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DESIGN: CtP2 Source Code released - our actions [brainstorm & discussion]

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  • I dont think anyone considered implementing all the ideas in this thread, not even half of them, its just brainstorming/dreaming.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

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    • Lol Solv, and you claim that an expantion would be out of the question...


      I said highly unlikely, not out of the question .

      And Maq is right, that's just brainstorming .
      Solver, WePlayCiv Co-Administrator
      Contact: solver-at-weplayciv-dot-com
      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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      • Originally posted by Maquiladora

        I dont think anyone considered implementing all the ideas in this thread, not even half of them, its just brainstorming/dreaming.
        Well, think it that way. When this thread will count 12 or more pages all current ideas will be the half or less of total ideas by then

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        • Ive run out of ideas for now anyway, maybe ill get more (and back to annoying all the programmers with impossible concepts) when/if the source code is available
          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
          CtP2 AE Wiki & Modding Reference
          One way to compile the CtP2 Source Code.

          Comment


          • Originally posted by Solver

            Lol Solv, and you claim that an expantion would be out of the question...


            I said highly unlikely, not out of the question .
            Having second thoughts?
            Good

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            • Originally posted by Keygen


              Having second thoughts?
              Good

              Been smoking?
              Good









              Solver, WePlayCiv Co-Administrator
              Contact: solver-at-weplayciv-dot-com
              I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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              • A little *bump* now the source is out.
                Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                • I think very important thing to fix is BUG in pathing algorithm.

                  When AI has two large stacks and one of them is fortified on the road or in the city, order group's goto function would go through the first group tile, but since both armies are so big that they can't stand at same place second army will just get stuck near the city/other unit (it will try to go though tile of fist stack, which is impossibile).

                  This is one of the main reasons why AI sucked a lot in scenarios like Alexander the Great.



                  P.S.
                  Other thing I would like is return of *.fli files from CTP1 (was that the extension, or it was fil or flc I don't remember). Bascily in CTP1 you had much more control in modifing AI due to these files (like ability to control which government they choose, how to value specialists, when and how to change PW sliders, etc...)


                  P.P.S.
                  I don't browse these foums much now (as before 2 years), so i don't know is AI to AI diplomacy fianlly fixed as it should (in original game it was non-existant).

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                  • I see a lot of ideas are coming out there. I hope if people make a lot of code changes that for ACtP2 a menu idea will be available where you can pick which modifications to the game you want to play with.
                    Formerly known as "E" on Apolyton

                    See me at Civfanatics.com

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                    • What do you people think about the air combat system in CtP2? I think it could use a bit of extra feautures. The active air defense that fighters use to intercept Bombers is nice. I would, though, really love to see a "Precision bombing" function. That is, Bombers would have the ability to not only execute regular bombardment, but also precision bombing. However, it should really be precision, not like Civ 3 - I suggest that you'd get a list of possible targets in the city to attack. Those targets would be the city improvements, and civilians. Attcking civilians would reduce the city population, but also lower your regard internationally.
                      Solver, WePlayCiv Co-Administrator
                      Contact: solver-at-weplayciv-dot-com
                      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                      • Active air defense certainly needs some work - it's too easy to waste it all on a single worthless unit. I don't see an easy solution to this problem, though. Certainly you shouldn't have active air defense units attacking everything which comes into range, because atttackers should be able to saturate their capabilities...
                        Last edited by J Bytheway; November 2, 2003, 09:28.

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                        • What about a break during your turn? For instance, you get a message - "an enemy Bomber near Amsterdam. We have 2 Fighters in range. Do you want to attempt an interception?"
                          Solver, WePlayCiv Co-Administrator
                          Contact: solver-at-weplayciv-dot-com
                          I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                          • You could give active defence a numeric modifier, which is degraded by its activating for an incoming attack, in an amount of the incoming units attack rating. Units within armies are dealt with randomly, perhaps? or on a best attack rating first?

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                            • I usually prefer more control about these things. Ideally, I'd like the choice of what and how to target with my AA.
                              Solver, WePlayCiv Co-Administrator
                              Contact: solver-at-weplayciv-dot-com
                              I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                              • Originally posted by Solver
                                What about a break during your turn? For instance, you get a message - "an enemy Bomber near Amsterdam. We have 2 Fighters in range. Do you want to attempt an interception?"
                                It has its merits, but in PBEM it would have to be handled by the AI, which might annoy people.

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