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Thread: DESIGN: CtP2 Source Code released - our actions [brainstorm & discussion]

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    Solver
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    CtP2 Source Code released - our actions

    OK, now that we know that CtP2 source is to come, we obviously need some ideas of what are we going to do. I will get the list of ideas said by other people in a moment.

    Everyone who has programming abilitiy and wants to devote something to the project, please post. As you probably know, it's C++ ability that is required. We have few programmers that already know C++, but (as Locutus said), the skilled ones among us are going to catch the essence of it quickly.

    I trust that we will need an OTF thread asking for any programmers that would also like to contribute (anyone agree?). I do also believe that Gramphos could be of great usefulness, hope he is interested.

    So, here will come some stuff we need to do to this excellent game... and now we can advertise it in Civ 3 forums even more .
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    Solver
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    So, most people think that the first things to do are getting rid of limits and well-known bugs.

    With apologies to everyone who contributed.

    Remove the 200 sprite limit (simply put, CtP2 can only use 200 sprites).
    Fix inifinite rush-buy bug for MP (this one's evil) [Martin believes rush-buy button should be disabled when it's not your turn]
    Fix scenario loding bug (what's that?)
    Fix sea city sprites (you know when you look at them)
    Fix PBEM, this including adding the human-to-human diplomacy. Already done partially due to mods, so should not be too complex.
    [I believe that fixing PBEM is of great importance, that could attract many more to CtP2 realm]
    Fix the bug that lets sea units beenfit from undersea tunnels

    Also, some general AI improvements have been suggested, but those, IMHO, can wait till we get the worst of the bugs fixed.

    More thoughts:

    Add interface support for games with more than 8 opponents (that is, so that you can start those without editing text files).
    Of course, bring the PBEM and hotseat buttons back on interface by default when those modes work.
    Fix the bug where clicking the eye in a dialog box centers on city, but doesn't select it.
    Arguable: replace the message tab with something like message icons from CtP1
    Arguable: replace Mod-swapper with something in-game. Not a bad idea, but not top priority, IMHO, as the Modswapper works, too.
    Arguable: Add ruins to easiest difficulties. Or at least make that an option.
    Allow units disbanded from the "unit" screen in city display to contribute to production.
    In city manager unit screen, add an indicator for fortified units.
    Increase GL "lemur poo" chance from 1% to 95% .
    Add interface support for changing player color.
    Fix the freeze bug at goody huts at units or advances.
    Last edited by Solver; July 27, 2003 at 09:59.
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    Maquiladora
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    [BUG]

    There is also the right click bug, where you can click on open terrain and if the "terrain info" popup doesnt come up it means you clicked on a stealth unit, very crafty.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
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    mapfi
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    As well as the bug that with a unit selected you can point on an enemy city - if the swords appear there are units inside, otherwise not - a very grave bug for MP!

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    ...Also how about the crossed swords bug...

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    Martin Gühmann
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    Post

    Originally posted by Solver
    Fix scenario loding bug (what's that?)
    If I remember corectly Ben mentioned that there was a fixed number of scenarios you could have simitanously in the scenario folder that the game would recognize. But I think more important are other problems regarding scenarios.

    In the post patched version of CTP2 you have a bug whenever you start a scenario doesn't matter it includes a map or not or just different rhules like just a different colors00.txt you get an extra turn whenever you reload you save game. That means still the same year, no AI got its turn, but the human player got extra science, move points, etc like he would start a new trun.

    Originally posted by Solver
    Fix PBEM, this including adding the human-to-human diplomacy. Already done partially due to mods, so should not be too complex.
    Of course it is done particulary due to mods, but this are only slic workarounds, so there are two ways to continue here first you could provide more slic functions, to make it easier or you could implement it into the source directly. Well the second one could be easier, but not shure.

