Another thought is the UN. One thing I love about Civ games, yet it was never implemented properly. SMAC went close, though, while Civ 3 implementation is a joke. I had a pretty big list of things I want to see in the UN...
We'd need to add some new UI in source, as handling the UN via simple SLIC-driven messageboxes would not be good.
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DESIGN: CtP2 Source Code released - our actions [brainstorm & discussion]
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i second that Chris B
that would create the patch that should have always been
once those have been done, it will create a strong foundation for all the extra additional stuff
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Returning to this forum after a log time at camp and an even loger time away from CTP2, this source code news had me delirious. However, I think it's important to fix the biggest bug first before we worry about making crazy additions. Here are my top 10, beginning with the most crucial:
1) Fix Sea Colonies Bug
2) Fix Diplomacy bugs i.e. gold for advance bug, flawed research pact, give city scroll bar, and diplomacy photos.
3) Fix Revolution=Game Crash bug.
4) Fix AI Handling of aircraft carriers and air units in general.
5) Reinstate hotseat and PBEM play.
6) Expand limits on buildings and Woders i.e. how the AI will not build more than 64 of the above and how cities can hold only a certain #.
7) Expand 200 Sprite limit.
8) Make AI respect borders.
9) Make the Veterans feature work.
10) Fix the more annoying bugs in the scenario editor.
THOSE DONE, AND CTP2 IS A MUCH BETTER GAME!!
Last edited by Chris B; August 1, 2003, 01:01.
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oh yea i see what u mean
i thought u meant comment out the parts of the code
using
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or something, but yea comments are always handy (especially when they slag Microprose :P)
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So when you forget what that part of the code did, you can just read what comments you put in when you knew what it did.
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Ouch..... I can just see giving the 12-stack tile "move through" ability a bit of a problem.
Who wants to volunteer to try and work out the pathing engine to implement it THERE? Without comments in the code? Otherwise it's useless enabling it when the path engine don't know about it.
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It's all mods... we won't hardcode barracks to do something. We'll ehance SLIC to make that stuff possible .
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It does make sense that veterans gain it through experience rather than trained.
Im wondering how hard it would be to make the AI use the barracks to upgrade its units though. Probably another one for a mod rather than a enhancing patch.
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Give me the code, and I shall Solve .
Barracks for veterans... hmm, they've now implemented getting veteran status via fights... I'd rather have Barracks allow unit upgrades or somesuch.
I assume fixing veteran effect is going to be easy - must be a simple bug.
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Your coming up with plenty of problems but not much Solving
On another subject, what about building barracks in cities that then produce veteran units as in Civ, as long as the veteran effect is fixed. I think this is conservative enough and adds a nice touch.
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Yeah, but that creates a problem with 1-move units. Sometimes I have had a chokepoint, and a 12 stack standing there. And, I can't get anyone through it... with that variant, I still won't be able to get my 1-move stacks through.
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allow units to move THROUGH the 12 stack but not end there last move in with the 12 stack (or end any turn in the 12 stack for this matter, to make it easier
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Yep, I agree giving that for moving... but imagine this: your 12-stack stands, and you want to move a 3-stack of Pikes through. Ending your turn, you have 15 units then... and AI attacks that tile. Who defends? Only the 12-stack (fair) or all the units (realistic)?
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