Have been working with this game for some time now and have come to a point where I think I have the skill and knowledge to make a pretty decent mod, actually have already made several (minor) mods but nothing spectactular.
Now I'm about to sort of finalize the setup of what will become a grand-mod revolving around a Roman-oriantated faction, but I'm in a bit of doubt about some things and hoped that possibly a fresh look at the "global concept" by other could help me make up my mind ....
Edit;
this is what I'll be using in EarthSculptor;

/edit.
The "global concept" would be that the player is a Roman-faction with a full set of units as you more or less know them from vanilla but with a bit of a visual tweak, like the Roman-bodyguard;

The map will be made with specific "climate clusters", meaning a part of the map (north and south) will be all desert, other parts light and dense woodland, etc etc .. factions will be balanced to make serious advantage of the climates/winter-summer-cycles, and probably something in the form of a 12-turn year may be included so winter and summer can make or break your campaign.
As a special, say role-playing thingy sort of thing, I intend on making 2 maybe 3 lines of troops for certain factions, like you as Roman (the one with the brain) can choose between winter or summer dressed troops, to make better use of these long cycles, and have a fighting chance in a different than your own "climate-cluster". For some AI factions I intend to make a dual-setup, for instance with desert-factions, they get desert-troops in the desert and eastern-look-alikes when out of the desert, though they dont get a choice (they dont have that "brain" thingy working for them
)
Edit;
Dillema taken care of ..:D
But suggestions are still welcome ;)
/edit.
Anyway this is sort of what I'm currently working on and this is your chance to possibly influence it a bit, I'm not saying that whatever suggested is included but it may very well be so ...
G
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