    Originally posted by Solver
    Also, some general AI improvements have been suggested, but those, IMHO, can wait till we get the worst of the bugs fixed.
    Well AI improvement is needed, the AI needs better skills in tile improving, in city management, like entertainer distribution etc... here it needs the ability to use entertainers and other pops locally instead of just using them globally.

    Originally posted by Solver
    Of course, bring the PBEM and hotseat buttons back on interface by default when those modes work.
    Well to bring them on the screen is just an edit of an *.ldl file, so no source code related problem. The real problem is to make this feature work as supposed.

    Originally posted by Solver
    Arguable: Add ruins to easiest difficulties. Or at least make that an option.
    Well that should be an option button: No Ruins
    Speaking of difficuilty levels, I think it should be possible to select more then 6 from a list, so the enterface needs to be changed here from sic buttons to a list box. Adding more levels of difficuilty can be done then in the DiffDB.txt.
    I like also to see more then just the for buttons for the Barbarian level, also in a list box instead of a button bank.

    Originally posted by Solver
    Add interface support for changing player color.
    Speaking of colors I hate it always to find my civ in the neighborhood of the orange player, so random distribution of players over the world should be added. I already have a slic function that can permutate a list of numbers randomly. So shouldn't be a too big problem to convert it to C++.

    Speaking of random distribution of players, NonRandomCivs should also be an ingame feature and not depending on the difficuilt level you select.

    I also want to be able to switch on and off the animation of goods ingame like in CTP1 so that I don't have to edit the userprofile.txt whenever I want to do it.

    Well I also mentioned in the Activision thread that I like to see the cheat editor fixed, since the patch using it means that you have to take care that it doesn't switch off pollution.

    Also the city tab is not finished, only three buttons work, even if you have more then 3 city styles in the game. Also the icons of these buttons are missing. Changing this requires changing the text files according citystyles and also the UnitIcon.txt should be changed then.

    Another problem with this city tab of the cheat editor is, whenever you place a city it is first a size one city, if you don't add a pop it is size zero next turn, if you add a pop it loses its city style you selected.

    Also the goods.txt is not finished, I can use the GLHidden flag without any effect, I think only the sound filed and the gold and the sprite filed have some effect. The file needs to be changed so that goods can have terrain boni directly, like in CTP1, and I like also to see that these boni can be pillaged and will be restored after a certain amount of turns like it is now in GoodMod with the TI workaround.

    Also tileimps need a terrain fright bonus so that we can add a button to the trade manager for trade route redirection like in CTP1.

    Also to the tileimp.txt a field sound should be added so that we don't need this soundfix workaround I wrote anymore. Also more than one construction tileimprovement graphics should be shown ingame like in CTP1. The current setup does suggest it, but it does not work. Only one construction tile improvement graphic is shown.

    Also Civ specific characteristics should be added like it was done during the hack contest by Loki for CTP1. That shows us that it is not to difficuilt and can be done within a few days.

    I also like to see a slave market and the that slaves and all other pops do have a nationality.

    Well maybe there are much more things to do, so far this is my whishlist.

    -Martin
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    Tamerlin
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    Post removed after Martin's replied... sorry for the interference.
    Last edited by Tamerlin; July 27, 2003 at 12:35.
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    Martin Gühmann
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    Post

    Originally posted by Tamerlin
    [BUG] (?)
    - Fix the revolution bug (the game crashes when a new civilization is created after a revolution in a city)
    That is a bug in Diplomod, but of course the code can be transfered to the ctp2.exe of course in C++.

    And by the just one post of this bug is necessary, post here for discussion, post in John's thread for ducumentation.

    -Martin
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    Tamerlin
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    Sorry Martin I had not understood it like that...
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    SMIFFGIG
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    Some things that I really really!! wish where int Ctp2 that arent are

    Space
    Some may argue this was unbalanced, or un-needed. But come on, with the source code comming this could easily be made balanced and made brilliantly fun. I know many people who didnt buy or where dissapointed that Ctp2 due to the fact it no longer had Space. Activision shouldnt have taken the easy route of getting rid of space, but should have improved upon it and made it perfect.

