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Tentative Project - Part Three

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  • No new sprites!? What the hell are they going to use for infantry? Are the Germans, British and French going to use the P-38 Lightning for the only air unit in the mod?
    People are expecting a model of the entire world, ala the Civ II scenario. If they just get the invasion of France, and no new sprites or rules to support it, you are going to hear some MAJOR griping.

    Comment


    • quote:


      [Genetic - Machine Gunner-Fascist-- Ctp1 Arty------- Ctp2 Arty---- Tank



      I've been reading through all the posts here and have decided maybe I should post my $.02 for all its worth.

      In looking at the lineup in the Genetic Age, doesn't it make more sense to rename it the Modern Age? Then you have one future age, which is the Diamond Age. Any comments?
      [This message has been edited by Greyhawk (edited December 10, 2000).]

      Comment


      • MrFun,
        Sorry, for not going into more detail earlier...I am currently playing two games, one with Omni's map (which btw really rocks! --- see my post elsewhere on this forum) and your North American map. I am currently playing as the Russians on yours and everything is looking good after 300 turns. You did a great job with the map! Thanx! Omni made some really good points concerning your map (he is the expert after all!), especially concerning detail. I noticed certain areas of the map that seemed a little out of place (but this may just be me and definitely does not need any major concern over) that could have been expanded on, but the map is good enough for me though, and I am really enjoying my game so far. Besides, I doubt I could have done a better job! I really appreciate the time and effort you put into it! Thanx again...Look forward to playing on any new maps you may create...


        ------------------
        Just another Civ Addict
        Just another Civ Addict

        Comment


        • MrFun,
          Sorry, for not going into more detail earlier...I am currently playing two games, one with Omni's map (which btw really rocks! --- see my post elsewhere on this forum) and your North American map. I am currently playing as the Russians on yours and everything is looking good after 300 turns. You did a great job with the map! Thanx! Omni made some really good points concerning your map (he is the expert after all!), especially concerning detail. I noticed certain areas of the map that seemed a little out of place (but this may just be me and definitely does not need any major concern over) that could have been expanded on, but the map is good enough for me though, and I am really enjoying my game so far. Besides, I doubt I could have done a better job! I really appreciate the time and effort you put into it! Thanx again...Look forward to playing on any new maps you may create...


          ------------------
          Just another Civ Addict
          Just another Civ Addict

          Comment


          • i must agree that you need new sprites... a ww2 scenario with no new sprites would be silly... just as wes said- everyone having the same few units. it would basically center on artillery, tank (which looks like a modern M1-Abrams by the way), an american looking bomber, a german looking fighter, and a brittish looking infantryman... maybe some german looking machine gunners and all american looking ships. that would be the whole senario...

            id like to see:

            Germany:
            V2 rockets (like cruise missiles),
            railroad guns (units which may only travel on rr but may bombard from a long distance!)
            u-boat (cheap costing sub)
            m-109 fighters (cheap costing fighters)
            those messershmitt jets (short range but excellent air-to-air attack)
            tiger tanks (expensive but lots of firepower and health)
            howitzer (awesome artillery piece)
            panzerfrast (infantry with high special attack vs. vehicles)

            Russia:
            generally have very low costing vehicles and infantry but less powerful along with:
            sniper (hidden unit which can attempt to kill off an infantry unit or assassinate ruler)
            --dont know much else bout the russians in ww2

            Japan:
            kamikaze! (basically a fighter sprite acting like a missile)

            America:
            aircraft carrier, larger troop ships, paratroopers
            atom bomb (nuke)
            b-29(?) superfortress (very powerful long range bomber)

            i cant think of any more im so tired !

            also couple other features:

            1 new concept- some units require particular buildings in order to manufacture. for example- if you want to build a fighter- the city needs to have a general factory, ball bearing plant, engine factory(?), aerodynamics lab.. you name it. and also- when air units make bombardments they may target specific buildings like these which are required for construction of specific units.

            also maybe a fire effect- special units like arsonists can start em or bombardments have a chance of creating a fire- or maybe you can have an option when you bombard to use incendiary bombs. fires have a chance of destroying pop and buildings each turn and at end of turn checks to see if it burns out. fire dept improvements increase chance of being put out.

            how bout pillbox tile improvements? maybe some tile improvement like a mine but it automatically bombards units which come in range? maybe only france has em to simulate imagino(?) line
            barbed wire tile improvements (infantry cannot pass)

            maybe im getting carried away with this post- its not even in the right forum anyway!

