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a guide for us new to alt civs?

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  • #16
    Here's ours.

    - Type of game: World Conquering 4x TBS
    - Play types: Single Player, PBEM, Hotseat
    - Design goals: World conquering from Pre-History to Future
    - Distribution type: Shareware
    - Current version: Alpha 0.4
    - Scheduled release date: 2001-2002
    - Platforms: Win 9x
    - Programming language: C++
    - Need of help?: Yes, Documentation and Description Blurbs
    - Graphics: Varies (user set)
    - Map: 3D Spherical
    - Tiles: None (Point based movement)
    - Unique/generic civs: Unique
    - Victory types: Varies (player set)
    - Number of max civs: 30
    - Simultaneous moves: Yes
    - Customizable units: Yes
    - Borders: Yes
    - Tile improvement model: Unit based (ala Civ2)
    - Stacks/tactical combat: Yes (but computer controlled only)
    - Goverments: No

    - Contact: RHiler@RJCyberware.com
    - Web page: www.RJCyberware.com
    - Discussion: news:alt.games.mdestiny
    [This message has been edited by RonHiler (edited January 27, 2001).]
    Manifest Destiny - The Race For World Domination
    -Playable Alpha now available!
    http://www.rjcyberware.com

    Comment


    • #17
      quote:

      Originally posted by RonHiler on 01-26-2001 11:04 PM
      - Unique/generic civs: Yes
      my original idea was that this should either be "unique"(ala smac) or "generic"(ala civ2)
      quote:

      - Tile improvement model: Yes (except without the tiles)
      here i was referring to having it unit-based(ala civ2) or not(ala ctp1/2)

      Comment


      • #18
        Clash of Civilizations Highlights

        - Type of game: Whole-History 4x TBS
        - Play types: Single & Multi- Player
        - Design goals: Killer AI, Reduced Micromanagement, More Realistic Feel
        - Distribution type: Shareware
        - Current version: Demo 4, 5 out soon
        - Scheduled release date: 2002
        - Platforms: All! (Anything that will run Java)
        - Programming language: Java
        - Need of help?: Yes, Clash can abuse your help in virtually any area
        - Graphics: 8-bit
        - Map: Isometric / Cylindrical
        - Tiles: Square
        - Unique/generic civs: Generic, but more nuanced than usual
        - Victory types: Varies (player set)
        - Number of max civs: Unlimited (player set)
        - Simultaneous moves: Yes
        - Customizable units: Yes
        - Borders: Yes
        - Tile improvement model: Similar to public works in CTP
        - Stacks/tactical combat: Stacks / automatic tactical combat that takes into account player orders
        - Goverments: Detailed Government model including internal power struggles

        - Contact: Mark Everson -- markeverson@mediaone.net
        - Web page: clash.apolyton.net/frame
        - Discussion: Clash of Civilizations forum on Apolyton

        [edit] Clash URL somehow got screwed up, probably in forum upgrades.
        Last edited by Mark_Everson; October 13, 2001, 21:50.
        Project Lead for The Clash of Civilizations
        A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
        Check it out at the Clash Web Site and Forum right here at Apolyton!

        Comment


        • #19
          Okay here I go:

          Type of Game - Improved TBS - Historical Simulation
          Design Goals - Create a game that's not just a Civ2 clone, but is a whole new experience.
          Distribution Type - Open Source
          Current Version - 0 (Just starting coding)
          Scheduled Release Date - When it's done!
          Platforms - Windows (possible ports when finished)
          Programming Language - C++
          Need of Help - Coders required, desperately (OO/multiplay/low level
          especially, Artists)
          Graphics - DirectX, 2d sprites
          Map - 2d map, view from above, but detailed (satellite image kind of map)
          Tiles - Square tiles viewed from above (civ1 way!)[Put this on hold. This has caused disagreement in the camp ]
          Unique Generic Civs - Every civ will be as unique as the player makes it.
          Victory Types - Military, Diplomatic, Scientific, whatever you want, just ask
          Number of Max Civs - This is a contentious issue. There is some discussion as whether is go MMP with ~100 civs, where games last months, or just MP with 8 players. SP will be done after MMP/MP
          Customizable Units - Not like SMAC, but different levels of training.
          Borders - Yes. But don't ask us to define region (sorry, inside joke, all GGS'ers would get it)
          Tile Improvement Model - Improved civ2/smac model
          Stacks/Tactical Combat - Using armies instead of units, strategical combat mostly
          Governments - Based on SMAC, but improved
          Contact - civ3-open@lists.sourceforge.net
          Web-Page - www.gunsgermsandsteel.com (also, new site - http://www.ggs.f2s.com )
          Discussion - http://apolyton.net/cgi-bin/ubb/foru...teel&number=38
          Play Types - At the moment, looking at MMP or MP, then SP when that is done.
          Micro/Macro Management - Maily maco
          Customizable - As much as possible, yes.
          [This message has been edited by heardie (edited January 28, 2001).]