    Secondly
    Throne Room
    This is such a fun option and really makes u feel as if ur achieving things, the C:CtP throne room was fun but rather limited and simplistic, so how about something along the same lines only say a mixture of the Civ2, Civ3 and C:CtP throne rooms, taking the best from all 3.

    Culture
    Just like in Civ3, only better :P

    Improved diplomacy
    Like in CtP2 BETA version screenshots and also implementing parts of the Civ3 diplomacy.

    Theres much more, but for improved features the above would be brilliant

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    hexagonian
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    As a non-programmer, but a Modder, I'm wondering if the proposed fixes and changes are going to cause a host of conflicts with the existing major Mods?

    Let's just say I'd hate the thought of rebuilding 'Cradle' from scratch...
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    child of Thor
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    Few yeah Hex i can see what you mean - still i'm sure with whatever modswaper variant is decided on, people can still run 'Old CTP2'( ) if they want to.

    Um the big thing for me at the momment(well the last thing that was perplexing me a while back when i last played it ), is the Diplomacy or lack of in most single player Modded games.
    As the aggression has been ramped up to make the game a decent challange, i feel one of the casulties has been the way the Ai's behave in their diplomatic realtions with the player and each other.
    I'm guessing it's more a 'tweaking' than a re-write that is needed.
    Oh and anything that will help make MP more stable and enjoyable. From the small scale(like ensuring the 'pillage un-owned tile' bug is laid to rest), to large scale wish list type, of enable real human-human diplomacy with all the trimmings

    I'm still trying to get over the fact that this is happening!
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    Wittlich
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    And don't forget:

    The CONSTANT RESYNC Bug!!

    Sorry, just had to get it off my chest. Though I'm not a programmer (but currently in university for a programming degree - Java though)...back to the subject, the constant resyncing of the game - which always leads to either myself (as host) or my partner (as a player) being kicked out of the game (LAN game) has made CTP2 basically UNPLAYABLE.

    I understand that there are alot of different bugs within CTP2, but I have to say that this resync bug is the biggest stumbling block to playing the game.

    *Wittlich steps off his soap box*
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    stankarp
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    How about a priority order for developments.

    Say-
    1) expanding the limits (units, buildings, tile improvements etc. should be easiest).
    2) bugs.
    3) new concepts and features.

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    MrBaggins
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    I think that its going to be important to prioritise the changes, in order of importance (my thoughts... mp bugs, slic bugs, limits, extending functionality,) and working on them in a serial fashion: one after another.

    Collaboration with dispersed programmers on an existing project, not initially designed as a collaborative project will only lead to trouble, cvs or not.


    My thoughts on the first three things to deal with; resync, rushbuy, and then neutral pillage bugs.

    MrBaggins

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    J Bytheway
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    I think that for things much beyond bugfixing we should concentrate on expanding the capabilities of SLIC, and the ability of mods to alter the UI rather than adding the features in the game. This has the advantages that it shifts the onus of work onto the modder, and it is likely to provide extra functionality that was not otherwise anticipated (think of the things we've achieved with SLIC as it is, I'm sure they are far beyond what was anticipated).

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    Solver
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    Gee, had my connection lost for the last 20 hours .

    Excellent input, Martin . And I do also agree that including the space layer could also be an option... I loved it in CtP1, and I am sure many others did.

    I would also, though, agree that limit removal and bug fixing are out top priorities, before we proceed with any implementation of feautures. This is why I also didn't mention new feautures in my original posts.

    Also, I believe that once we get a list of all bugs here (have we already?) we should start prioritising them by work order. Many are easy to fix, while some stuff, like PBEM, will take a longer time to get fixed.

    Finally, on my wishlist, are options for CtP2 games. That's where Civ 3 definitely beats us, start up options. Like, we could go with No Ruins options. Make civ-specific stuff, and as an option. If we add space layer, maybe even make that an option, und so weiter.
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    MrBaggins
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    Repeatable randomness... that is getting the same result in an event, even if you reload directly before performing it.

