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Thread: C:CTP and CTP2 beta features in CTP2

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    SMIFFGIG
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    DESIGN/GRAPHICS: Making the game more dynamic and realistic

    I have many many ideas on features for CTP2, alot of which i have already posted long ago on the Mods section, but im holding myself back before i suggest them again so that the foundation of CTP2 can be worked on first.

    Ill start with C:CTP features that for watever reason where not included in CTP2 (broken/changed etc)

    Firstly, deep ocean could not been seen from the start of the game in C:CTP, it required an advance before you could see it (lets just say its sonar or something like that).This was oddly not the case in CTP2 and ridiculously in times BC you already have the ability to see too the deepest parts of the ocean and see deep see crevasses and volcanos. Can this be re-implemented?
    Also i think you SHOULD be able to move triremes and other early vessels into deep ocean but with a large % chance that they will sink (say 80 to 85% chance or something, possibly more or less chance depending on the vessel/distance travelled)

    Also there was a terrain type in C:CTP, deep ocean cracks that where generated in much the same way as the crevasses (think thats what they are called) in C:CTP/CTP2. Although they where in CTP1 they where not in CTP2, i think these should be re-implemented, however the graphics will have to be modifyed as the CTP1 deep ocean graphics look different to the CTP2 ones (i think Big Mc may have already done this for a deep ocean mod he was working on but im not sure)

    Secondly i think there should be an option to use (the un-used) .DLL which alters the generation of maps, so that there are rings of different climates (like shown in C:CTP beta screenies)

    From what ive heard, choosing colour and flat maps have already been sorted which is great stuff ) have diplomatic photos been implemented on the diplomacy chatting screen like shown in CTP2 beta screenies ?

    I could stray off into the realms of space/space cities and the CTP2 diplomacy shown in the beta screenshots, but ill save that till another time :P

    EDIT: Changed title and made the following additions

    - City styles, currently there is a limit as to how many different city styles are allowed in the game, well of course now that we have the source code i think this limit should be removed. This would allow not only the current city styles mod to be introduced into ctp2 as standard, but also use some of the removed styles that where in Ctp1 (this includes the CTP1 style underwater cites, genetic and diamond + the unused 6th (or last) city design for all CTP1 cities where they grow gigantic (there is a big sheet Locotus posted a while back displaying them all, although he incorrectly had the last city designs named as alien :S although i think he was later aware of the mistake.

    - there are some quite vital units missing from CTP2 which are hard to work out why they arent there. This is only early days but i do think that the most relevant units should be re-introduced (ironclad, legions etc)

    -barbarians, to terrorist transition, ive posted this idea somewhere else but its basically that (although terrorists often opt for a less direct and blunt attack but maybe more for theiving and bombing) -very vague-

    -trading system imo should be much more like the Civ3 system, however before we get to that stage i think there should be some smaller adjustments even if its just the addition of a wider variety of goods and removal of quite strange goods like "Giant Squid" :|

    currently everything im posting is just touching upon each idea, as i dont feel i should go into any great depth before the concepts are even introduced or introduced at all for that matter
    Last edited by SMIFFGIG; February 22, 2004 at 16:42.
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    MrBaggins
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    Re: C:CTP and CTP2 beta features in CTP2

    Originally posted by SMIFFGIG
    *SNIP*
    Firstly, deep ocean could not been seen from the start of the game in C:CTP, it required an advance before you could see it (lets just say its sonar or something like that).This was oddly not the case in CTP2 and ridiculously in times BC you already have the ability to see too the deepest parts of the ocean and see deep see crevasses and volcanos. Can this be re-implemented?
    Based on my currentunderstanding of the graphics system, probably.

    Also i think you SHOULD be able to move triremes and other early vessels into deep ocean but with a large % chance that they will sink (say 80 to 85% chance or something, possibly more or less chance depending on the vessel/distance travelled)
    Sure we could, but we need a poll about it, first, with a a more complete explanation.

