there is a little symbol of some sort on the terrain above where the resource is located. Like when there's horses, you can see the little horses on the terrain, etc.



None.

Jun 27 2009, 11:06 pm rayNimagi Post #14



Quote from New-Guy
Quote
What do you mean by this? I'm confused...

For this, he means that there is a little symbol of some sort on the terrain above where the resource is located. Like when there's horses, you can see the little horses on the terrain, etc.

Uh... there's no horses. There's copper, iron, coal, oil, gold, and luxury goods.

But yeah, I could put some stuff like that in places that aren't crowded yet. There are too many peninusulas in the world... XD



Win by luck, lose by skill.

Jun 28 2009, 8:38 pm rayNimagi Post #15



ALPHA v31 is ready to play! This will be my last version until I get back from vacation in three weeks.

Money triggers finished. (Max 8 of most buildings and resources work with the required techs)

Slots 1, 2, and 3 enabled for playing. (4, 5, 6, and 7 can watch)

Build times and costs set.

Most names colorized.

Buildings should dissapear with a refund if you do not have the required technology.

Have fun! Post any suggestions or bugs here.

Attachments:
Civilization Warlords-31.scx
Hits: 4 Size: 269.45kb

Post has been edited 3 time(s), last time on Jun 28 2009, 8:47 pm by rayNimagi.



Win by luck, lose by skill.

Jun 29 2009, 1:13 am Tempz Post #16



The Bad or Improvements
Right when I was picking my race in the beginning the races disappears (not enough time to see a good race you want), I'm not sure if this when a timer finishes or when someone chooses a class, either way its a major problem which made the experience incredibly Bad and Stupid...
I felt that the terrain was interesting but overused (Ramps Only)
- Two Ramp to Ramps
- Jungle Ramps

-The rest of the terrain was rather bland but I think that'll you'll fix that later
- World map looks copied for other starcraft Civ games even so it looks nice and is well done (better not be copied XD)

I feel that you world map was actually more of a downgrade but the only thing i liked from there terain was size changes like Europe since lots of races are there.
Even so theres not enough time to even look over the races when choosing, as well as the fact player limit which makes it not fun at all. (can even play a while with a killjoy momeent)

Presentation 5.5/10
Gameplay 7/10 - Only being nice beucase of beta aslong as you fix gltich...
Overall 6/10 I felt your originality wasn't there



None.

Jun 29 2009, 1:31 am Vi3t-X Post #17



Civ IV has horse resources. It becomes obsolete eventually though.



None.

Jul 16 2009, 5:47 pm rayNimagi Post #18



Quote from Tempz
The Bad or Improvements
Right when I was picking my race in the beginning the races disappears (not enough time to see a good race you want), I'm not sure if this when a timer finishes or when someone chooses a class, either way its a major problem which made the experience incredibly Bad and Stupid...

I have it set so after 40 seconds you're unable to select a civilization. I can make this time longer or remove it entirely.

Quote from Tempz
I felt that the terrain was interesting but overused (Ramps Only)
- Two Ramp to Ramps
- Jungle Ramps

-The rest of the terrain was rather bland but I think that'll you'll fix that later
- World map looks copied for other starcraft Civ games even so it looks nice and is well done (better not be copied XD)

I can improve the terrain, though I'm not awesome with the editor.

Quote from Tempz
Even so theres not enough time to even look over the races when choosing, as well as the fact player limit which makes it not fun at all. (can even play a while with a killjoy momeent)

Right now I only have the first three players triggered because I need to work out the bugs. When I finish the map all 7 players will be playable.

Quote from Vi3t-X
Civ IV has horse resources. It becomes obsolete eventually though.

Civ IV (off the top of my head) also has gems, silver, cow, aluminum, wheat, rice, corn, pigs, sheep, fur, spices, silk, and dye (The last three are represented in my map with "Luxury Goods."). I didn't want to over-complicate the map. Besides, most of them have the same effect: a boost in either Production, Food, or Commerce.

I'll be able to work on the map once I get home in about two weeks.



Win by luck, lose by skill.

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