    Maybe the option to specify a game seed too...

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    Immortal Wombat
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    Originally posted by Solver
    Finally, on my wishlist, are options for CtP2 games. That's where Civ 3 definitely beats us, start up options. Like, we could go with No Ruins options. Make civ-specific stuff, and as an option. If we add space layer, maybe even make that an option, und so weiter.

    And make every single addition and alteration(that isn't a direct bug-fix) a user option in the start-up screen.
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    Pedrunn
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    DP
    Last edited by Pedrunn; July 28, 2003 at 11:00.
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    Pedrunn
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    I think that for things much beyond bugfixing we should concentrate on expanding the capabilities of SLIC, and the ability of mods to alter the UI rather than adding the features in the game. This has the advantages that it shifts the onus of work onto the modder, and it is likely to provide extra functionality that was not otherwise anticipated (think of the things we've achieved with SLIC as it is, I'm sure they are far beyond what was anticipated).
    I second that!
    Fixing some Slic functions like IsContinentBiggerThan, add some power over the UI and converting som GEA_ variables to slic would be the best to have new features to CTP2.
    Last edited by Pedrunn; July 28, 2003 at 11:22.
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    Martin Gühmann
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    Originally posted by stankarp
    1) expanding the limits (units, buildings, tile improvements etc. should be easiest).
    First the are two types of limits, on the one hand a database limit and on the other hand a graphics limit, for units there is no database limit at least not one that can be reached too easily. But you have the limit of 200 sprites. And 200 is not a reasonible number for not a 2^n, so that should be easy to change.

    Actual there is also no database limit for buildings or wonders, it looks like the problem is that there is a limit of buildings a city can own, you can build the additional buildings but the city want get them. Not a problem for units as they are not owned by the city, but also for wonders. And by the way there is also another way to store the wonders in the city than arrays:

    quote:

    Originally posted by Mr Ogre on 11-16-2000 05:37 PM
    There's no practical limit I know of on the number of units or advances in the databases (That is, there's a limit, but you'd run out of memory hundreds of millions of entries before you hit it). There is a limit of 64 buildings and 64 wonders (same as CTP1). Those should be the only databases with such a limit. It doesn't have anything to do with arrays though, it's due to 64 bit integers being the largest size that's convenient to deal with.


    So to increase the limit of buildings and wonders a city can own, have to use two 64bit integers to make clear that a the city owns that building and wonder. Obviously each bit of the number can be one or zero, representing true or false, first bit stands for ownership of the first building/wonder in the database and so on. So whenever the savegame is reloaded the game looks up in the database and adds the according features of the buildings/wonders. Well this would explain why it is not a problem to change the attributes of a building during the game, but it is a huge problem if you insert a wonder for instance, you see that all the wonders are shifted. Well this example illustrates that it is not just increasing the size of an array, well this one might be easy, but can also be tricky.

    Well for tile improvements, there is no limit of practical concern in the database either. Also the limit of graphics is not a problem. With the current originasion of the tile file there is space for 255 minus 2 or 3 terrain types, will with a reorganisation aka CTP1 the limit could be increased, as a terrain graphics consits of more then one tile images the number of tile images is higher, you can assign IDs 65535 maybe a few less, same is true for tile improvements, rivers, and border tiles. So actual the limit is high enough.

    And for the database limit, for tile improvements there is also no relevant limit, for testing purposes, actual to have a look on all the nice tile improvements, I did a tileimp.txt with more than 900 tileimprovements.

    The only problem here is to make shure that it is possible that the player can select them all from a menue, preferable from a list box like in CTP1 instead of a button bank.