            Comment


            • Harlan is right, don't expect much. When I was going to do a scenario for shipping with CtP2, the first requirement was, no units that don't come with CtP2. Don't know how Harlan got past this one but luckily he did.

              Now, right about here is where I would normally be saying, it is time for somebody to create a WW2 scenario. However, I don't think that is possible anymore. The people that know me, know I am an avid CtP supporter. With that said, I now have to say, Activision screwed this one up big time. Not being able to create scenarios is much worse than the MP problems. I mean, CtP1 did scenarios better than CtP2 and that was one of the biggest gripes surrounding CtP1, lack of scenario support.
              Don,
              CtPMaps (Hosted by Apolyton)

              Comment


              • To keep the AI in the game (or help a straggling human), Harlan's got some good ideas (catch-up wonder, etc.) Here's more:

                1. The tech-sharing from CtP1 MedMod

                2. See my thread on upgrading obsolete units

                3. Bigger DiffDB.txt bonuses for AI in late game

                4. Increase the odds that AI starts with two or more settlers (can the AI start with three?!)

                5. SLIC: every wonder increases the rate of tech diffusion from the civ that builds it? Each wonder attracts tourists and pilgrims - it enhances tech transfer from that advanced civ as the pilgrims return home. I.e., each wonder functions as a Great Library in reverse.

                6. Feats of Wonder geared towards the AI? We tend to want feats of wonder that reflect our own building styles, but surely there are AI play strategies that could be rewarded. First to move a unit into and out of the same city for 20 turns in a row. Seriously though, there's gotta be something...

                7. One wonder per age per player

                Comment


                • I have an idea of a possible map or scenario that I'm thinking of creating next.

                  late 19th century through first half of 20th century Africa - the European imperial powers race to divide the African continent for themselves

                  This would include African states who have a chance in fighting to keep their independence and perhaps change history.

                  What does anyone think - good idea, or forget it?
                  A lot of Republicans are not racist, but a lot of racists are Republican.

                  Comment


                  • I have an idea of a possible map or scenario that I'm thinking of creating next.

                    late 19th century through first half of 20th century Africa - the European imperial powers race to divide the African continent for themselves

                    This would include African states who have a chance in fighting to keep their independence and perhaps change history.

                    What does anyone think - good idea, or forget it?
                    A lot of Republicans are not racist, but a lot of racists are Republican.

                    Comment


                    • A couple more thoughts...

                      If there are no new sprites in the WWII scenario then they may as well just keep it as far as I'm concerned.

                      Wes, would you consider having the militia units be one step behind the current defense unit? Militias tend to be more along the lines of armed citizens and thus would not have state of the art weaponry. If you just discover machine gunners then all your cities get infantry militia etc.

                      How about losing the "City Wall" graphic in the modern age? You can keep the defense bonus effect but a wall surrounding a modern city looks weird.

                      I know you had concerns about the tech tree in Med Mod 4 causing the game to be unstable but I must say that my last few games of MM4 were quite stable. Why? Don't know really. It had Gedrin's latest version of the Dissemination Trigger (better alternative to auto upgrade IMHO), and I removed rail launchers and a few futuristic units. No crashes at all. I do hope you include an enhanced tech tree. The default tree is a mess.

                      Comment


                      • quote:

                        Originally posted by wheathin on 12-11-2000 10:22 AM
                        To keep the AI in the game (or help a straggling human), Harlan's got some good ideas (catch-up wonder, etc.) Here's more:

                        1. The tech-sharing from CtP1 MedMod

                        2. See my thread on upgrading obsolete units

                        3. Bigger DiffDB.txt bonuses for AI in late game

                        4. Increase the odds that AI starts with two or more settlers (can the AI start with three?!)

                        5. SLIC: every wonder increases the rate of tech diffusion from the civ that builds it? Each wonder attracts tourists and pilgrims - it enhances tech transfer from that advanced civ as the pilgrims return home. I.e., each wonder functions as a Great Library in reverse.

