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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3481700789
Sorry about that wait, but I got it done in the end. I think you'll be pleased with how overboard I went with the quality, though. Made sure the wait was worth it.
Ironically, the Federation is one of them. With all this "Atlas development diaries" talk, it's easy to forget this is supposed to be the comments section for my Federation of the Americas from Call of Duty: Ghosts. Once Atlas is done, one of the new projects in my backlog is to completely redo the Federation. Considering they're one of my favorite fictional factions and they're also probably the glitchiest of all my mods, they need that overhaul the most.
Bah. Reasons to do it, reasons not to. I'm torn. Probably the best course of action is to honestly just focus on finishing up Atlas and try not to think about it. I'm not that good at setting things aside and coming back to them later, but I think that's the best option right now. But whatever happens, no custom unit graphics for the addon. Too much work and effort that I'm not willing to put into a simple addon for a mod that I've gotten so bogged down on.
Good news though, Atlas itself is pretty much finished. Just running through the checklist of end-of-development finishing touches, like adding the music (which is the absolute last thing I do in every mod.) It'll be ready as early as tomorrow, that's how close it is. Can't possibly be any later than Saturday.
So if the choice is between a substandard addon that isn't up to the same standard of quality as Atlas itself, or none at all, I'm going to have to go with the latter. Job isn't worth doing if I'm not prepared to give it my best. Unless of course everyone would be perfectly comfortable having an addon whose units just use the base unaltered models of the Marine, (Exo Infantry,) Paratrooper, (Elite Exo Infantry,) and XCOM Squad (AST.) If so, then sure. I'll do it. Otherwise, nah. I still have my backlog of new Civs, after all.
I think exo-infantry could be cool, I'm not sure what you'd do for it, but my best guess would be like more movement, since the exosuit is meant to like assist you in movement and stuff. But yea, it's dope to see that the mod is coming along well, I'm looking fowards to playing Atlas. I hope there's some cool money making shit, or, if possible, like mercenary/pmc stuff
tl;dr: Mod's going to have two unique units. The Warbird and the T-740 Hovertank from that one mission. That leaves the notable exception of the iconic Exo Infantry, so should I make those (and some other Atlas infantry types,) as an addon, as part of an Atlas Infantry Pack? As much as I should and I have no real reason not to make new content, I've been working on this damn thing for months and I kind of just want to be done now. But I absolutely still will if you want it. And don't give me that "don't make it if you don't want to" nonsense. I will make it if people want it.
Now that the biggest hurdle of work is done, it should be smooth sailing from here. With that in mind, now I can confidently say - and mean it this time - that the wait is almost over. The mod will be released this month. May 31st at the absolute latest. Three weeks should be enough to finish the mod considering it's gotten to be about 70% finished. Most of the hardest work is already done.
So that's what's taking so long. I'll probably give it a rest after Atlas, though. Maybe work on modded Civs based on source material that doesn't actually have any characters, so I have creative freedom and it'll go faster. Like the Battlefield 2142 mods I made, where I created generic leaders since Battlefield 2142 doesn't actually have any established characters save for a couple of names mentioned in loading screens.
Update on the Atlas Corporation: Still grinding. More unexpected delays, such as getting a Coronavirus infection for two entire months and putting the project down to focus on relaxing and recovering from that. But everything's all clear, and I'll be resuming work to its fullest extent here in April.
It's slow going and nowhere near finished. I'm learning a lot of new skills, adding a lot of new features, and that takes time. Wish I could've gotten it done by Christmas, but unfortunately that is not the case. But work is still progressing, if nothing else.
Well frick. It'll be a busy few months.
Problem is it's hard to test dialogue like this when they often have such specific conditions to trigger, so I've just been playing entire games of Civ V to try and meet these conditions. In one of these games I discovered that as it turns out some of the dialogue already in my template wasn't tagged right and doesn't work, and since it's my template, it means that every single mod I've ever made since I started modding has this issue.
With that in mind, work is slow going, but I'm excited to finally bring the Atlas Corporation to Civ V and I hope to go above and beyond my usual standards of quality to deliver something much greater than anything I've ever made before. ETA on release is unknown, but I have a whole two months or so, so it'll definitely be done by or on Christmas.
The GREAT news, is that the "unforeseen delays and difficulties" actually mean that I decided to upgrade my modding skills across the board, and as a result the Atlas Corporation will be of MUCH higher quality than any of my previous mods.
Maybe I could bump it up further though, maybe to the 8th or 9th spot.
I've got a backlog of 20 mods or so I want to make and the Atlas Corporation is one of them, so I'll definitely make them. Can't say when though, there's a LOT of mods I want to make.
Sorry.