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  • An idea

    Please forgive a non-programmer posting at this hallowed forum.

    However, in view of all the great mods (especially Stan Karp's AOM mod) that have already been created for CTP2 as well as some of the additional ideas that have featured in some of the Civ 3 mods (such as the widely acclaimed DYP mod), I was wondering whether the CTP2 Sorce Code project might be able to be adapted to somehow accommodate them?

    Here is a (probably very bad) suggestion:

    Once the basic CTP2 code has been amended (rendered bug-free, etc.) to everyone's liking, would it be possible for all the major components (especially the additive features) included in these user-made mods to be released as a series of separate (BUT COMPATIBLE) modules that could be added separately to CPT2. In this way, it should be feasible for the player to make CTP2 as simple (basic version) or as complex (with most of the available mod components) as s/he wants.

    It has always been my regret (especially with Civ 3 and no doubt with the soon-to-be-released Civ4) that there are so many different user-made mods that (at least from a theoretical perspective) seem potentially compatible with each other. However, as they are all different products, it is sadly not possible to combine them .... although Stan Karp has seemingly come close to this with his massive (and magnificent) AOM mod.

    Perhaps it might also be feasible to actually ADD new civilizations rather than have to SUBSTITUTE them as was the general rule for such Civ 3 mods.

    Therefore, in summary, it would be great to be able to ADD these new features to CTP2 without having to LOOSE any other existing content.

    Just a thought .....

  • #2
    Re: An idea

    Well you can combine the slic stuff very easily. But for the databases you are tied to the stuff that you find in them, you can't combine them easily, of course you can do it manually, but this results in the end in a custum made mod.

    Originally posted by Son of moose
    Perhaps it might also be feasible to actually ADD new civilizations rather than have to SUBSTITUTE them as was the general rule for such Civ 3 mods.
    Currently the game has slots for 64 civs inclusing the Barbarians, we just updated the interface so that you can slect them all and of course we added all of our own we could find in the CTP1/2 mod databse.

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

    Comment


    • #3
      Martin:

      Thank you for your reply.

      The capacity for 64 DIFFERENT Civs is excellent .... hopefully some of the regulars (and experts) might be able to identify an official list containing the "best" available 64 civs.

      [If, by any chance, there are many more civs that are clearly worthy of being incorporated into CTP2, maybe the source code can be altered to permit 128 civs?].

      The earlier thrust of my initial post (which is possibly not particularly clear ) revolves around the possibility of being able to add various new structures (buildings) to the game .... something which I understand AOM has successfully done. (The DYP mod in Civ 3 also did this).

      Perhaps a series of new resources (as determined by the experts) could also be added .... there is certainly an extremely long thread dedicated to this topic in the Civ 4 forum.

      Possibly some new units as well ....

      If correctly managed by the source code staff, these new structures, resources and units could add yet further immense depth to this game. It could then be possible to add some well-loved (and missing) structures appearing in the other Civ and CTP games.

      Comment


      • #4
        Son of moose,

        It ought to be possible to add a lot of buildings and units, but since they are text files you just switch between them of course advances have to match units etc. If you are looking to make a master list it might not be difficult either except its all done via text.

        If you are asking for an enhanced editor instead of dealing with the text files I think its a ways out.

        I have tried to make civ3 units, terain etc but it is some work. If you are interested in digging into the sprite editor and making units from civ3, let me know. we could use more graphics makers around here.
        Formerly known as "E" on Apolyton

        See me at Civfanatics.com

        Comment


        • #5
          E:

          Thanks for your reply.


          It ought to be possible to add a lot of buildings and units, but since they are text files you just switch between them of course advances have to match units etc. If you are looking to make a master list it might not be difficult either except its all done via text.
          This sounds most promising.

          It just seems to me that there are a lot of extremely useful mods out there that could somehow be added to CTP2 via the source code project. Successfully cataloging them (for compatibility with the source code project) via some sort of official master list would possibly seem to be the way to go.

          An enhanced editor would seem to be a unnnecessarily complex addition.

          Unfortunately, as much as I like good graphics (and see the need for an upgraded CTP2 to contain as many new high quality graphics as possible), I am not adept at graphics or programming.

          Sadly, I have to limit myself to being somewhat of an "ideas" person.

          Comment


          • #6
            Originally posted by Son of moose
            Unfortunately, as much as I like good graphics (and see the need for an upgraded CTP2 to contain as many new high quality graphics as possible), I am not adept at graphics or programming.

            Sadly, I have to limit myself to being somewhat of an "ideas" person.
            too bad. I wasn't really looking for a graphic arist though, just someone that can use the Civ3 Flicster take out appropriate frames convert to a TGA and then make them into sprites. It can be tedious at times but its been the only way to add more units with out full on graphic arts...
            Formerly known as "E" on Apolyton

            See me at Civfanatics.com

            Comment


            • #7
              E:

              Sorry about that.

              Is this the way that one could (theoretically at least) add new units and structures (especially from Civ 3) to CTP2? This is really clever and certainly lends one the opportunity of incorporating several of the better (and more appropriate) Civ 3 mods directly into CTP2.

              Hopefully there are other members who will be able to assist you with this extremely important venture.

              Comment


              • #8
                if you want to see how the civ3 graphics mod looks, including units here's the link:



                there is only limited (but hardcore) interest here so I'm pretty much doing graphics by myself
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

                Comment


                • #9
                  E:

                  CONGRATULATIONS .... they are really good!!!!

