The religion code has the same problems as what is concerned by the reloadslic. But still we keep doing it. And i think only succession games and modders actually use this feature usually.
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Originally posted by Pedrunn
The religion code has the same problems as what is concerned by the reloadslic. But still we keep doing it. And i think only succession games and modders actually use this feature usually.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Martin, have you found a way to know if a trade route that was selling a player a certain good breaks.
since the KillTradeRoute(GEA_TradeRoute, int_t) doesnt gives that info.
When does the TradeBid(int_t, int_t, city_t, city_t) is triggered.
And have you seen the unused UI file called "tradescreen.ldl"?"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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Originally posted by Pedrunn
Martin, have you found a way to know if a trade route that was selling a player a certain good breaks.
since the KillTradeRoute(GEA_TradeRoute, int_t) doesnt gives that info.
Originally posted by Pedrunn
When does the TradeBid(int_t, int_t, city_t, city_t) is triggered.
Originally posted by Pedrunn
And have you seen the unused UI file called "tradescreen.ldl"?
-MartinCiv2 military advisor: "No complaints, Sir!"
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Centrifuge, I know but i can only find the civ3 resources in small sizes. Half of what is needed for CTP2. If you have large icons for the saltpeter and the horse I will be very thankful."Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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I havent got Civ3 installed, but the icons from the Civilpedia would be perfect (thats probably what ones you mean isnt it)
There is a goodmod for civ3 that gets rid off all the little crappy civ3 resource icons and replaces them with minimized civilpedia versions, and it looks way better AND BIGGER, you may want to take a look at this Pedrunn.
If not and nobody has responded and posted the icons within the next few days or so ill install Civ3(think about what your putting me through here pedrunn
) and post the icons you want .
Oxygen should be considered a drug
Tiberian Sun Retro
My Mod for Tiberian Sun Webmaster of
http://www.tiberiumsun.com
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Originally posted by Pedrunn
Centrifuge, I know but i can only find the civ3 resources in small sizes. Half of what is needed for CTP2. If you have large icons for the saltpeter and the horse I will be very thankful.It has more atmosphere.)
And by the way to check out Harlan's Civ3 GoodMod is also a good idea as SMIFFGIG mentioned.
-MartinAttached FilesCiv2 military advisor: "No complaints, Sir!"
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I found Harlans resources in the civ3 graphics directory but hadnt found the original ones in big size.
Thanks Martin this will help me a lot with my new trade system code.
And thanks SMIFFIG'S (or should it be SMIFFGIG now) it is this kind of friendship among the users of this forum that makes it such a nice community to be part of.
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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This Mod sounds almost alot like one I was developing in Civ3, but I think you can go alot farther with it here.
By splitting the tech tree off and having a sea, mountain, forest, or prarie-based civ you are basically creating culture. You can make a similar advance path for each branch that goes on almost forever so that if someone does get diverse terrain/goods they CAN pursue all paths but will specialize in none.
Early advances should be based on terrain/goods available. With these advances, newer, more advanced units/advances/improvements/goods become available.
The next set of advances should be based on all the above.
For instance: You discover the good oil. Now you can research combustible fuels. Once you research that, create the Ford Model-T unit and the city furnace (?), and research Oil Refining. Researching Oil Refining allow you to build Oil Refineries and Research Oil Drilling. Oil Drilling will allow you to discover deep oil in previously unknown places (like an Alaskan wildlife preserve) and build PW deep oil Drills. If you have both the Oil Drilling Advance and the Deep Sea Exploration advance and 15 Oil Drills you can develop Offshore Oil Drilling which lets you see offshore oil and build Offshore Oil Platforms (which have a 0.5% chance of creating a disastrous oil spill killing off all food production in a 2 square radius for 10 turns).
Just some ideas to throw around.
I also like random events/disasters, and unique terrain/landmarks/GOODS would also add a tremendous amount of luck to the game.Get 84 Resources, 96 Resources, or the NEW 153 Resources! Get Rockier Bonus Grassland versions1.0 or 2.0! Get My Mix of Snoopy and Womocks early terrain! Get Varied Goody Huts!
Upcoming Mods - Optimator (with over 1000 new units!!!) & Godzilla, Revenge of the Kaiju!
I am in dire need of new dino and Kaiju units!
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Firstly welcome Amesjustin!
It's always great to have new idea's floated around on these subjects
I really like what Martin started on in this thread - i think if any of the ideas expressed here see the light of day it will open another chapter for the players of CTP2. From what you posted on another thread earlier you say you know C#, so i'm sure the Modders around here will be delighted for your input. If your feeling upto it check the Slic files and documentation that you can find in the modification section of CTP2. I think it can become a quite nasty addiction!'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.
Bush's Republican=Neo-con for all intent and purpose. be afraid.
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Originally posted by Amesjustin
This Mod sounds almost alot like one I was developing in Civ3, but I think you can go alot farther with it here.
Originally posted by Amesjustin
By splitting the tech tree off and having a sea, mountain, forest, or prarie-based civ you are basically creating culture. You can make a similar advance path for each branch that goes on almost forever so that if someone does get diverse terrain/goods they CAN pursue all paths but will specialize in none.
Originally posted by Amesjustin
Early advances should be based on terrain/goods available. With these advances, newer, more advanced units/advances/improvements/goods become available.
Unfortunatly my main problem now is that I don't have a tech tree or the units that should be found in the game. My other problem is that I don't have the time to find a tech tree or better tech net until Crismas.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Some opinions and suggestions
Personally I would prefer it so that the resources appeared after certain advances like CIV3... If you really dont agree with this at least some HAVE to only appear after a certain advance eg:
Uranium = err dont remember this having to much use in ancient times
Aluminum = same here, not only would it have been impossible for them to extract in great enough quantaties. But what the heck would be the point
OIL = Ok i can see why you want this in ancient times. But really the usage of such a good in those times was minimal compared to today, the value of the good would have to DRAMATICALLY increase during time. However the major problem with having it available from Ancient on is. Me player settle everywhere where oil is knowing it will be worth a bomb in centries to come. Not only is this unfair but its historically incorrect as no Civilization would have known how important Oil would become *obviously*
Furthermore the enjoyment of discovering new trade goods would be much higher IMO. Even if just some appeared through technology and others where available from the begining but increased in value through the ages
Likewise other trade goods could decrease in value (like grapes)
There could be other goods that just tottaly disappeared through the years due to low value eg
Ameythst = (this gem stone was once as valuable as ruby and saphire possible more valuble, however due to discoveries all over the world of massive deposits the gem stone is VERY cheap [i have some bits lol])
Mammoth = Well we all know what happened to the mammoth, we also know how greatly valuable it was to early man
(this is a on the spot brainstorm im sure many many more could be thought of)
Another suggestion I have (and all ready briefly mentioned) is goods changing value through time, either a fixed fluxuation a random one (dont like idea of that) or one that is dependent on certain dates and/or events (my fav). There would be some goods that just never changed in non-physical value (Gold, Diamond)
Oxygen should be considered a drug
Tiberian Sun Retro
My Mod for Tiberian Sun Webmaster of
http://www.tiberiumsun.com
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