Originally posted by Sava
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FrankenCiv: a hypothetical
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man, i don't even know what i am (aside from an asshat)
my mom is a "militant" serb (RAWR RAWR SERBIA LIVES) even though her mom was half-croat
my dad was not "ethnic" at all. his dad was from macedonia... so southern serbs, I guess.To us, it is the BEAST.
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I wonder if my job and my kid will leave me enough time to help with this. I haven't finished my CKII map mod yet, so I dunno. Sava, do you have any relevant experience, or are you just an asshat?Graffiti in a public toilet
Do not require skill or wit
Among the **** we all are poets
Among the poets we are ****.
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More seriously (CHILDREN!), I'm now leaning towards iso, for the rather weak reason that, again, there's a lot of CivII art floating around. The easier we make it for amateur developers, the better our chances for building up a community in the early stages. Now, for all I know, there are a billion tilesets hanging around from hex-tiled wargames, so . . . weak. But there's still the nostalgia factor; a lot of the game's potential "market" grew up playing iso on CivII and SMAC. Its biggest downside is the wonky zig-zags on map sides.
My main objection to hexes is that it pisses me off when a game won't let me move troops north, south, east and west. I realize this is also weak.
Other, not-solicited advice: how about three distinct classes for units, a movement type, combat type and function set? So a knight would have a movement class of "horse" (no terrain defense bonuses, not on water), a combat class of "melee cavalry" (pikes hurt it), and a function class of "combat" (cannot form/settle/spy/trade/crawl/whatever, can pillage). The purpose being much the same as CSS's purpose for HTML, to reduce the need for designers to type the same crap over and over again, or even copy-paste, while preserving versatility. Yes, I realize I'm looking ahead a fair bit . . .
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One of the important breakthroughs that I believe only one scenario did, was the ability to raise the sea. Yes, it opens for shenanigans (like Alexander!), but I think it would be important to be able to alter the terrain.
The other thing that could be done is to have a third tier of engineers.Scouse Git (2) La Fayette Adam Smith Solomwi and Loinburger will not be forgotten.
"Remember the night we broke the windows in this old house? This is what I wished for..."
2015 APOLYTON FANTASY FOOTBALL CHAMPION!
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it would be cool to liberate the concepts of fuel limits and transport from air and sea units, respectively. There's no reason why either needs to be hard-tied to its real-worldScouse Git (2) La Fayette Adam Smith Solomwi and Loinburger will not be forgotten.
"Remember the night we broke the windows in this old house? This is what I wished for..."
2015 APOLYTON FANTASY FOOTBALL CHAMPION!
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Originally posted by Ben Kenobi View PostOne of the important breakthroughs that I believe only one scenario did, was the ability to raise the sea. Yes, it opens for shenanigans (like Alexander!), but I think it would be important to be able to alter the terrain.
The other thing that could be done is to have a third tier of engineers.
Originally posted by Ben Kenobi View PostGame balance.
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Originally posted by Sava View PostFor our purposes, the free version applies.
I mean, if you want to make an iOS or android version of this... sure. You'll need to pay the $50 for the commercial license.John Brown did nothing wrong.
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If we could swing it, sure. I'm somewhat leery after the data-mixing fustercluck Microprose packed with Fantastic Worlds, but I'm sure Aeson could do better. I imagine this is the sort of thing where we could start small and add increasing layers of complexity without too much hassle as far as backwards compatibility is concerned?
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Originally posted by Elok View PostOther, not-solicited advice: how about three distinct classes for units, a movement type, combat type and function set? So a knight would have a movement class of "horse" (no terrain defense bonuses, not on water), a combat class of "melee cavalry" (pikes hurt it), and a function class of "combat" (cannot form/settle/spy/trade/crawl/whatever, can pillage). The purpose being much the same as CSS's purpose for HTML, to reduce the need for designers to type the same crap over and over again, or even copy-paste, while preserving versatility. Yes, I realize I'm looking ahead a fair bit . . .
Say for instance you have
Horse
- no terrain defense bonus
- land only
Melee Cavalry
- weak vs Pikes
Combat
- cannot form/settle/spy/trade/crawl/whatever (probably better to define things by what they can do and assume everything else is not possible)
- can pillage
But a modder wants to change Knights to have something else ... like requires an extra food upkeep when out of borders so their page boys can eat leftovers after setting up the pavilion. They could define a new class:
Hoity-Toity:
- +1 food upkeep outside borders
- cannot add [whatever gets -upkeep outside borders ... woodsman or whatever]
And then Knight would look like:
Knight
- Horse
- Melee Cavalry
- Combat
- Hoity-Toity
If a modder tried to add Woodsman, the engine would mock them mercilessly for trying to make a Hoity-Toity Woodsman unit without first modding what Hoity-Toity and Woodsman meant. (Or maybe adding one would grey out the other as an option... but I'd prefer mocking)
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Originally posted by Aeson View PostI like it ... but I think it works better if there's no set restriction on classes other than restrictions specifically within classes.
Say for instance you have
Horse
- no terrain defense bonus
- land only
Melee Cavalry
- weak vs Pikes
Combat
- cannot form/settle/spy/trade/crawl/whatever (probably better to define things by what they can do and assume everything else is not possible)
- can pillage
But a modder wants to change Knights to have something else ... like requires an extra food upkeep when out of borders so their page boys can eat leftovers after setting up the pavilion. They could define a new class:
Hoity-Toity:
- +1 food upkeep outside borders
- cannot add [whatever gets -upkeep outside borders ... woodsman or whatever]
And then Knight would look like:
Knight
- Horse
- Melee Cavalry
- Combat
- Hoity-Toity
If a modder tried to add Woodsman, the engine would mock them mercilessly for trying to make a Hoity-Toity Woodsman unit without first modding what Hoity-Toity and Woodsman meant. (Or maybe adding one would grey out the other as an option... but I'd prefer mocking)
Example: Let's say you want to recreate Civ2 Partisans, but make their auto-generation vary based on the sophistication of the government. Now the game doesn't have any sophistication level built in for the government, but you could tag each government type with a score, 0 for Anarchy, 2 for Monarchy, 5 for Communism, 7 for Democracy or whatever you want. You'd just go to the "Republic" screen in the mod tools, click some [Add Attribute] button, and type something like "Sophistication = 3" and do that for every government. Then go to the Partisans screen in the unit section and click the "Auto-Generation" attribute there, and it might say something like:
IF city IS captured:{
FOR city.size
CREATE [unit] AT city[3,3]
}
You could change that to
IF city IS captured:{
FOR int[city.size * government.Sophistication / 4.5]
CREATE [unit] AT city.location(3)
}
That's obviously not real, but the basic idea is that the computer would look for the condition to be fulfilled, then it would create a number of units within 3 tiles of the city's location equal to the city's population. We would change that to multiply by the sophistication of the government and then divide to bring the total back down to Earth.
This is just a stupid example, but I think it's important to let people use some scripting to create things we can't imagine.John Brown did nothing wrong.
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