                  Here follows a quote from Dracon II in the linked thread:


                  Would it not be possible to incorporate culture and strategic resources by tweaking the released source code? I think that a fusion of civ3 and ctp2 (not just a cosmetic overhaul) could be quite good. Mind you I have no idea just how much work that would involve (probably a lot).

                  In many respects, Dracon II has most elegantly repeated an important aspect of my initial query .... about being able to incorporate some of the best features of Civ 3 and maybe even Civ 4 (especially new buildings, resources and units) into CTP2 via the source code project.

                  Maybe I am somewhat unique in this regard, but I would really like to be able to emphasize the element of BUILDING (with regard to a plethora of relevant ingame city buildings as well as major and minor Wonders and a host of tile improvements) in my CTP2-related empire building exploits. This development would imho serve to make CTP2 a far more varied and epic game.

                  Comment


                  • #10
                    Ctp2 has quite a lot of buildings already but a quick tip on adding them would be to copy a similar building in the text name it to the Civ3 name and then find the match TGAs and add the Civ3 images to it. I may do that in time, but help would be nice.

                    Culture is a ways out, it will require changing th influence borders from culture points instead of the current population growth. Possibly would could make it an option in the const to grow borders culture or by population and then add a culture flag to wonders and buildings but I think the effort isfar off for now


                    As for resources. I have already coded that you can build only certain units if a good is in the city radius but still have to work out what happens when you trade it, or set up a "sharing" of the good by using the oad network or colonies that civ3 does. So its still a ways off.

                    If you know any coders it'll be nice to get some more people around here...
                    Formerly known as "E" on Apolyton

                    See me at Civfanatics.com

                    Comment


                    • #11
                      E:


                      Ctp2 has quite a lot of buildings already but a quick tip on adding them would be to copy a similar building in the text name it to the Civ3 name and then find the match TGAs and add the Civ3 images to it. I may do that in time, but help would be nice.

                      You could possibly check the "Double your Pleasure (DYP)" mod for Civ 3 which has a host of new buildings .... although the relevance of some of them might be a little questionable.

                      Culture imho is therefore not really that important.


                      Resources (as per Civ 3) might be a more important consideration .... especially if they serve an important strategic purpose.


                      If you know any coders it'll be nice to get some more people around here...
                      I will see what I can do ....

                      Comment


                      • #12
                        CTP2 can have up to 64 buildings and 64 wonders, more of the other stuff. The standart CTP2 doesn't reach these numbers, but adding them to the source code project means screwing up the indeces of the database, and would cause incompatibilites with old save games, so you have to make it as mod.

                        However if you just want to replace the graphics then there is no problem, but I am little bit reluctant about Civ3 graphics, because Civ3 graphics are just 8bit instead of 16bit, Civ3 units are samller then CTP2 units I think this holds also for goods, and Civ3 units and goods do not have tranparency, the consequence is that they look like stickers. So you have to put some work into them to make them really good.

                        Originally posted by E
                        As for resources. I have already coded that you can build only certain units if a good is in the city radius but still have to work out what happens when you trade it, or set up a "sharing" of the good by using the oad network or colonies that civ3 does. So its still a ways off.
                        Actual you just coded it somehow, but not well. And you have to answer my qestions.

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

                        Comment


                        • #13
                          Martin:

                          Thank you for your reply.


                          CTP2 can have up to 64 buildings and 64 wonders, more of the other stuff.
                          This is a really meaningful number and could give rise to some potentially interesting additional structures for CTP2. [Is the figure of 64 hard coded or could it possibly be upgraded to (say) 128]?.


                          but adding them to the source code project means screwing up the indeces of the database, and would cause incompatibilites with old save games, so you have to make it as mod.
                          Well .... with all respect, I would imagine that the creation of a truly spectacular (and all-inclusive) mod should surely represent the end-point of the CTP2 source code project.




                          but I am little bit reluctant about Civ3 graphics, because Civ3 graphics are just 8bit instead of 16bit, Civ3 units are samller then CTP2 units I think this holds also for goods, and Civ3 units and goods do not have tranparency, the consequence is that they look like stickers. So you have to put some work into them to make them really good.
                          So much for progress.

                          Hopefully there are some talented artists who might be prepared to suitably upgrade some of the relevant Civ 3 (and/or mod) graphics to be compatible with the "superior" CTP2 graphics.

                          Comment


                          • #14
                            Originally posted by Son of moose
                            This is a really meaningful number and could give rise to some potentially interesting additional structures for CTP2. [Is the figure of 64 hard coded or could it possibly be upgraded to (say) 128]?.
                            Originally posted by Son of moose
                            So much for progress.
                            That's preference, actual I prefer the CTP1 high mountains over those of CTP2, but at least a terrain only mod can be installed seperately of all othermods, and of course that goes for a simple replacement of CTP2 units and city styles as well and the special effects.

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

                            Comment


                            • #15
                              Maybe a combining of Cradle mod numbers to aidata file with many of the options from Apolpack mod to the finished patch for CtP2.
                              AI would be unbeatable at highest levels. The playtest shows promise ( thanks to the hard labor of some) but still there are odd moves of some units: settlers.
                              Ages of Man looks to be the best mod for CtP2 hands down.
                              The main thought with playtesting was to remove bugs and make the patch compatable to all mods. So everyone adds what they want after finished patch.
                              But latest playtest 8 02 05 shows AI is managing its empire better. Building more cities and using land resources to produce faster. In some ways playtests are showing a improved AI not just removing bugs.

                              Comment

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