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

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  • ahenobarb
    replied
    Originally posted by ahenobarb
    To the greatest extent possible we should try to make changes in total to the .cpp files that were used to craete the game. This way you can slip in a new .cpp file to your compile and use the changes fairly easily. The trouble will come with the small tweaks that require manually altering small parts of the code.
    Without getting too far ahead of ourselves, we should probably consider selecting people to be the "Jedi" for different .cpp files. That is, they manage a team of people working on changes to a specific .cpp file and once it is functioning, they post the official new version of the file for use in the next compile.

    This will work until the baseline version is created. After the baseline is done, chaos reigns!

    Leave a comment:


  • Solver
    replied
    I was thinking along the same lines... and yes, there are going to be many mods. I do believe that something with an improved AI ( a bit), bugs fixed, and misc. addons will be the "official baseline version", while the other enhancements made will allow modders to produce more and better mods.

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  • ahenobarb
    replied
    What will happen with open source is that there are going to be several branches/varieties of CTP2 that develop over the next few years. Anybody here remember Rogue, Hack, and Larn (Unix game in the mid 80's)? I think we should focus on lifting the mod limits and fixing the bugs first. Once we have a clean version of the game then it's time to move on to implementing new features.

    However, no everyone will want the same features, so the game will develop in branches (Will Cradle need a "space" feature?). There should be an official Apolyton game (CTP2 with the bugs fixed) that everyone can use as a reference/starting point.

    It is difficult enough combining SLIC scripts -- Cradle and City expansion anyone? -- imagine combining source codes. If you want to do that, you need to get a C compiler. To the greatest extent possible we should try to make changes in total to the .cpp files that were used to craete the game. This way you can slip in a new .cpp file to your compile and use the changes fairly easily. The trouble will come with the small tweaks that require manually altering small parts of the code.

    Check out freeciv to get a glimpse of where we are headed! http://www.freeciv.org/

    Leave a comment:


  • Solver
    replied
    Okay, a next thing - what about improving the Random Map Generator? IMHO, the Civ 3 RMG is better... CtP2 creates some blobs of land too often, when I actually want continents that are shaped, uh, like continents.

    Leave a comment:


  • MrBaggins
    replied
    If we can base this on cost analysis (which the AI can do well) and ensure that the AI can build better, then the AI would seem to be competitive, at first glance.

    Also consider that trade encourages peace, which should extend the game, and deepen the experience.

    Leave a comment:


  • Gilgamensch
    replied
    MrBaggins,

    I was reffering to your International/National difference...... Not sure if the human couldn't take advantage of it.

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  • MrBaggins
    replied
    I was thinking that we should implement Goodmod fields in the terrain.txt fields. We are on the same page

    Oh, and fix all the good related functions in slic, including adding, changing and removing goods, of particular types.

    Leave a comment:


  • Martin Gühmann
    replied
    Originally posted by Chris B
    3) Fix Revolution=Game Crash bug.
    This is a Diplomod 3.6, just cut out some code from Diplomod.slc and the bug is fixed. I think it has to do something with the embassy tracking functions Dale made, obviously his arrays are the problem. Actual I expect an array out of bounce error message, but it must be something else, also the content of the arrays is with one more Civ screwed up.

    Well some in-game Slic functions for embassy tracking could replace this, maybe we should reconsider the whole stuff with embassies and how they are created.

    For trade I think trade goods should not only give gold to the civ but also food production, commerce and science. Of course not only as terrain boni but also as trade boni for the trade receiving city.

    -Martin

    Leave a comment:


  • MrBaggins
    replied
    The AI *SHOULD* be able to handle it... in CTP2 trade route creation is abstracted, so you don't HAVE to get the caravan unit to where you want to trade to.

    This makes the AI's trading job exponentially easier.

    We might consider reducing the number of units that can break the routes, too.

    Leave a comment:


  • Gilgamensch
    replied
    Not sure if the AI will be able to handle it..........

    Leave a comment:


  • MrBaggins
    replied
    I was thinking that trade BETWEEN nations should be made sigificantly more valuable... so that there is a compelling reason for peace.

    Perhaps the gold from trade should influence science, but only be significant when its international trade?

    Leave a comment:


  • Solver
    replied
    United Nations, of course.... a summary of ideas to follow later.

    Yeah, trade needs to be improved with larger bonuses... wouldn't hurt.

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  • Maquiladora
    replied
    On Trade, what about giving some commerce bonus from the trade routes too because as it stands now the player NEVER needs to build trade routes. Even if gold was more scarce, devoting time and resources to caravans would still be counter-productive to what you *could* be building, ie settlers, units.

    It would also add back a great layer of strategy on city placement that CTP2 sorely misses that CTP1 had. It doesnt need to be as powerful and overwhelming as CTP1 trade was, but some commerce bonus (as commerce basically wins the game in CTP1/2) from trade routes would add more strategic depth on city placement, rather than just placing cities in a perfect pattern on the coast.

    Leave a comment:


  • Gilgamensch
    replied
    Sounds like a good one. In SMAC you needed aprovel of the council before you were able to commit the really bad things (OK, without to many bad feedback), maybe we should try it for CTP2 as well. Might also stop small nations, which you could overrun easily to declare war on you.........

    And if you attack, the UN puts sanctions against you, like 25% of your income goes to this little nation

    Leave a comment:


  • centrifuge
    replied
    Solver, you're talking about united nations? If so, that is a good idea, (ie making it necessary/beneficial to get UN support before taking major action against another civ) Unless you have some other meaning for UN, at which point, I'm lost so please explain.

    Leave a comment:

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