          Comment


          • #20
            quote:

            Originally posted by MarkG on 01-27-2001 04:23 AM
            my original idea was that this should either be "unique"(ala smac) or "generic"(ala civ2)

            Oops, yeah, silly answer. I meant to say
            - Unique (player designed)

            quote:


            here i was referring to having it unit-based(ala civ2) or not(ala ctp1/2)


            Ah, I got ya.
            - Unit based (ala Civ2)

            Manifest Destiny - The Race For World Domination
            -Playable Alpha now available!
            http://www.rjcyberware.com

            Comment


            • #21
              Very quick first try.

              Note: I will stick to the things that are actually currently implemented... (Or at least specify as "planned")

              Freeciv



                [*] Type of game: Civ type[*] Play types: Single Player, networked simultanious multiplayer, persistent server with min time epr turn multiplayer[*] Design goals: "Make a better civ than civ" and "'Cause civilization should be free!"[*] Distribution type: Open Source[*] Current version: 1.11.4 (1.12.0 nearing)[*] Scheduled release date: Now, soon and forever.[*] Platforms:
                * GNU/Linux
                * Sun Solaris
                * OpenBSD
                * NetBSD
                * FreeBSD
                * BSDI 4
                * Amiga
                * MS Windows 95/98/NT/2000
                * SunOS
                * SGI Irix
                * IBM OS/2
                * IBM AIX
                * HP HP-UX
                * OpenVMS
                * QNX
                * Darwin
                In the works: BeOS, MAC and native windows[*] Programming language: C (some clients in C++)[*] Need of help?: What we probably need most is a good manual...[*] Graphics: Isometric and civ1 style[*] Map: Only normal world style for now[*] Tiles: Multiple tilesets. Very flexible tile set support[*] Unique/generic civs: Not very[*] Victory types: Conquest and space race[*] Number of max civs: 30[*] Simultaneous moves: Yes[*] Borders: Planned.[*] Tile improvement model: Unit based (ala Civ2)[*] Stacks/tactical combat: No[*] Goverments: Yes[*] AI: Yes[/list]

                Contact: http://www.freeciv.org/mailinglists.html
                Web page: http://www.freeciv.org
              http://www.hardware-wiki.com - A wiki about computers, with focus on Linux support.

              Comment


              • #22
                My turn...

                Slick-6
                • Type of game: Space 4x TBS
                • Play types: Single Player, and Multi-player through PBEM, Hotseat, and TCP/IP
                • Design goals: Strong gameplay, deep tech-tree, simple interface
                • Distribution type: Shareware
                • Current version: Internal Alpha
                • Scheduled release date: 2001-2002
                • Platforms: Win 9x/2k (portable)
                • Programming language: C++
                • Need of help?: Not at the moment
                • Graphics: 3d (DirectX, OpenGL, and Glide supported)
                • Map: 2D, view is flexible
                • Tiles: None (Point based movement)
                • Unique/generic civs: Unique
                • Victory types: Varies (player set)
                • Number of max civs: 32 (not hard coded)
                • Simultaneous moves: Yes
                • Customizable units: Yes
                • Borders: Undecided (lack of sufficient methods)
                • Tile improvement model: Unit based (ala Civ2)
                • Stacks/tactical combat: No, Yes (computer controlled)
                • Goverments: No


                Contact: JKozak@RJCyberware.com
                Web page: www.RJCyberware.com/.6
                Discussion: Apolyton Alt Civs forum


                [This message has been edited by Jason Kozak (edited January 28, 2001).]
                Jason Kozak
                Slick-6 Project Lead

                Comment


                • #23
                  Ron, Jason, what do you mean by "no" in "Goverments"?
                  you dont have any kind of goverment model?