    Originally posted by Immortal Wombat
    And make every single addition and alteration(that isn't a direct bug-fix) a user option in the start-up screen.
    Actual not a good idea to have a very long list on the start menue:

    Do you like to play with space?
    Do you want to have diplomatic photos in the game?
    Do you want civ specific features?
    Do you want Great Leaders?
    Do you like to play with workers and slaves with nationality aka Civ3?
    Do you want to play with more city styles?
    Do you want to play with more goods?
    Do you like to play with strategic ressources?

    Well I think all these options should be left to mods. The goal should be to adapt the text files so that all these features can be implemented easily by the moders. Make a space terrain possible. And so on. The solution should be to find a setup on that we can all agree as a base, and select our mod. So basicly I like to keep the current tech tree, but of course for modders to add space, but on the other hand if we want bring space to work we need an official with space version.

    Originally posted by MrBaggins
    Repeatable randomness... that is getting the same result in an event, even if you reload directly before performing it.
    Actual this is already in the game, open a goody hut and you will find everytime the same stuff in it unlike in civ2, were I reloaded as long as I got a new city. That was rapid expansion. For battels I don't think the result should everytime the same, and actual even if you could reload RL I doubt that the events could be repeatable exactly. It is a difference if you look first into the one direction then in the other direction or the way around. For battles the result depends already much more on other things than on tossing a coin or rolling a die. So I think the degree of repeatable randomness is already balanced correctly.

    Originally posted by MrBaggins
    My thoughts on the first three things to deal with; resync, rushbuy, and then neutral pillage bugs.
    No idea where the resyncs are located, but I think the players whose turn it is should be considers as the most up to date game, so that slic code at least wouldn't fail in MP. The rushbuy bug should have the highest priority, I think we can fix it very fast by just disabling the button when it is not the players turn, but actual more consideration is needed here to find the optimal solution, because some of the rush buy buttos allow rush buying when only one turn is left for the completion of the build item and other don't allow it. I think there is a sense in it to rush buy in item when only one turn is left. In a case of riots for instance, your temple just needs one turn, but can't be build due to riots and you can't pay the workers, is a little bit rediculous.

    If the neutral tile pillage bug is easy to fix it has high priority. If it is difficuilt it has low priority, we have a slic workaround.

    So there is a class of bugs with workarounds and a class without workarounds. So if the bugfix is easy for those bugs with workaround it has a higher priorty as it has a workaround and the fix is difficuilt.

    Originally posted by Pedrunn
    Fixing some Slic functions like IsContinentBiggerThan, add some power over the UI and converting som GEA_ variables to slic would be the best to have new features to CTP2.
    Well the IsContinentBiggerThan is another story, I think we need a new AI model with a better AI map representation, etc...

    Of course fixing some slic functions is also a good idea.

    -Martin
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  23. #23
    finfahey
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    It's a little premature, given that we haven't got our mitts on the CTP2 code as yet, but what about getting hold of the CTP1 code too? I mention this because:

    1) People seem quite well-disposed towards restoring the space layer (I poo-pooed this on another thread, but thinking about it, maybe it could be made fun and important to the game, instead of slow and boring as it is in CTP1).

    2) Having CTP1 code for comparison could help in debugging. An example is the non-working veteran troops (works in CTP1, not in CTP2)
    --

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  24. #24
    Martin Gühmann
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    Post

    I think the problem with this non working fetures of CTP1 in CTP2 is that the programmers wanted to rewrite the whole engine but weren't able to finish their work.

    An example are the disapeared diplomatic photos they are in the *.zfs files but aren't used. In this case it looks like the programmers screwed up something in the last minute.

    Another think I am missing is the pollution graph.

    Originally posted by hexagonian
    As a non-programmer, but a Modder, I'm wondering if the proposed fixes and changes are going to cause a host of conflicts with the existing major Mods?

