Here is a list of all the different ideas mentioned, in no particular order:
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EnochF: The map should have different styles depending on the age it's in. For example, it could be a papyrus scroll during the rennaisance, a map with a compass arrow and fancy European script during the rennaisance, and a viewscreen in the future (JT).
Potential problems/caveats: May make map hard to read.
Ecce Homo: Animate the water tiles.
Problems: May make it hard to customise the map tiles
Suggested fix: Have an animated format for the default that is replacable with a common 2D (.pcx?) format for customization.
Many people: Bring back the throne room!. But make it customizable according to which civilization you have (for example, the Japanese have samurai armor hanging on the wall, the Europeans have knight armor, etc.)
Problems: May make it hard to customize civlizations.
Potential solutions: In the civlization's text file, have an option to say which kind of throne room is used.
JT: Show wonders in the map grid somewhere within the city's radius.
Problems: May make it hard to see what's in that square.
Solutions: Make the wonder show up under units and special resources(?), make wonder invisible with terrain viewing key (T in SMAC and Civ II).
Many people: Either make the units 2D (unacceptable in a modern game, IMNSHO) or have an alternative 2D format to customize the units with. In SMAC, for example, a historical MOD pack is impossible because there is no way to modify the unit pix ("those chariots look pretty silly with particle impactors"
).
Suggested fix: Provide an alternate 2D graphics file (.pcx?) to provide for the customization of units.
Many people: City architecture should be cilivization-specific.
Implementation: Provide a setting in the civilization's text file to determine the architecture style. This could be the same setting that determines the throne room and unit(?) styles.
Many people: The graphics should not slow down the game too much or require ultra-fast machines in order to run acceptably. For example, the animation for founding a new city in Civ's I and II (something unfortunately missing in SMAC) would just be a pain if there wasn't a way to skip it. The high-res graphics in SMAC ran unacceptably slow on my machine (PII-300 w/ 64 MB, in case you're wondering), but the low-res units looked just fine and ran much better.
Solution: Make the graphics as good as you can without slowing down the game.
evil conquerer: If the units are modular (as in SMAC), the different sections of the unit should be clearly visible. I didn't have this problem, but some people complained that the different weapons and special abilites were hard to tell apart.
Possible solution: Weapons and special abilities may have to be exaggerated slightly on the map screen.
EnochF: If terraforming can be done from inside the city, there should be an icon that indicates work in progress on that square.
Potential problem: Might obscure the resources in that square.
<hr>
If I missed anybody's please tell me and I'll gladly put it in. If you disagree with any of the suggested fixes or anything on the list, please feel free to post here with your suggestion.
Credits:
JT
Ecce Homo
Pythagoras
Fugi the Great
meowser
Mo
evil conquerer
Shining1
Trachmyr
EnochF
[This message has been edited by evil conquerer (edited May 21, 1999).]
[This message has been edited by evil conquerer (edited May 22, 1999).]
<hr>
EnochF: The map should have different styles depending on the age it's in. For example, it could be a papyrus scroll during the rennaisance, a map with a compass arrow and fancy European script during the rennaisance, and a viewscreen in the future (JT).
Potential problems/caveats: May make map hard to read.
Ecce Homo: Animate the water tiles.
Problems: May make it hard to customise the map tiles
Suggested fix: Have an animated format for the default that is replacable with a common 2D (.pcx?) format for customization.
Many people: Bring back the throne room!. But make it customizable according to which civilization you have (for example, the Japanese have samurai armor hanging on the wall, the Europeans have knight armor, etc.)
Problems: May make it hard to customize civlizations.
Potential solutions: In the civlization's text file, have an option to say which kind of throne room is used.
JT: Show wonders in the map grid somewhere within the city's radius.
Problems: May make it hard to see what's in that square.
Solutions: Make the wonder show up under units and special resources(?), make wonder invisible with terrain viewing key (T in SMAC and Civ II).
Many people: Either make the units 2D (unacceptable in a modern game, IMNSHO) or have an alternative 2D format to customize the units with. In SMAC, for example, a historical MOD pack is impossible because there is no way to modify the unit pix ("those chariots look pretty silly with particle impactors"

Suggested fix: Provide an alternate 2D graphics file (.pcx?) to provide for the customization of units.
Many people: City architecture should be cilivization-specific.
Implementation: Provide a setting in the civilization's text file to determine the architecture style. This could be the same setting that determines the throne room and unit(?) styles.
Many people: The graphics should not slow down the game too much or require ultra-fast machines in order to run acceptably. For example, the animation for founding a new city in Civ's I and II (something unfortunately missing in SMAC) would just be a pain if there wasn't a way to skip it. The high-res graphics in SMAC ran unacceptably slow on my machine (PII-300 w/ 64 MB, in case you're wondering), but the low-res units looked just fine and ran much better.
Solution: Make the graphics as good as you can without slowing down the game.
evil conquerer: If the units are modular (as in SMAC), the different sections of the unit should be clearly visible. I didn't have this problem, but some people complained that the different weapons and special abilites were hard to tell apart.
Possible solution: Weapons and special abilities may have to be exaggerated slightly on the map screen.
EnochF: If terraforming can be done from inside the city, there should be an icon that indicates work in progress on that square.
Potential problem: Might obscure the resources in that square.
<hr>
If I missed anybody's please tell me and I'll gladly put it in. If you disagree with any of the suggested fixes or anything on the list, please feel free to post here with your suggestion.
Credits:
JT
Ecce Homo
Pythagoras
Fugi the Great
meowser
Mo
evil conquerer
Shining1
Trachmyr
EnochF
[This message has been edited by evil conquerer (edited May 21, 1999).]
[This message has been edited by evil conquerer (edited May 22, 1999).]
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