![]() ![]() In the third dev diary we look at changing Civ2’s leader portraits used for diplomacy with HoMM2 heroes and make a bold attempt at replacing Civ2’s original wonder videos. HoMM2 Dev Diary 02 - Creating Beautiful Backgrounds For The Civ2 Heroes Of Might & Magic 2 Mod:ĭev Diary 02 - Creating Beautiful Backgrounds For The Civ2 Heroes Of Might & Magic 2 Mod news In this second dev diary we look at ‘HoMMafying’ all those Civ 2 advisor, city and event screens. HoMM2 Dev Diary 01 - Creating Cities For The Civilization 2 Heroes Of Might & Magic 2 Mod:ĭev Diary 01 - Creating Cities For The Civ2 Heroes Of Might & Magic 2 Mod news In the first dev diary we look at importing HoMM2 castle/city graphics into Civ2. It was Inspired by Tom2050's amazing HoMM3 mod for Civ3 the goal is to create the most HoMM2 like experience within the limitations of the old Civ2 engine. This project is a total conversion Heroes of Might & Magic 2 scenario for the Multiplayer Gold Edition (MGE) of Sid Meier's Civilization II created by myself and MetroPolis. I'll start with my Civilization 2 Heroes Of Might & Magic 2 scenario I'm working with someone else as this really helped me get back into Civ2 modding as the guy helping me taught me a lot of new tricks! My Star Wars, C&C, Red Alert and Master of Magic scenarios will come later! So over the last year or so I've been playing a lot of classic Civilization series and related games (eg Civ1,2,3, Colonization, Master of Magic, Alpha Centauri, Call To Power etc) and I returned to working on my 20 year old Star Wars Civ 2 scenario and also started a bunch of new projects with some other talented Civ2 modders.įigured I may as well post about my projects in a thread here for passers by to either enjoy or ignore the nostalgia lol. The great response inspired me to also get back into my old Civilization 2 editing as well (also 20 years too late lol). Much to my surprise both got a lot of media attention with the QFG4-3D one in particular getting coverage on Rock Paper Shotgun and in PC Gamer Magazine which was awesome. Well in recent years I've been getting back into it (call it can early midlife crisis lol) and released a GZDoom enhanced version of my old Star Trek Doom level and also a new Quest for Glory IV - 3D Hexen mod too. Not to be confused with managerial games, which although they're focusing on managing resources, usually have the trade aspect handled automatically.While I usually post about other peoples mods and indie projects etc that interest me I figured I'd start a thread about the stuff I'm working on these days.īack in the 90s I used to muck around with Doom 2 and Civilization 2 modding but never finished any of my projects.Does not apply to sport-themed managerial games, where the player can buy or sell players, etc.Does not apply to games where the player may buy or sell parts/accessories for the player's car, rubber ducky, spaceship, or other forms of transportation.Does not apply to role-playing games (RPGs) or any other genre where items, including weapons and armor, may be available for buying and selling, but where such transactions aren't done solely for the sake of profit as a main gameplay feature, unless the game optionally and explicitly expresses trade as an integral part of the gameplay.The term trading simulation is commonly used in this respect. political/war-themed games such as Sid Meier's Civilization or 4X games). Does not apply to games where although trade may exist as an integral part of the game, it happens automatically (through a computer animated script which may be manually created within the game) and does not require the manual selling of goods or items (i.e.Trade goods/items usually have no practical use or additional benefits to the player (e.g.Computer-assisted scripts may be provided optionally to the player (e.g.Thus, gameplay may consist of the player researching goods and price differences for a profitable route. Trade must be conducted by the player manually. ![]() ![]() Obtaining profit through trade is usually explicitly expressed throughout the game or through official sources (e.g.Merchant / trade-oriented games usually have the following characteristics: Depending on the game, profit may be obtained by the player through manually selecting and buying goods in one location and selling them at another location (shops, towns, planets, etc.). ![]() The player usually plays the role of an individual travelling trader, or merchant company, or a nation, with the process of trading conducted manually (not computer automated). This game group is dedicated to games where its primary (or secondary) gameplay focuses on trading/bartering goods, resources, or items for a profit. ![]()
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