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

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  • player1
    replied
    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).

    Leave a comment:


  • Locutus
    replied
    A little *bump* now the source is out.

    Leave a comment:


  • Solver
    replied
    Originally posted by Keygen


    Having second thoughts?
    Good

    Been smoking?
    Good









    Leave a comment:


  • Keygen
    replied
    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

    Leave a comment:


  • Maquiladora
    replied
    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

    Leave a comment:


  • Keygen
    replied
    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

    Leave a comment:


  • Solver
    replied
    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 .

    Leave a comment:


  • Maquiladora
    replied
    I dont think anyone considered implementing all the ideas in this thread, not even half of them, its just brainstorming/dreaming.

    Leave a comment:


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

    If you ever planning on implementing all or most of the features proposed here you will possibly have CtP3, not a simple expansion...

    Good luck

    Leave a comment:


  • Martin Gühmann
    replied
    Originally posted by Immortal Wombat
    Can be SLICed.
    Of course can be sliced but it makes modding easier if you just need to add to the tileimp.txt a flag like: CityRemoves or something like this. Well this would also imply that a tile improvement without this flag could be build on a city tile. Well we know that roads and all the other movement reducing TIs are placed automaticly on the city tile. In Civ2 it was automaticly irrigated or farmed IIRC. So maybe a fre tileimp for cities.

    -Martin

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  • Maquiladora
    replied
    What about Direct IP MP games?

    Have we brainstormed enough yet?

    Leave a comment:


  • Maquiladora
    replied
    Well thats just dandy

    Leave a comment:


  • Immortal Wombat
    replied
    Can be SLICed.

    Leave a comment:


  • Maquiladora
    replied
    Get rid of the bonus when a city is build on a Tile Improvement.

    Or probably easier, get rid of the tile imp when a city is built there.

    Leave a comment:


  • JamesJKirk
    replied
    Re: Locutus, et al's trade suggestions

    Originally posted by Locutus
    As for Trade, I would personally (eventually -- this is long-term thinking) like to completely revise the trade system....

    I'd like a trade system somewhat similar to Civ3, but more advanced: like Civ3, you need certain goods in your recourse box before you can build certain units. To get these resources, you must have them in your radius, or you must be connected to a network. But contrary to Civ3, IMO this shouldn't be a road network but rather a trade network. If you have a city with iron and a city with gold, you can only take advantage of the iron in city 2 by creating an iron trade route with city 1. The same with the gold: city 1 needs a gold route with city 2 to be able to take advantage of the gold. Both building and mainaining trade goods should come at a cost, which similarly to PW should be subtracted directly from the national income (not sure yet which resource(s) should be used for this). So no more building of Caravans.

    Aside from that, I agree with MrBaggins that foreign trade should be much more valuable than national trade and that trade should contribute to science as well.

    Of course, this system of mine would be a huge change with major implications on other parts of the game (the AI, for one thing). It would be a huge undertaking to implement and I'm sure not everyone will like it, so it shouldn't be part of a "official baseline version", to use Solver's terminology.
    Howdy all, I've played both CTPs on and off and with some of the various mods, I thought I'd jump in because this is a big deal. IMO, and I think I've seen this said elsewhere, the trade/gold system would qualify as a bug, since it's far too easy to get obscenely rich without trying at all, which shouldn't be possible. A new (and novel) focus on the trade system (and the diffusion of technology ) would help this and distinguish CTP2 further from the rest in the series. While I have played CTP1/2 many times, I currently play Civ3 and it would take something novel to bring me (and probably many others back). So while I agree it's more important to get rid of all the real bugs first, certain things (like Solver's UN idea) that would set this apart from other Civ games need to be implemented at least in the longer run in order to (re)attract people to CTP2.

    Leave a comment:

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