Populous Tribal Conquest

25.01.2020
  1. Populous Tribal Conquest 2

Populous: Tribal Conquest is the sequel to the amazing RTS Populous: The Beginning which was released in 1998 and made by Peter Molyneux when he was at Bullfrog. The game features 3d spherical maps so there are no boarders at all. The idea behind the game was that your tribe must defeat the other 3 tribes on 25 planets so your Shawmen can become a god. The Shawmen had the ability to cast many different spells to aid her troops in combat such as lightning bolts, swamps, hornets, tornados, earth quakes, fire storms, volcanos, and angles of death to name a few.The whole idea of the game was to make a VERY deep experience in the simplest ways possible. The 3 main units were very 'rock, paper, scissors' like.

Warriors beat fire warriors, fire warriors beat preachers, and preachers beat warriors. There are a few other unit types but they aren't as important. The game also featured land, air, and sea combat all of which was made REALLY easy to do, but hard to master. There is no 'micro management' in the game at all. And yet the game is still incredibly deep.The idea behind the sequel we're trying to make is to keep the game simple but add new features and bring the rest of the game into this decade. The game is currently at a stand still.

Even when KingWarg (the lead dev) was working on it, progress was VERY slow because he was building his own game engine. While someone from this site told him about this graphics engine, he has yet to respond. So until he does, I'm kind of 'taking over' the project. The problem is, I have no. At all.So what I'm looking for is ANY type of help at all, even if it's just advice or info on how to code or something like that.

I'd prefer members with the ability to code or make models but anything will do really. I'm not sure if the models from the current POP engine can be converted to this engine. I know the models for this game are almost done though.Thanks in advance for ANY type of help at all.Here's a link to the POP forums which actually have FAR more info and screens than the games main page:Logged. A lot of people have told me that B+W is about the same but I really don't agree. Populous is very unique.As for this not making nowhere, that's were it already is. So posting about it here can't hurt. Plus, we were contacted Mohican who is aparently a dev for Savage and he says that they are working on building spherical maps for Savage and if that is possible, I see no reason making a new Populous game wouldn't be.He also said that if we had 3-4 people working 1 day a week, we could probably have the game done in 6-9 months.

That's much better than the 3-4 years the game KingWarg and company have been doing.Logged. Lo there!Once XR 1.0 is released I plan to start work on this populous sequel idea using silverback (the Savage engine).We have a 3ds max plugin for our engine (see download section), so if you can get your existing models to load in max, then your ok.Good news is that the improvements involved in remaking populous will feed back into savage itself:- Spherical Maps.- Commander superpowers: volcanoes and what not could become triggered events on savage maps.To get this project going in earnest we need:- Modellers to make/finish the models (buildings, units). We can use the existing savage props for the environment.- Sound specialist, for Effects and Voices.- One person dedicated to learning the silverback scripting language, who will be in charge of making the UI and script the Tech Trees (Ram8113 u interested in that?).- Finally myself working on the engine code.Logged.

Thanks for the reply Mohican. I've been trying to see how much interest I can generate in getting help for this project on various sites. So far I haven't come across anyone with actual coding skill, but a few people on the Pop:TC forums seem to have at least basic modeling skills. It also helps that most of the models for the game that are specific to Populous have already been built by the dev team.I am very much interested in learning to code. I know that my biggest weakness in regards to anything like this is my focus. I'm really good at starting things but finishing is another story. I think that I can give it a real shot, and if I start to pick up on things, then there is a very good chance I'll be in for the long haul.

Populous Tribal Conquest 2

However, my graphics card is currently shot and unless I get one for x-mas, I am REALLY low on $$$ as the moment (though there is a good chance I'll be getting one on the 25th )Maybe we can even at some point get KingWarg (the creator of Pop:TC) to join this effort. We'd kind of need him to anyways, because we'd need the models and sound at least that he's been working with.I'm glad to see you're interested in this project. I look forward to hearing from you.Logged. I know that my biggest weakness in regards to anything like this is my focus. I'm really good at starting things but finishing is another story. I think that I can give it a real shot, and if I start to pick up on things, then there is a very good chance I'll be in for the long haul.Make up your mind before we get started.

If I commit to this project I will be dedicated to see it finished.I have worked on several projects before, where I ended up having to finish everything on my own. That really pissed me off.You dont need to learn to code, just to use our scripting engine. It's about the same level of difficulty as learning HTML, you can learn it in. That sounds good. I do have a basic understanding of HTML.However, it appears that KingWarg is back.

I'm not interested in taking over his project as long as he's working on it and he doesn't appear to be interested in switching engines.I might, however, be interested in starting a new Populous project. As great as KingWargs efforts have been, it is impossible to please everybody, and there are one or two things about his version of Populous that I personally don't like (not bashing his game, I think it looks awesome, but nothing is perfect).Logged.

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Conquest

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