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

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  • finfahey
    replied
    It's a little premature, given that we haven't got our mitts on the CTP2 code as yet, but what about getting hold of the CTP1 code too? I mention this because:

    1) People seem quite well-disposed towards restoring the space layer (I poo-pooed this on another thread, but thinking about it, maybe it could be made fun and important to the game, instead of slow and boring as it is in CTP1).

    2) Having CTP1 code for comparison could help in debugging. An example is the non-working veteran troops (works in CTP1, not in CTP2)

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  • Martin Gühmann
    replied
    Originally posted by stankarp
    1) expanding the limits (units, buildings, tile improvements etc. should be easiest).
    First the are two types of limits, on the one hand a database limit and on the other hand a graphics limit, for units there is no database limit at least not one that can be reached too easily. But you have the limit of 200 sprites. And 200 is not a reasonible number for not a 2^n, so that should be easy to change.

    Actual there is also no database limit for buildings or wonders, it looks like the problem is that there is a limit of buildings a city can own, you can build the additional buildings but the city want get them. Not a problem for units as they are not owned by the city, but also for wonders. And by the way there is also another way to store the wonders in the city than arrays:

    quote:

    Originally posted by Mr Ogre on 11-16-2000 05:37 PM
    There's no practical limit I know of on the number of units or advances in the databases (That is, there's a limit, but you'd run out of memory hundreds of millions of entries before you hit it). There is a limit of 64 buildings and 64 wonders (same as CTP1). Those should be the only databases with such a limit. It doesn't have anything to do with arrays though, it's due to 64 bit integers being the largest size that's convenient to deal with.


    So to increase the limit of buildings and wonders a city can own, have to use two 64bit integers to make clear that a the city owns that building and wonder. Obviously each bit of the number can be one or zero, representing true or false, first bit stands for ownership of the first building/wonder in the database and so on. So whenever the savegame is reloaded the game looks up in the database and adds the according features of the buildings/wonders. Well this would explain why it is not a problem to change the attributes of a building during the game, but it is a huge problem if you insert a wonder for instance, you see that all the wonders are shifted. Well this example illustrates that it is not just increasing the size of an array, well this one might be easy, but can also be tricky.

    Well for tile improvements, there is no limit of practical concern in the database either. Also the limit of graphics is not a problem. With the current originasion of the tile file there is space for 255 minus 2 or 3 terrain types, will with a reorganisation aka CTP1 the limit could be increased, as a terrain graphics consits of more then one tile images the number of tile images is higher, you can assign IDs 65535 maybe a few less, same is true for tile improvements, rivers, and border tiles. So actual the limit is high enough.

    And for the database limit, for tile improvements there is also no relevant limit, for testing purposes, actual to have a look on all the nice tile improvements, I did a tileimp.txt with more than 900 tileimprovements.

    The only problem here is to make shure that it is possible that the player can select them all from a menue, preferable from a list box like in CTP1 instead of a button bank.

    Originally posted by Immortal Wombat
    And make every single addition and alteration(that isn't a direct bug-fix) a user option in the start-up screen.
    Actual not a good idea to have a very long list on the start menue:

    Do you like to play with space?
    Do you want to have diplomatic photos in the game?
    Do you want civ specific features?
    Do you want Great Leaders?
    Do you like to play with workers and slaves with nationality aka Civ3?
    Do you want to play with more city styles?
    Do you want to play with more goods?
    Do you like to play with strategic ressources?

    Well I think all these options should be left to mods. The goal should be to adapt the text files so that all these features can be implemented easily by the moders. Make a space terrain possible. And so on. The solution should be to find a setup on that we can all agree as a base, and select our mod. So basicly I like to keep the current tech tree, but of course for modders to add space, but on the other hand if we want bring space to work we need an official with space version.

    Originally posted by MrBaggins
    Repeatable randomness... that is getting the same result in an event, even if you reload directly before performing it.
    Actual this is already in the game, open a goody hut and you will find everytime the same stuff in it unlike in civ2, were I reloaded as long as I got a new city. That was rapid expansion. For battels I don't think the result should everytime the same, and actual even if you could reload RL I doubt that the events could be repeatable exactly. It is a difference if you look first into the one direction then in the other direction or the way around. For battles the result depends already much more on other things than on tossing a coin or rolling a die. So I think the degree of repeatable randomness is already balanced correctly.

    Originally posted by MrBaggins
    My thoughts on the first three things to deal with; resync, rushbuy, and then neutral pillage bugs.
    No idea where the resyncs are located, but I think the players whose turn it is should be considers as the most up to date game, so that slic code at least wouldn't fail in MP. The rushbuy bug should have the highest priority, I think we can fix it very fast by just disabling the button when it is not the players turn, but actual more consideration is needed here to find the optimal solution, because some of the rush buy buttos allow rush buying when only one turn is left for the completion of the build item and other don't allow it. I think there is a sense in it to rush buy in item when only one turn is left. In a case of riots for instance, your temple just needs one turn, but can't be build due to riots and you can't pay the workers, is a little bit rediculous.

    If the neutral tile pillage bug is easy to fix it has high priority. If it is difficuilt it has low priority, we have a slic workaround.

    So there is a class of bugs with workarounds and a class without workarounds. So if the bugfix is easy for those bugs with workaround it has a higher priorty as it has a workaround and the fix is difficuilt.

    Originally posted by Pedrunn
    Fixing some Slic functions like IsContinentBiggerThan, add some power over the UI and converting som GEA_ variables to slic would be the best to have new features to CTP2.
    Well the IsContinentBiggerThan is another story, I think we need a new AI model with a better AI map representation, etc...

    Of course fixing some slic functions is also a good idea.

