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  • #16
    At least when is becomes finished by Peter Triggis.

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    • #17
      Hey guys. Good to see people are still giving CTP2 some time. Good luck on the Diplomod too. I'd help, but with my Alt-Civ starting to take a solid form I really don't have any time left.

      But I'll keep my eyes on this space to see how things progress.

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      • #18
        Originally posted by Dale
        Hey guys. Good to see people are still giving CTP2 some time. Good luck on the Diplomod too. I'd help, but with my Alt-Civ starting to take a solid form I really don't have any time left.

        But I'll keep my eyes on this space to see how things progress.
        And likewise in reverse no doubt. I've been following your Alt-Civ thread with a gret deal of interest
        Concrete, Abstract, or Squoingy?
        "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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        • #19
          IW:

          [OT]

          I should have demo 1.1 up in the next few hours. I'll attach it to the demo 1 thread. All unit movement is now working correctly. You can have two units per square (I included a box to show the units on a tile) and movement rates are implemented. Put an icon on each unit to show if movement is still available (MV icon). What I'm working on right now is starting a "scenario" text file so I can load units, cities, scenario settings etc. I just want the units to load at this point. This'll make the game so far completely MODable, even the graphics.

          [/OT]

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          • #20
            Originally posted by Dale
            IW:

            [OT]

            I should have demo 1.1 up in the next few hours. I'll attach it to the demo 1 thread. All unit movement is now working correctly. You can have two units per square (I included a box to show the units on a tile) and movement rates are implemented. Put an icon on each unit to show if movement is still available (MV icon). What I'm working on right now is starting a "scenario" text file so I can load units, cities, scenario settings etc. I just want the units to load at this point. This'll make the game so far completely MODable, even the graphics.
            Wow, downloading

            [/OT]
            Concrete, Abstract, or Squoingy?
            "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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            • #21
              hex,
              Thanks for the info and ideas. Although the solutions you proposed IMHO aren't entirely satisfactory for various reasons (although I'd probably have to discuss that with Harlan), it at the very least got me thinking in a different direction.

              At this point I think that - for the Alex scenario - the best option would probably be to just make *all* roads 2 tiles wide (and if that's visually ugly make the second 'lane' invisible). I briefly tried that last night and it seemed to work fairly well, wasn't nearly as ugly as I thought it would be either. Some extra SLIC code could then prevent units from fortifying on the second lane - that would probably solve the problem quite well with a minimum amount of work involved.

              For regular (non-Alex) games I could write up some SLIC code that automatically creates roads around a city (in a not-too-ugly way). Since choke-points away from cities are, at least in my experience, fairly rare in regular games I think that would largely solve the problem for those games as well (although the amount of coding required would probably be fairly considerable, esp. if you want to avoid creating more roads than strictly necessary). I guess I ought to contact Harlan about this, at least see if he still cares about this (he seems pretty hooked on Civ3)...

              I think adding a modified Frenzy code in both Alex and the regular game is a great idea, provided you can keep cities properly garrissoned (which at least in Alex is not hard to do). Harlan complained about passive AI in the past: if this is combined with custom-code I'm still to write (if I ever get around to it) for the Generals and Darius (and the Persian/Phoenician navy) it will greatly enhance the whole experience of the scenario: you'll actually fight an aggressive opponent rather than a mostly passive one.
              Last edited by Locutus; December 18, 2001, 17:50.
              Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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              • #22
                Originally posted by Locutus
                At this point I think that - for the Alex scenario - the best option would probably be to just make *all* roads 2 tiles wide

                I think adding a modified Frenzy code in both Alex and the regular game is a great idea
                Wider roads? Modified Frenzy?
                Can someone help me find the track? i have no idea you guys are talking about?

                Peter, do you have any idea when we can have the Diplomod to set embassies through diplomatic screen. I really loved that idea. ( if it is already done i would prefer a version 3.7 with this option before all the changes you plan to make to 4.0)
                Last edited by Pedrunn; December 19, 2001, 11:06.
                "Kill a man and you are a murder.
                Kill thousands and you are a conquer.
                Kill all and you are a God!"
                -Jean Rostand

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