Originally posted by Blake
Sure.
As an example, the unit system. There is absolutely nothing wrong with the way CIV does it.
1) Put a selection of units in the tech tree. Plasma Sentinels, Impact Rover, Missile Needlejet, etc, basically the most popular weapon/armor/chassis combos. Make the mobile units "No defensive Bonus" otherwise let them fight weapon to weapon.
2) Use the promotion system. Like COMM would be a promotion which gives +50% defense vs mobile. It would be reasonable to make assigning promotions cost energy and the promotions don't have to be tied to exp (pretty easy to change in the SDK so you could assign 1 or 2 promotions depending on tech).
It would also be reasonable to use the promotion system for other purposes, like a Morale "promotion" which gives somewhere between -30% and +50% combat power, but instead of being assignable it would be attached by the code according to exp and SE.
Another example could be a Reactor promotion, with each reactor level increasing hitpoints. When trained, units would come with the best available reactor. It wouldn't be hard to also make reactor techs reduce unit costs to simulate the old effect of reactors reducing cost.
A "Retool" button could be added which for a modest sum of energy updates the reactor to the latest version (if needed) and resets the promotions (allows them to be re-assigned).
Sure.
As an example, the unit system. There is absolutely nothing wrong with the way CIV does it.
1) Put a selection of units in the tech tree. Plasma Sentinels, Impact Rover, Missile Needlejet, etc, basically the most popular weapon/armor/chassis combos. Make the mobile units "No defensive Bonus" otherwise let them fight weapon to weapon.
2) Use the promotion system. Like COMM would be a promotion which gives +50% defense vs mobile. It would be reasonable to make assigning promotions cost energy and the promotions don't have to be tied to exp (pretty easy to change in the SDK so you could assign 1 or 2 promotions depending on tech).
It would also be reasonable to use the promotion system for other purposes, like a Morale "promotion" which gives somewhere between -30% and +50% combat power, but instead of being assignable it would be attached by the code according to exp and SE.
Another example could be a Reactor promotion, with each reactor level increasing hitpoints. When trained, units would come with the best available reactor. It wouldn't be hard to also make reactor techs reduce unit costs to simulate the old effect of reactors reducing cost.
A "Retool" button could be added which for a modest sum of energy updates the reactor to the latest version (if needed) and resets the promotions (allows them to be re-assigned).
Originally posted by Rubin
I found that a module approach to the unit design could offer a lot of flexibility in designing the final artwork. This is not unlike the Design Workshop, but the units will still have to be pre-designed and limited to a fixed number. An approach like this would fit very well with Blake's unit design suggestion.
I found that a module approach to the unit design could offer a lot of flexibility in designing the final artwork. This is not unlike the Design Workshop, but the units will still have to be pre-designed and limited to a fixed number. An approach like this would fit very well with Blake's unit design suggestion.
So it sounds like we would need to hash out a list of what units to place into the tech tree, do the coding for each, and then have a graphics person generate the graphics for us? Is this correct?
Anyways, not to bog down this discussion with too many tangents too quickly, but other areas I've discussed with Rubin and others are as follows:
1) Tech Tree: complete clone or something updated/ modified?
2) complete clone of Planet down to the MWs and IoDs, to include impeding movement for Factions with negative planet ratings?
3) begin in MY2101 on Planet or on a different planet/ solar system?
4) How handle the Interludes?
These are just some of the areas that I have peripherally discussed with people before. If people have some good thoughts/ directions on these, then maybe we can start some new threads and discuss what is the most feasible approach for each?
Originally posted by Rubin
Oh, and that last quote you commented on was not posted by me
Oh, and that last quote you commented on was not posted by me
Currently my old system just can't handle playing CiV effectively. I am planning on getting a new system sometime around February, so if this project does move forward I could probably start helping out more effectively at that time. FYI.
D
Comment