    *SNIP*
    Secondly i think there should be an option to use (the un-used) .DLL which alters the generation of maps, so that there are rings of different climates (like shown in C:CTP beta screenies)
    *SNIP*
    Map Generation is a serious design concern, that could be done much, much better. I think we should consider coming up with a new, more realistic, and more usable (so game settings are really useful) map generator. That means figuring out "what is realistic", and coming up with a full design. We can use the existing mapping code for ideas for a jumping off point.

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    SMIFFGIG
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    Re: Re: C:CTP and CTP2 beta features in CTP2

    Originally posted by MrBaggins
    Based on my currentunderstanding of the graphics system, probably.
    good


    Originally posted by MrBaggins
    Sure we could, but we need a poll about it, first, with a a more complete explanation.
    Yeah i agree, i only touched on the idea, i dont mind going into more detail


    Originally posted by MrBaggins
    Map Generation is a serious design concern, that could be done much, much better. I think we should consider coming up with a new, more realistic, and more usable (so game settings are really useful) map generator. That means figuring out "what is realistic", and coming up with a full design. We can use the existing mapping code for ideas for a jumping off point.
    wow, if it can be done, then that idea is 100 times better
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    MrBaggins
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    Re: Re: Re: C:CTP and CTP2 beta features in CTP2

    Originally posted by SMIFFGIG
    wow, if it can be done, then that idea is 100 times better
    Well anythings possible within reason... the tricky bit is working out HOW to do things. I know there are some people floating about that have plenty of knowledge about geologic and climatic forces, and how that might effect a generated world.

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    Gilgamensch
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    Is there any thread about it? (Map Generation) Can't remember having seen one?

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    The Big Mc
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    Re: C:CTP and CTP2 beta features in CTP2

    Originally posted by SMIFFGIG

    Also there was a terrain type in C:CTP, deep ocean cracks that where generated in much the same way as the crevasses (think thats what they are called) in C:CTP/CTP2. Although they where in CTP1 they where not in CTP2, i think these should be re-implemented, however the graphics will have to be modifyed as the CTP1 deep ocean graphics look different to the CTP2 ones (i think Big Mc may have already done this for a deep ocean mod he was working on but im not sure)


    -SMIFFGIG
    Well what can I say but yes I fixed almost every underwater bug in CTP 2.

    The tile however you are on about cannot be made to work again I got it to fully function horizontally but could never get it to work vertically acticrap never put in the vertical tile so never got it to work.

    I also made a new terrain to represent patches of really deep water which also blended in to the ctp2 sea floor

    its all ready to put into tile edit and run
    "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
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    Martin Gühmann
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    Originally posted by SMIFFGIG
    From what ive heard, choosing colour and flat maps have already been sorted which is great stuff ) have diplomatic photos been implemented on the diplomacy chatting screen like shown in CTP2 beta screenies ?
    I added the flat map and the Neptune map, there are buggy in the last playtest version maybe Fromafar sorted this out. Diplomacy pictures are mow in as intended, but actual I don't like the design of the Diplomanager anyway, so what we have now is not the final version. For the color choosing stuff, we have now the interface but so far it does nothing.

    -Martin
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    The Big Mc
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    dumb question but what’s a Neptune map
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    The Big Mc
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    When will I ever learn

    It was the corners I could not do. I could stop it but I needed the corners
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  10. #10
    The Big Mc
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    i made the rift work perfect.

    i had to add one new tile and 25 new tile rules but i got the thing to work. I added the mod to the apolyton tile file and you can download my version here I will update this soon and e-mail pedrun the modification.


    gtset555.zip

    gtset565.zip
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    SMIFFGIG
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    u got any screenies big mc
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    The Big Mc
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    big mc shakes fist

    I will see what I can do
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    The Big Mc
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    ok try doing this with an un-moded version
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    Gilgamensch
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    big MC:

    Only as a suggestions: What about filling the crackles with some lava?

