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Anyone know how to get at the engine?

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  • Anyone know how to get at the engine?

    Can you guys please release the source code? There are so many things that I'd like to try with it.

    The list

    Hex Map (possibly a globe configuration)
    Impassible Rivers
    Adding Commodities (colonization style)
    Allocate actual population instead of City Size
    Change Tile Improvements
    Change movement behaviors
    A new Direct 3D based combat system
    Changing Time Flow
    Changing Tech system

    These are just a few things I'd like to try, but I can't because I don't have the source code. What about Colonization's source code at least?

    Prettypleasewithsugarontop?
    Last edited by Sava; September 18, 2001, 19:05.
    To us, it is the BEAST.

  • #2
    Nice try, SA. Something tells me it's not gonna fly

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    • #3
      It´s not gonna happen.

      (by the way, sorry for not replying to your last mail yet, I´m working on it... if Hotmail will let me)
      Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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      • #4
        I've sometimes wondered (not being a computer kinda guy) why you can't just open up a program and read the code?
        Tecumseh's Village, Home of Fine Civilization Scenarios

        www.tecumseh.150m.com

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        • #5
          If you open a program you see the compiled code. The compiled code is a program in some computer language turned into computer language, basically, which mostly comes down to simple operations such as addition, logical OR, logical AND and such.
          In principle it´s possible to reverse engineer this code, back into program code, but still the whole structure of the original program is lost into those simpe operations, the only advantage of that code over the compild code is that it´s better readable than just a bunch of numbers.
          Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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          • #6
            Originally posted by Mercator
            If you open a program you see the compiled code. The compiled code is a program in some computer language turned into computer language, basically, which mostly comes down to simple operations such as addition, logical OR, logical AND and such.
            In principle it´s possible to reverse engineer this code, back into program code, but still the whole structure of the original program is lost into those simpe operations, the only advantage of that code over the compild code is that it´s better readable than just a bunch of numbers.
            Of course. If you wanted to see the program in basic ASM, you could. However, it would be hard to find the right sections of the code, let alone change them.
            I refute it thus!
            "Destiny! Destiny! No escaping that for me!"

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            • #7
              Originally posted by Goingonit
              Of course. If you wanted to see the program in basic ASM, you could. However, it would be hard to find the right sections of the code, let alone change them.
              I believe there are people who can actually read assembly language like normal code. But indeed, it´s practically impossible. It´s pretty much like looking at a human one cell at a time and trying to figure out how he works.
              Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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              • #8
                What about...

                Can't you alter a couple on that list? For instance, can't commodities be changed in the rules.txt? And can't you alter the tech arrangement via the tech tree? Sorry if this appears idiotic but I was under the impression that those two items could be played with.
                Your ad here!

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                • #9
                  Re: What about...

                  Originally posted by civcop
                  Can't you alter a couple on that list? For instance, can't commodities be changed in the rules.txt? And can't you alter the tech arrangement via the tech tree? Sorry if this appears idiotic but I was under the impression that those two items could be played with.
                  What he means about commodities is to be able to produce them and either use them for building stuff or sell them on the world market - a much more useful model than is currently implemented.

                  And about techs, I believe he meant using a whole different tech model - not just changing the individual techs.

                  Am I right?
                  I refute it thus!
                  "Destiny! Destiny! No escaping that for me!"

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                  • #10
                    Re: What about...

                    Originally posted by civcop
                    Can't you alter a couple on that list? For instance, can't commodities be changed in the rules.txt?
                    I don't want to change just the names, you need to have played Colonization to understand what I'm talking about.

                    And can't you alter the tech arrangement via the tech tree? Sorry if this appears idiotic but I was under the impression that those two items could be played with.
                    I'm not talking about tech arrangement, I'm talking about changing scientific research from trade = science, to having an AOE like division of science.

                    Blacksmiths, weapon workshops, and inventors would make breakthroughs in weapon technology.

                    People would develop Agricultural technology in a seperate area.

                    Naval technology would be seperate.

                    Beginning to see my point?

                    I want somewhat of a simultaneous research program, but I don't want it to be a constant 10 turns = next breakthrough. I'm working on a few different types of models. I'll post the general concepts later.

                    I'm writing a game purely from scratch write now, so I'm not going to need Civ's code anymore. I'm first working on a SMAC like terrain generator where the player generates land (elevation and depth) or the computer randomly creates a landform, and then the player selects different fields (rainfall, avg temp, age of planet) and then the terrain is automatically generated based on those fields. I believe I posted in the Civ3 under "What about source code, Firaxis?" the exact explanation of this part.

                    The other thing I was thinking about, was having a scalable map. What I mean, is that you wouldn't just have one view of the map. You would only see detailed terrain when you were zoomed in at a certain level. I'm still at the very beginning stages of writing this, so bear with me. Also, if anyone has any ideas on how they would prefer a view of the map, post them here.
                    To us, it is the BEAST.

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