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DESIGN: New ideas about the implementation of colony’s !!

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  • DESIGN: New ideas about the implementation of colony’s !!

    We all know that for many a year the ctp community has wanted to impalement colonies now we have the source code we can start to look at ways to implement this

    Now here comes the clever bit

    A colony would be use full for the following reasons

    Production (rare materials)
    Food
    Gold
    Goods
    War (provides a medical centre for troops )

    Now to get the production into a city we use a array of colony ids there owners and the city that the stuff goes to

    Now when the code looks fro the resources the city has it looks in the coloney array and scans around the colony to see if they have a good then the code makes it look like the city to which the colony belongs has the good and sends it

    When the code comes to do gold/food/comers we do the same make the city serch for these colonies at the same time as it calculates it own stuff

    A colonies itself would be a small tile imp with a small zone of control about the same size as a city fo size 1

    So lets open the floor to random swipes at my idea
    "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
    The BIG MC making ctp2 a much unsafer place.
    Visit the big mc’s website

  • #2
    Firstly... WHY would we want colonies implemented?

    Whats the game benefit? How would you propose a player make them? How would you prevent abuse and "Infinite colony sleeze" hell?

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    • #3
      I understand that they would be similar to SMAC crawlers? Those were a great concept... but the AI didn't use them nearly enough. Also, good use of these things basically was overpowered for the human.
      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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      • #4
        I've played everything Civ-like except SMAC. A friend even offered to lend it to me.

        Could you explain the crawler concept, Solver?

        Comment


        • #5
          Crawlers were special units. They could be used to speed the completion of a Secret Project, like Civ 1 Caravans (Secret Projects = wonders). Or, they could be deposited on any tile not used by a city, and then gather ONE type of resource for its host city. So, if you placed it on a tile that produces 2 food and 2 production, you could get *either* 2 food or 2 production more for city that produced the Crawler.
          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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          • #6
            Hmm... how was the choice made?

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            • #7
              also, can you explain the exploit/abuse aspect better? I can see they were powerful... no pop loss for a "partial city" basically, right? What didn't the AI do to exploit them?

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              • #8
                Originally posted by Solver
                Crawlers were special units. They could be used to speed the completion of a Secret Project, like Civ 1 Caravans (Secret Projects = wonders). Or, they could be deposited on any tile not used by a city, and then gather ONE type of resource for its host city. So, if you placed it on a tile that produces 2 food and 2 production, you could get *either* 2 food or 2 production more for city that produced the Crawler.
                Sounds similar to the CTP1 cows, the only problem was that soon you have them the city radius was full of them of course in stacks of nine units. OK I am not shure if the boni were additional but this way you would have been protected from spies and also from enemy units for some turns.

                -Martin
                Civ2 military advisor: "No complaints, Sir!"

                Comment


                • #9
                  Cows. Right. A.K.A. Wall of Beef. They were great... I have fond memories of play testing those...

                  (but they were horrifically unbalancing, since they made you invulnerable to special attack, plus gave you mad growth)

                  Comment


                  • #10
                    When you put the Crawler on a tile, you hit the O button and got the choice of which resource to harvest....

                    The abuse was that Crawlers, being special units, required no upkeep. And, good players would build many dozens of them. One popular approach would be to build 5 or so crawlers for a city, put them all on harvesting food, and turn all citizens in city to specialists... no starvation because of crawler food, and huge science income.

                    Another use was, obviously, getting extra production in. An easy way to make a size 5 base produce as much as normally a size 12 base would be able to.

                    The AI simply didn't build nearly enough crawlers. Maybe a few in a game, but nowhere near the many dozens humans made.
                    Solver, WePlayCiv Co-Administrator
                    Contact: solver-at-weplayciv-dot-com
                    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

                    Comment


                    • #11
                      I am just fed up to my back teeth of building a piddley little city in the frozen ground to try to trade goods colonels would only allow one per tile so there’s no chance of them over helping the human and would be a tile imp not a unit so no wall of beef

                      The other point I am making is that later on in the game you stop your city growing because you can't feed them all

                      However your concern is not without a grounding what if we make it so that a city can only be associated with 5 food or production colonies but could have limitless good collecting colony’s
                      "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                      The BIG MC making ctp2 a much unsafer place.
                      Visit the big mc’s website

                      Comment


                      • #12
                        Huh?

                        So each city can be linked to 5 production-or-food-or-income-for-no-population-requirement-colonys. Lets see... that would limit the player to 200-300 of these powerful colonies or so by mid to late game.

                        I.E. No limit at all.

                        They have to be toned down. I like the idea, to allow good collection... and maybe a "fortress" idea... where units could be built, and garrisoned, but no resources generated.

                        Comment


                        • #13
                          Right... and in SMAC, you could build as many of these as you want. It was typical in the early game to boost production with Crawlers and get a bigger army, and in the late game, add huge amounts of income, in order to speed up tech discovery.
                          Solver, WePlayCiv Co-Administrator
                          Contact: solver-at-weplayciv-dot-com
                          I can kill you whenever I please... but not today. - The Cigarette Smoking Man

                          Comment


                          • #14
                            Originally posted by Martin Gühmann
                            Sounds similar to the CTP1 cows, the only problem was that soon you have them the city radius was full of them of course in stacks of nine units. OK I am not shure if the boni were additional but this way you would have been protected from spies and also from enemy units for some turns.
                            The bonus did not stack. 9 cows were no better than 1 as far as the food income was concerned, and the defense against enemy units by haveing the extra 8 would be minimal.

                            Comment


                            • #15
                              So people what colonels just for goods and war makes my life easier
                              "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                              The BIG MC making ctp2 a much unsafer place.
                              Visit the big mc’s website

                              Comment

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