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[C4:AC] The Question Thread

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  • #16
    Originally posted by Senethro
    Fosse: Read the OP! No discussion/answers in this thread!
    *cowers in shame*

    Do we need financial resources, donated by volunteers in order to pay for coding time and graphic work? Or do we expect to be able to get everything done with volunteer work alone?

    How shall decisions be made, and consensuses reached? Does every major decision go to a poll, a single leader (who?), a group of people (who?) or some other method? Do we need a lead designer to keep every single decision from taking a week to resolve on a thread full of OT posts, or can we handle that democratically?

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    • #17
      Q: Should we add more ambient music into the game?
      Q: Should we even try to recreate the Unit Workshop?
      Que l’Univers n’est qu’un défaut dans la pureté de Non-être.

      - Paul Valery

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      • #18
        Without the Unit Workshop, would SMAC have the same flavor that its players love? What is it that players love about SMAC? How much of this enjoyment of play is derived from being able to design and build units that fit their needs of the moment, or their long term strategic gameplay?
        Last edited by Darkstar; September 28, 2005, 16:11.
        -Darkstar
        (Knight Errant Of Spam)

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        • #19
          How much should we try to match the original SMAC? It should be unanimous that we should fix obvious bugs, such as the base screen drone display bug and the multiple airdrop bug. How about borderline bugs, such as stockpile energy? Make them options? Should we try to keep the scenario editor and other features that aren't in the game itself anywhere near what they were in SMAC?
          "Cutlery confused Stalin"
          -BBC news

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          • #20
            Will we include easter-egg references to Apolyton ?
            no sig

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            • #21
              Originally posted by PJayTycy
              Will we include easter-egg references to Apolyton ?



              Q: what about the wild animals that are in cIV? We should probably just delete them, right? Or, maybe we can clone them into the game as MW's, Spore Launchers, etc.?

              D

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              • #22
                PJayTycy: Like the Velociyrx Wall in the Aldebaran Mod?
                #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                #endgame

                Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

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                • #23
                  OK, my big dumb question of the day: how large do we anticipate the final revision of the mod to be, and where will it reside for download? Can I assume 'poly will host it? If so, how will it be assembled for download?


                  D

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                  • #24
                    Originally posted by Darsnan
                    Can I assume 'poly will host it? If so, how will it be assembled for download?

                    D
                    You even dare to ask? It will probably be one specially hosted download like AoM mod.
                    SMAC/X FAQ | Chiron Archives
                    The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

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                    • #25
                      What level should the AI play at in the Civ4->SMAC mod? Should it play to purely to original SMAC? Should it play at Civ4 levels? Should it play at something different? Can it be made in a way to be very easily swapped out?
                      -Darkstar
                      (Knight Errant Of Spam)

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                      • #26
                        Originally posted by Darkstar
                        What level should the AI play at in the Civ4->SMAC mod? Should it play to purely to original SMAC? Should it play at Civ4 levels? Should it play at something different? Can it be made in a way to be very easily swapped out?

                        By Level do you mean AI advancements or difficulty level?

                        Which reminds me, How does the SMAC/X AI preform at differant levels and what are their bonus/penalties?

                        It would be useful to know when converting Dificulty levels to Civ4.
                        Don't rule me out when I'm losing. Save your celebration until after I'm gone.

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                        • #27
                          Well, since we have people like Darsnan working on this, we could have the Citizen->Trancend and then add an 'Apolyton Special' difficulty level.
                          #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                          #endgame

                          Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

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                          • #28
                            Should the AI cheat on sufficiently high difficulty levels?
                            "Cutlery confused Stalin"
                            -BBC news

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                            • #29
                              What will we do if we can't mod the height-map in ? (from what I see cIV uses a completely flat map with hills and mountains as a "tile feature" instead of using a tile height)
                              no sig

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                              • #30
                                1) Should we be able to give starting units a higher reactor than a level 1 reactor?

                                2) What files will be imprinted onto a "save" file (the equivalent of the alpha(x).txt file would be extremely desirable from a CMN's perspective, and hence from a players perspective as well)?

                                3) Do we allow the AI's to build boreholes?

                                4) Satelites: need to keep in mind the ability for CMN to gift these to AI's.

                                5) We'll need to rank all of the "To Do's" sometime in the near future. Do we tackle the toughest things first, or the easiest?


                                D

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