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

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  • #61
    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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    • #62
      Why would u want to put comments in the code anyway ?
      Oxygen should be considered a drug
      Tiberian Sun Retro
      My Mod for Tiberian Sun Webmaster of
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      • #63
        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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        • #64
          oh yea i see what u mean

          i thought u meant comment out the parts of the code

          using
          ;

          or something, but yea comments are always handy (especially when they slag Microprose :P)
          Oxygen should be considered a drug
          Tiberian Sun Retro
          My Mod for Tiberian Sun Webmaster of
          http://www.tiberiumsun.com

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          • #65
            what about colonies
            "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
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            • #66
              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.
              "It is ridiculous claiming that video games influence children. For instance, if Pac-Man affected kids born in the 80's we should by now have a bunch of teenagers who run around in darkened rooms and eat pills while listening to monotonous electronic music."

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              • #67
                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
                Oxygen should be considered a drug
                Tiberian Sun Retro
                My Mod for Tiberian Sun Webmaster of
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                • #68
                  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.
                  Solver, WePlayCiv Co-Administrator
                  Contact: solver-at-weplayciv-dot-com
                  I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                  • #69
                    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.

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                    • #70
                      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

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                      • #71
                        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.
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                        • #72
                          United Nations, of course.... a summary of ideas to follow later.

                          Yeah, trade needs to be improved with larger bonuses... wouldn't hurt.
                          Solver, WePlayCiv Co-Administrator
                          Contact: solver-at-weplayciv-dot-com
                          I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                          • #73
                            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?

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                            • #74
                              Not sure if the AI will be able to handle it..........

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                              • #75
                                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.

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