                        6. Feats of Wonder geared towards the AI? We tend to want feats of wonder that reflect our own building styles, but surely there are AI play strategies that could be rewarded. First to move a unit into and out of the same city for 20 turns in a row. Seriously though, there's gotta be something...

                        7. One wonder per age per player


                        It may be easier to adjust the penalty given the human in the diffdb than to try and slic a bunch of stuff to help the AI. Btw, the feat of wonder proposal is hilarious.
                        I am getting worried about having to use slic for any and every adjustment we want to make to the game. I am going to try and find other means to solve problems whenever possible, and save the slic for big things that can't be addressed any other way.

                        Also, I have found out how to implement Harlan's new city styles into the game. I am going to wait about adding the Industrial age for now, unless Harlan or someone else figures it out, then I would be happy to drop it in the mod.

                        I started a new game last night to test out the city styles, and it was immediately apparent that setting wages to a base of 12 was too high. Therefore, I have set them to a base of 8 with each notch changing the level by 2, which is midway between 12 and the original setting of 4. This should give good results, and we can tinker with building settings to further refine things.
                        I also reduced the base workday from 10 to 8, with each notch representing a change of 2 hours. This was what things were in Ctp1. Unit, building and other costs are going to be changed in the mod anyway, so we can adjust them to fit this new setting.

                        Finally, if someone would change the necessary text files so that each pop only worked an average of one tile in the first radius, I will put this in the mod, and see if helps address the issue of cities growing too fast early on in the game. I think the settings are in strategies text, but I could be wrong. If you do send me something, please specify what changes you made to which lines.

                        Btw, can anyone confirm or deny colorme's statement that the Min and Max ahead and behind bonuses are applied linearly throughout the game, rather than being triggered either on or off when the AI crosses the specified threadhold? This is a big deal.

                        Most of the time here has been spent discussing military units, which I enjoy as much as anyone, but we need to get these "domestic" issues of growth and production nailed down first, as well as getting building and tile improvements cost-to-benefit ratios evened out.

                        Comment


                        • A map of europe and africa ia a great idea and the scenario actually sounds pretty good... too bad you couldn't start the europeans with cities, and units and have the africans in huts... patch?? But I was thinking about a euro/africa map the other day scaled, and detailed... but if you're going to do it... then I won't bother... good luck...

                          Omni

                          Comment


                          • A map of europe and africa ia a great idea and the scenario actually sounds pretty good... too bad you couldn't start the europeans with cities, and units and have the africans in huts... patch?? But I was thinking about a euro/africa map the other day scaled, and detailed... but if you're going to do it... then I won't bother... good luck...

                            Omni

                            Comment


                            • Food issues:

                              For initial city growth, if there is not a net positive amount of food in the first 8 squares + center, the city can't grow. So, if you give certain types of terrain *negative* food values, you might be able to tailor better which terrains will support cities? I.e. give tundra a negative value high enough so that if a city has 4 tundra squares adjacent to it, it just can't grow at all, no matter what kind of land it's on. After all, any city located near that much tundra is just too cold - odds are it's nearby beaches, climate, forests, etc. are too hostile to support a multi-million pop city...


                              BTW: Is the mod gonna end up changing everything back to the CtP1 values? Just curious - it seems that's where we're going.

                              Comment


                              • Wes,

                                In DIffDB, I read a comment line which talked about the interpolation business, and hence my suggestion.

                                Also, I mentioned this in some other thread, that in most CTP2 games I've played, the AIs seem to have huge ups and downs in their power graph, often over just a few (50 or so) turns. It isn't clear to me why this should be so. I usually end up with a pretty linear power graph, usually with minimal downs.

                                Do the AI do badly because they fight with each other a lot? But then, given that they're incapable of a massive attack, whereas their defense is pretty good, the huge ups and downs in power don't seem right.

                                Anyone have a clue about this?

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