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

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  • The Big Mc
    replied
    I meant go a head make one it will give us the chance to discuses with none c++ programmes what there needs are

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  • Solver
    replied
    I was asking if we need one before starting it .

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  • The Big Mc
    replied
    start one up then

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  • Solver
    replied
    Thinking here, do we already need a SLIC thread? We have mentioned enhancing SLIC dozens of times, but very few specific things have been named.

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  • LDiCesare
    replied
    I'm seconding what most people said here:

    Fix bugs (crashes, PBEM/hotseat, others)
    Expand hard coded limits like sprite number
    Expand SLIC capabilities.

    Special attention should be paid to the compatibility of the game with existing stuff, in particular mods and savegames. I actually think that the savegame model should be changed so that, if you need to save edditional stuff, these stuff should go into extra files rather than the regular file (unless the save file has an inner grammar that allows it to skip parts of it, like xml if you meet an unknown xml tag). This could be done by creating save game directories instead of straight files, and the game would look for either a directory or a file.
    Now maybe we won't change anything to the file save format, but, working on saves and versionning of a huge software, I know what a nightmare can come out of a bad design there.

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  • Dale
    replied
    I would just like to see one thing. I actually LIKE CTP2 the way it is in SAP2. If we add new things, can we PLEASE have them as options? I don't want a whole new game.

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  • centrifuge
    replied
    This is all great news, and I can't wait to see some of these ideas implemented

    Unfortunately, after it is released in a week or two, there is going to be a ton of work to be done, and probably a very large learning curve, so we shouldn't expect any miracles right away. Rather, slow and steady improvements are more likely.... but, I digress, as I'm sure that everyone realizes this already .

    One thing that I'd like to see is a revamped - bug free scenario/cheat editor. One that allows more options for tweaking the game etc. What I mean is having some of the slic commands implemented into the cheat editor, so that changes to unit attributes, addition of events etc. could be more easilly done by the slic impaired (such as myself )

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  • Locutus
    replied
    Mr Ogre will get the code in a week -- after that, it may be 3 days, it may be several weeks until we get it (but at least it's weeks, not months or longer).

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  • Martin Gühmann
    replied
    Originally posted by The Big Mc
    yes
    Done.

    Originally posted by Solver
    Everyone go to the off-topic thread, we are having a good chance of getting it next week!
    Or maybe in two weeks or something like that. But of course the earlier the better.

    -Martin

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  • The Big Mc
    replied
    yes

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  • MrBaggins
    replied
    Originally posted by The Big Mc
    link please
    Jesus! want us to click it for you too?

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  • The Big Mc
    replied
    Thanks

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  • Immortal Wombat
    replied


    lazy

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  • The Big Mc
    replied
    link please

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  • MrBaggins
    replied
    Improve: Abstract ICBMs

    Just as you don't build ACTUAL caravans anymore in CTP2 (and that allows the AI to actually generate trade routes,) it makes no real sense to build actual ICBMs. You could place a wall of meat around cities, and they are basically invulnerable.

    Possibly you may wish to implement ranging, so that missiles can only be launched within (variable) squares of the city they are 'built' in. You'd probably want to pre-target them, where they'd be pre targetted, and launched in the event of an attack.

    Nuclear tipped cruise missiles should be kept provided that we can improve the AI to the point where he could be competitive by the nuclear age, plus could viably use nukes in ships/subs.

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