Mods based on other game mods

I like seeing where other similar games ended up AFTER being modded. I guess it shows how games mature and where balance between racial groups and unique racial play-styles tends to end up.

Age of Wonders

Started off being very LOTRish with elves, orcs, humans, undead, goblins etc. Excellent diversity and racial strengths and weaknesses.

Second version introduced a couple of new races that didn't do much for me. In particular the Shadow people and desert dwellers (can't remember the names). The diversity became a little too much and detracted from the feel of the game.

After modding the racial diversity was enhanced but the races were made much more cohesive thematically. For me this has been the best game I've ever played because the world lives and is completely different each time you play it. The random maps are great but it really comes down to the races you find along the way.

Age of Wonders also did an excellent job of keeping racial integrity. For example, if an orc army took an elvish city, you had to cleanse it. You would not find combined armies because if good units were placed with evil units in an army it would cause unrest. Love the way Age of Wonders controlled this balance while other games ignored it (specifically Warlords and Heroes of Might and Magic you could mix and match as much as you liked).

Civilisation 4

Good game as vanilla with racial traits playing a low role.

Introduce the Fall from Heaven mod and OMFG!!!! Much much better than the original game. Introduces excellent racial diversity and unique playing styles.

Fall from Heaven takes the game into new areas. Where as Age of Wonders had very clear racial boundaries, Fall from Heaven blurs the divide but keep the playing style for each faction very different. Can't remember the specifics but the I think the elvish race as an example had a couple of clear racial divides and then a number of faction choices based on the leader.

Dominions

Great game but with low racial diversity at first glance. Once you start playing the racial diversity and strategies show themselves beautifully.

In this case modding is great but doesn't dramatically improve the vanilla game (although some would disagree I guess).


Key points

We haven't much racial diversity within the beta version yet so we can't really judge the final game on this score yet. But I think the mod-ability of the game will allow a heap of freedom.

I'd love to see all the classic fantasy races available and all with very different playing styles and tech trees.

Specically:

  • Humans
  • Elves
  • Orcs
  • Lizardmen
  • Dwarves
  • Undead

I'd also love each race to need to maintain its integrity to a degree. Don't want to see undead races controlled by elves as an example. But undead controlled by humans would be OK.

Each race/faction should have a specific tech tree to enhance the core tech tree. Taking this a bit further than Gal Civ for example.

Don't want to end up taking this balance too far. Would hate to see space aliens as an example with laser weapons in a fantasy world.

 

2,769 views 3 replies
Reply #1 Top

It surprises to see what some other players care about.

 

I'm not knocking you, just saying those things you mentioned, they don't even register to me, don't affect my experience at all.

 

 

It's weird.

Reply #2 Top

No offence taken. :) It takes all sorts to make the world turn.

I'm really just pointing out my observations of where many games progressed through modding and that a definitive richness in cultures seems to ultimately be a big winner.

All sorts of games end up here.

Galactic Civilisations started that way.

Mount and Blade

Blood Bowl

Etc etc etc.

My main 'unknown' with the current beta is that there is only currently the Kingdom and Empire cultural divisions. I'm sure it will be very different based on the cultural work done in Gal Civ. I know that this will be a major factor for my long term enjoyment of the game. :)

Reply #3 Top

Space Alien bugs ... special event. 0.2% chance of it happening in a single player game.

Comet-like object crashes to the planet. Becomes the "Hive Crater" ... where these "things" start spawning.

You get "biomass" from harvesting anything living -> trees, fertile land, scaths, horses, wild game, humans, fallen

small, and weak, no ranged attacks or magic. successful melee attack implants multiple parasite larvae in the target.

Harvesting a Shard can allow you to build large Cannon Bugs for 1000 biomass. Cannon Bugs shoot large projectiles of raw magical energy ... long range w, 1 tile radius area of effect.

 

enemies implanted with larvae have a 10% chance per turn of spewing forth an alien bug. Each "birth" of an alien bug causes 2^n damage per turn to the host. The host automatically receives 1 damage per turn for having alien larvae growing within.

Host can be an animal or monster, doesn't have to be sentient.

Alien Bug race is auto-hostile to everything.

Alien Bug tech tree is very simple ... unlock harvester buildings, unlock Shard harvesting, and finally unlock brain-bug

most buildings are different types of harvesters, with 2 other building types. Research building called "empath node" and a unique spawning pit called a "Breeder Clutch" ...

Breeder Clutches consume X biomass per turn for maintenance and spawn the basic combat unit at 50% chance per turn

Alien Bugs have no unit maintenance, or use for gold. Only biomass and research points. Biomass is used to fuel Breeder Clutches, Build new buildings, and Grow larger/ better units.

Brain Bugs cost 1000 biomass, have a lot of HP (100? 300? 1000?) and no physical attack.  They have a lot of Mental-attack spells and abilities including charm, domination, fear, and confusion, as well as a few close-range special abilities.

Brain Bugs have 20 Intelligence, 20 wisdom, and 40 essence. They have +2 mana regen per turn.

Brain Bugs strengthen the combat abilities of the other Bug-types under their command.

Each Brain Bug increases the AI ability of the Alien Bugs.

Each Brain Bug increases the Brain Bug Army's line of sight by +5. The Fifth Brain bug eliminates Fog of War entirely for the Alien-Bug faction.

The first Brain Bug unlocks basic diplomatic ability for the Alien-Bug faction. The Fifth Brain Bug unlocks all diplomatic abilities.

If the Alien Bugs have X Brain Bugs, and one of them dies, they lose the abilities that having X Brain Bugs provided. (its dynamic, not permanent)