    Let's just say I'd hate the thought of rebuilding 'Cradle' from scratch...
    As long as we don't alter any text filese that are modified in Cradle a new ctp2.exe would be compartible with it. But just fixing bugs is not much, so for instance if we want the redirect trade route feature in the game then roads for instance need the Freight field that is not available in the current version. So to make Cradle use of this new feature you would add this field to your Cradle tileimp.txt. So you just need to add the new fields to your text files, no need to start from scratch. It would be just an update.

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  25. #25
    MrBaggins
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    Re: repeatable randomness, I'm fairly sure I remember that it was demonstrated in the CTP2DG that results were NOT consistent based on a single save game. People got different results, very often.

  26. #26
    Martin Gühmann
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    Originally posted by MrBaggins
    Re: repeatable randomness, I'm fairly sure I remember that it was demonstrated in the CTP2DG that results were NOT consistent based on a single save game. People got different results, very often.
    Yes this was demontrated there, one reason for this is that the AI has the right to come to different decision, does it more its stack West or East South or North, does it attack or does not it attack. So differnt reactions and actions of the AI leads to different results. Well you could argue that is because the AI can't think strategicly. So this is not a problem of randomness this is a problem of the bad AI that has no idea what is a best for the next turns. But even with a better AI small variations must be allowed otherwise the AI is not smart and can't react properly.

    On the other hand the differences are also caused by the different action of the players, not every step was done equally on all machines for instance forgetting to add an entertainer here.

    Well and finally random influences. It is bad luck if you lose in one game one more archer then in the other game. For instance how do you want to determine the result of a battle with two stacks with exactly the same strength, which one should win. The attacker or the defender, because they attack or they defend, or because of the terrain boni. If the advantage of one stack is just small over the other one then there must be change that both can win. Otherwise the AI could be programmed so that it only attacks if it is sure that the AI win. There must be some uncertainess in it otherwise some of the fun would be missing, and this wouldn't be real live. And actual the randomness is not such a big, mostly it were just three units more or less maybe six, but not the difference between losing and winning. And actual in a normal game this phenominon doesn't play a rhole. And I am shure the level of random applies to Civ2 and Civ3, maybe the randomness of the outcome of a battle there is bigger then in CTP1/2, because of the less units stats there.

    -Martin
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  27. #27
    MrBaggins
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    My point with repeatable randomness is that CtP2 apparently uses a "real" random function, using a timer to set a random seed, this means any reload will cause differences.

    What I'd suggest instead, as per Civ3, is a pseudo random function, where a seed is set, then a mathematical process performed, to generate a "random" result (which is the seed for the next "roll".) Then the AI will make the same "choices" after a reload; each roll is essentially random, but consistent.

  28. #28
    Maquiladora
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    The Ranking Screen should be like it was in CTP1 IMHO, just a simple overall ranking. In CTP2 you get far too much information which makes it easier to choose who to attack and who to ally with, which is information you shouldnt really know, like knowing how powerfu;l a military all your enemies have? Thats strange and really takes away some of the mystery of the game.

    And like Martin said in one of these threads, bring back the pollution screen at some point.
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  29. #29
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    Minor Civlizations

    yea maquiladora is right

    that sort of info should only be available through spying

    EDIT:
    ok i just had to add this
    but another nice feature would be

    Minor Civilizations, these would have 1 or 2 cities and couldnt expand and the cities had there own unique style

    they wouldnt come up or be part of the 7 or 6 civs already on the map, but you could ally with them and each minor civ would be powerful in some way for there size and have something unique about them
    e.g a Technology that was unique to them that allowed a unique unit or City improvement for example

    you could either gain this by killing them and hoping to steal it whilst looting there cities (wich wouldnt be a 100% chance) or by slowly gaining good relations with them then allying and eventually merging them into your civilization so all there cities become yours

    this peaceful way would gaurentee 100% that you would gain watever unique advantage that this minor civ has to offer.

    Im sure this would be difficult but with the source code it would also be possible
    Last edited by SMIFFGIG; July 29, 2003 at 12:46.
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  30. #30
    Maquiladora
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    What about increasing the 12 unit limit on one tile?
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