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DESIGN: CTP2 Bugs and alterations [fix list]

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  • Its a massively difficult theoretical AND practical problem to solve. Its going to take time and effort. No two ways about it.

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    • a lot of bugs have been addressed and tested and fixed already. Is there a documentation team tracking this?
      Formerly known as "E" on Apolyton

      See me at Civfanatics.com

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      • Nope. Documentation is a significant weak point at present...

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        • Did anyone mention roadbuilding outside the empire's borders? Could be done the same way fortresses are done: any tile with a unit on it would be eligible.
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          • I'd prefer to put a flag on a unit, to make it possible, so you could choose to have it for all, some or no units.

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            • Originally posted by Straybow
              Did anyone mention roadbuilding outside the empire's borders? Could be done the same way fortresses are done: any tile with a unit on it would be eligible.
              I would prefer every tile adjacent to a road to be eligible provided the said tile is not in the territory of another nation.
              "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

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              • Originally posted by Tamerlin
                I would prefer every tile adjacent to a road to be eligible provided the said tile is not in the territory of another nation.
                That was the CTP1 method, and it worked well.

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                • Fix:
                  -The AI doesn't build Ports, Drilling Platforms, Trading Posts, Outlet Malls, or Nature Preserves.
                  - If you select what track you want to hear in the Options>Music screen, the music is shut off.
                  - allow multi-dimensional arrays in SLIC
                  - make the unique unit identifier accessible in SLIC
                  - The AI doesn't build forts ...
                  - ... because the AI doesn't know how to use forts.

                  Is a list of these being kept anywhere?

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                  • Straybow:
                    Some people say there is an older version of Civ3 that is still purty popular.
                    Ming:
                    I think the fact that there are as many people still playing Civ II MP here as playing Civ III MP sums up one of the problems. It's true that many of the old MP crowd never warmed up to the new game. A shame... we were hoping for so much more.
                    Well now we have a chance to do something about it, and hopefully attract them to our version of CTP2++. The mechanics of multiplaying is something I don't know anything about; but like J Bytheway said, hopefully someone will turn up who knows about this stuff.

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                    • Another interface alteration that could be useful, when you are checking the various ranks (military, economy... ), the names of the various civilizations appearing on the right of the window should be listed according to the current rank from top to bottom. This would greatly ease the reading of the graphs especially if you are playing with many civs.
                      "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

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                      • A feature from civ3 that would work well in CTP2.

                        One thing I would like to change is the need to send a diplomat to establish an embassy (this is a hassle on extremely large maps) - rather have a player possibly pay out gold to do so, and have the success rate based on regard levels.

                        (...although Peter probably has done this already via SLIC)

                        However, keep the spy/espionage/terror units as is. That is one micromanagement issue that I enjoy.
                        Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
                        ...aisdhieort...dticcok...

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                        • Originally posted by ahenobarb
                          Fix:
                          -The AI doesn't build Ports, Drilling Platforms, Trading Posts, Outlet Malls, or Nature Preserves.
                          - The AI doesn't build forts ...
                          - ... because the AI doesn't know how to use forts.
                          Both of these issues can be handled via SLIC/txtfile changes, as they both occur in Cradle.

                          However, the AI could use some help in the strategic use of forts. It will build them, but does not use them all that well. (In Cradle, forts serve a much more important purpose than in the vanilla game because they are the only place to do a 1-turn heal)
                          Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
                          ...aisdhieort...dticcok...

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                          • they are the only place to do a 1-turn heal
                            It shouldn't be too difficult to give forts the same healing rates as cities. Gotta find out where they do it though.

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                            • Originally posted by Straybow
                              Originally posted by st_swithin
                              [expletives deleted] A* algorithm [expletives deleted]
                              Ah, our little Ray of CtP2 Sunshine! There's nothing wrong with A* itself, it is the way CtP2 does it that sucks. No need to reinvent pathfinding.
                              What can I say? It's easier to bag on the parts of the game I don't understand than the ones I probably screwed up myself. When the high-level stuff goes to poo, try to convince everyone else to reinvent the wheel and maybe they won't notice you have no idea what you're doing.
                              -30-

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                              • Originally posted by Peter Triggs
                                It shouldn't be too difficult to give forts the same healing rates as cities. Gotta find out where they do it though.
                                I already pointed it out, I think in the "miscellaneous source findings" thread...

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