                  Ron, i also want you to explian the following
                  quote:

                  Graphics: Varies (user set)
                  - Victory types: Varies (player set)



                  Comment


                  • #24
                    quote:

                    Originally posted by MarkG on 01-29-2001 01:25 PM
                    Ron, Jason, what do you mean by "no" in "Goverments"?
                    you dont have any kind of goverment model?


                    It means just that There is no government model in MD, and I have no plans of putting one in. In gameterms, I guess it means your people always do exactly what you tell them to do, and only what you tell them to do. If I had to put a label on it, I guess I'd call it absolute despotism, with no chance of revolt. I'm more interested in players dealing with each other than with them dealing with internal problems in their own civ (i.e. the computer declaring peace for you in a democracy in CivII every turn). In MD, if you want to have a war with your neighbor, you can bloody well have one

                    quote:


                    Ron, i also want you to explian the following
                    Graphics: Varies (user set)


                    I assumed by Graphics you were after bit depth and resolution. MD uses whatever the user is currently set at, so if they are at 16 bpp 800x600, that's what the game will use. If you meant something else, you'll have to explain the question more, heh. We use Direct3D and DirectDraw, along with standard Window's GUI to display all our screens.

                    quote:


                    Victory types: Varies (player set)


                    When a game is set up, there is one person designated as the "host". This person determines several things at the start of the game, before anyone ever starts playing, including victory conditions. They chose one or more items from a list, which includes things like "Capture all enemy cities", or "Kill all enemy Primary Leaders", or "Highest score after X number of turns", that sort of thing. Of course, players can see these conditions at any time when playing. Once a game starts, they are locked in place, so players will know exactly what they are trying to do to win.

                    Hope that helps explain my ambiguous answers

                    Ron
                    Manifest Destiny - The Race For World Domination
                    -Playable Alpha now available!
                    http://www.rjcyberware.com

                    Comment


                    • #25
                      quote:

                      Originally posted by RonHiler on 01-29-2001 08:35 PM
                      I assumed by Graphics you were after bit depth and resolution.
                      example:
                      civ2: 8bit, 2d sprites
                      ctp2: 16bit, 2d sprites, direct x

                      quote:

                      "Capture all enemy cities", or "Kill all enemy Primary Leaders", or "Highest score after X number of turns", that sort of thing.
                      thank i needed some of the choices...

                      Comment


                      • #26
                        Looks like Heardie is our PR executive.

                        I think Heardie's list covered pretty much everything. Only one thing:

                        Our government model is by NO means based on the SMAC one. I would call it based on the Clash one, if anything, and yet deeply unique. But still, we are trying to do with it just what Clash are trying to do with their model - giving the power to the people, allowing complex internal strife and domestic politics in a way never seen in Civ games.

                        ------------------
                        "If you are to hurt someone you better do it so good that you don't have to fear revenge."
                        - Machiavelli

                        GGS Website
                        "It is not enough to be alive. Sunshine, freedom and a little flower you have got to have."
                        - Hans Christian Andersen

                        GGS Website

                        Comment


                        • #27
                          My answer would be the same as Ron's. 4x games tend to center around combat, and the last thing a player wants is a message telling him that very important attack didn't take place because the rest of the Senate/House voted against it.
                          Jason Kozak
                          Slick-6 Project Lead

                          Comment


                          • #28
                            Is anything happening on the table? If its up, I can't find it...

                            If nobody else is going to do it in the near future, I can see if Dom, our webmaster, is available to give it a shot.

                            -Mark
                            Project Lead for The Clash of Civilizations
                            A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
                            Check it out at the Clash Web Site and Forum right here at Apolyton!

                            Comment


                            • #29
                              so I guess I should start cranking out the guide table and make a comprehensive guide for these babies? gimme a day or two...

                              also, if you dev guys wanna pick a 'best' screenshots that would identify your game I could put that in the guide as well...
                              .

                              Comment


                              • #30
                                Hi only human! Glad to hear it. On the pix, are you going to put thumbnails in the table itself, linking to bigger versions? Or are you going to have a separate screenshot page? I'm asking because it will make a difference which shot we choose based on what the first thing a visitor sees of the shot is.
                                Project Lead for The Clash of Civilizations
                                A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
                                Check it out at the Clash Web Site and Forum right here at Apolyton!

                                Comment

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