  15. #15
    The Big Mc
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    That’s a different terrain “lava rift” I already got a prototype for it. After I do the bug fixing I will ad underwater mountains, “lava rifts” and reeeeeeeeeeely deep water.

    But thanks for the suggestion any more are welcome .

    I am just having problems with the continently shelf you know where on ctp1 you could make one tile brakes in the shelf to make a hollow.
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  16. #16
    The Big Mc
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    It appears that actocrap left some garbage in the file just some dumb rules that pointed to no tile .
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    Gilgamensch
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    Not sure what you mean?

    Looks OK ( at least the right part.).......

  18. #18
    The Big Mc
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    Tile id 14

    the big holes in the pic above if that’s what you mean

    :stress: dam no pic
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  19. #19
    The Big Mc
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    There be treasure here

    also know as tile id 14
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    Gilgamensch
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    Thanks.........I always now them by hard

    No I don't have CTP2 handy in the moment.........

    Which hole are you talking about, a few to many (I guess it is not the 19th hole, or?)

  21. #21
    The Big Mc
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    just updated the tile file so that i fixed the continental shelf

    the link above

    here a screen

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    MrBaggins
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    Looks fabulous.

    Nice work.

  23. #23
    The Big Mc
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    yes but i need playtesters
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    MrBaggins
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    I might suggest a separate thread, then... entitled PROJECT: Altered Tilesets

    Include the files to download plus instructions on their use. This way there's a defined place for the download, feedback, and possibly more advanced tilesets.

  25. #25
    The Big Mc
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    I could add a poll to sea if more people want different underwater tiles
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    Gilgamensch
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    Actually I wouldn't mind having a scenario/mod/world where you play all the way underwater. Could be kind of fun (By the way same goes for space )

  27. #27
    The Big Mc
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    I like the idea of both of them what would be good is if on the space scenario you are a space colonist over a dead planet with volcanoes and dead terrain.
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    Gilgamensch
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    Something like this...... The deep water would be space, the shallow water atmosphere and then having dark volcanoes and dead terrain.

  29. #29
    The Big Mc
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    Would that be better with the space layer like in ctp. You could have your cities in the space layer and fight space wars. Craftier generals could also land troops on the planet walk them throw the volcanoes and then attack from underneath.

    I also added a new thread for this stuff
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    SMIFFGIG
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    changed topic title from
    C:CTP and CTP2 beta features in CTP2
    to
    DESIGN/GRAPHICS: Making the game more dynamic and realistic
    *didnt actually work i how i wanted :S

    also added the following additions which can be found in the top post

    EDIT: Changed title and made the following additions

    - City styles, currently there is a limit as to how many different city styles are allowed in the game, well of course now that we have the source code i think this limit should be removed. This would allow not only the current city styles mod to be introduced into ctp2 as standard, but also use some of the removed styles that where in Ctp1 (this includes the CTP1 style underwater cites, genetic and diamond + the unused 6th (or last) city design for all CTP1 cities where they grow gigantic (there is a big sheet Locotus posted a while back displaying them all, although he incorrectly had the last city designs named as alien :S although i think he was later aware of the mistake.

    - there are some quite vital units missing from CTP2 which are hard to work out why they arent there. This is only early days but i do think that the most relevant units should be re-introduced (ironclad, legions etc)

    -barbarians, to terrorist transition, ive posted this idea somewhere else but its basically that (although terrorists often opt for a less direct and blunt attack but maybe more for theiving and bombing) -very vague-

    -trading system imo should be much more like the Civ3 system, however before we get to that stage i think there should be some smaller adjustments even if its just the addition of a wider variety of goods and removal of quite strange goods like "Giant Squid" :|

    currently everything im posting is just touching upon each idea, as i dont feel i should go into any great depth before the concepts are even introduced or introduced at all for that matter
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