    -Martin

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  • Pedrunn
    replied
    I think that for things much beyond bugfixing we should concentrate on expanding the capabilities of SLIC, and the ability of mods to alter the UI rather than adding the features in the game. This has the advantages that it shifts the onus of work onto the modder, and it is likely to provide extra functionality that was not otherwise anticipated (think of the things we've achieved with SLIC as it is, I'm sure they are far beyond what was anticipated).
    I second that!
    Fixing some Slic functions like IsContinentBiggerThan, add some power over the UI and converting som GEA_ variables to slic would be the best to have new features to CTP2.
    Last edited by Pedrunn; July 28, 2003, 11:22.

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  • Pedrunn
    replied
    DP
    Last edited by Pedrunn; July 28, 2003, 11:00.

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  • Immortal Wombat
    replied
    Originally posted by Solver
    Finally, on my wishlist, are options for CtP2 games. That's where Civ 3 definitely beats us, start up options. Like, we could go with No Ruins options. Make civ-specific stuff, and as an option. If we add space layer, maybe even make that an option, und so weiter.

    And make every single addition and alteration(that isn't a direct bug-fix) a user option in the start-up screen.

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  • MrBaggins
    replied
    Repeatable randomness... that is getting the same result in an event, even if you reload directly before performing it.

    Maybe the option to specify a game seed too...

    Leave a comment:


  • Solver
    replied
    Gee, had my connection lost for the last 20 hours .

    Excellent input, Martin . And I do also agree that including the space layer could also be an option... I loved it in CtP1, and I am sure many others did.

    I would also, though, agree that limit removal and bug fixing are out top priorities, before we proceed with any implementation of feautures. This is why I also didn't mention new feautures in my original posts.

    Also, I believe that once we get a list of all bugs here (have we already?) we should start prioritising them by work order. Many are easy to fix, while some stuff, like PBEM, will take a longer time to get fixed.

    Finally, on my wishlist, are options for CtP2 games. That's where Civ 3 definitely beats us, start up options. Like, we could go with No Ruins options. Make civ-specific stuff, and as an option. If we add space layer, maybe even make that an option, und so weiter.

    Leave a comment:


  • J Bytheway
    replied
    I think that for things much beyond bugfixing we should concentrate on expanding the capabilities of SLIC, and the ability of mods to alter the UI rather than adding the features in the game. This has the advantages that it shifts the onus of work onto the modder, and it is likely to provide extra functionality that was not otherwise anticipated (think of the things we've achieved with SLIC as it is, I'm sure they are far beyond what was anticipated).

    Leave a comment:


  • MrBaggins
    replied
    I think that its going to be important to prioritise the changes, in order of importance (my thoughts... mp bugs, slic bugs, limits, extending functionality,) and working on them in a serial fashion: one after another.

    Collaboration with dispersed programmers on an existing project, not initially designed as a collaborative project will only lead to trouble, cvs or not.


    My thoughts on the first three things to deal with; resync, rushbuy, and then neutral pillage bugs.

    MrBaggins

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  • stankarp
    replied
    How about a priority order for developments.

    Say-
    1) expanding the limits (units, buildings, tile improvements etc. should be easiest).
    2) bugs.
    3) new concepts and features.

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  • Wittlich
    replied
    And don't forget:

    The CONSTANT RESYNC Bug!!

    Sorry, just had to get it off my chest. Though I'm not a programmer (but currently in university for a programming degree - Java though)...back to the subject, the constant resyncing of the game - which always leads to either myself (as host) or my partner (as a player) being kicked out of the game (LAN game) has made CTP2 basically UNPLAYABLE.

    I understand that there are alot of different bugs within CTP2, but I have to say that this resync bug is the biggest stumbling block to playing the game.

    *Wittlich steps off his soap box*

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  • child of Thor
    replied
    Few yeah Hex i can see what you mean - still i'm sure with whatever modswaper variant is decided on, people can still run 'Old CTP2'( ) if they want to.

    Um the big thing for me at the momment(well the last thing that was perplexing me a while back when i last played it ), is the Diplomacy or lack of in most single player Modded games.
    As the aggression has been ramped up to make the game a decent challange, i feel one of the casulties has been the way the Ai's behave in their diplomatic realtions with the player and each other.
    I'm guessing it's more a 'tweaking' than a re-write that is needed.
    Oh and anything that will help make MP more stable and enjoyable. From the small scale(like ensuring the 'pillage un-owned tile' bug is laid to rest), to large scale wish list type, of enable real human-human diplomacy with all the trimmings

    I'm still trying to get over the fact that this is happening!

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  • hexagonian
    replied
    As a non-programmer, but a Modder, I'm wondering if the proposed fixes and changes are going to cause a host of conflicts with the existing major Mods?

    Let's just say I'd hate the thought of rebuilding 'Cradle' from scratch...

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  • SMIFFGIG
    replied
    Some things that I really really!! wish where int Ctp2 that arent are

    Space
    Some may argue this was unbalanced, or un-needed. But come on, with the source code comming this could easily be made balanced and made brilliantly fun. I know many people who didnt buy or where dissapointed that Ctp2 due to the fact it no longer had Space. Activision shouldnt have taken the easy route of getting rid of space, but should have improved upon it and made it perfect.

    Secondly
    Throne Room
    This is such a fun option and really makes u feel as if ur achieving things, the C:CtP throne room was fun but rather limited and simplistic, so how about something along the same lines only say a mixture of the Civ2, Civ3 and C:CtP throne rooms, taking the best from all 3.

    Culture
    Just like in Civ3, only better :P

    Improved diplomacy
    Like in CtP2 BETA version screenshots and also implementing parts of the Civ3 diplomacy.

    Theres much more, but for improved features the above would be brilliant

    -SMIFFGIG

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  • Tamerlin
    replied
    Sorry Martin I had not understood it like that...

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