hey thats a good idea, the London Exchange (which we might like to rename to Stock Exchange) is balanced and works out to about the same benefit after a while. Although it might be a more useful wonder to add to older buildings (i.e. for Internet adding to Universities like it did in its very beginnings).
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DESIGN: Wonders
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Originally posted by LemurMadness
The Ramayana should be +2, I agree with that, but I'd say Wonders should keep an specific bonus, like the original CTP2 does. Obsoleting Wonders, well, CTP1 did had wonder obsoletion, CTP2 doesn't? Can Wonders be obsoleted throught a period of time, instead of advances?
Sounds more reasonable, like the bonus of Advance Reached (Concrete +5%) / # of Buildings Constructed of Same Type (Theaters).
The "Building Everywhere", didn't worked properly last time I checked (Yeah it was about 200 builds ago), and it doesn't seems ok for Civilizations with few cities with high population, so I agree with the "Double Effectiveness of X Buildings".
as far as a flag should we rename BuidingEverywhere to BuildingEffectEverywhere? then I'd re do the code to BuildingEverywhere to actually make abuilduing Everywhere
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Originally posted by LemurMadness
Obsoleting Wonders, well, CTP1 did had wonder obsoletion, CTP2 doesn't?
Can Wonders be obsoleted throught a period of time, instead of advances? Sounds more reasonable, like the bonus of Advance Reached (Concrete +5%) / # of Buildings Constructed of Same Type (Theaters).
i'll look into the actual building code today (hopefully)
as far as a flag should we rename BuidingEverywhere to BuildingEffectEverywhere? then I'd re do the code to BuildingEverywhere to actually make abuilduing EverywhereCall to Power 2: Apolyton Edition - download the latest version (12th June 2011)
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I checked the code. Not in 632 but in 707 and later there is this code:
Code:sint32 buildingIndex; if(wrec->GetBuildingEverywhereIndex(buildingIndex)) { m_wonderBuildings |= ((uint64)1 << buildingIndex); } //EMOD to actually create the wonder building sint32 abuildingIndex; if(wrec->GetActualBuildingEverywhereIndex(abuildingIndex)) { for(i = 0; i < m_all_cities->Num(); i++) { if (!m_all_cities->Access(i).GetData()->GetCityData()->HaveImprovement(abuildingIndex)) { m_all_cities->Access(i).GetData()->GetCityData()->AddImprovement(abuildingIndex); } } } //end EMOD
So Maq if you are up for it could you test this?
To do so change the wonder that has the 'BuildingEverywhere' and change the flag to
'ActualBuildingEverywhere' just add Actual in front of it.
If it works I think we should make that a standard change in Wonders.txt since people always ask about that.
if it doesn't work I think I know where I need to fix it. thanks
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OK I just tested it. I Added Hagia Sofia with the scenario editior and it added the Shrine. Then I removed Hagia Sofia with scenario editor and it left the Shrine. So i think it works fine.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
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I love it when code works
so should we make it a permanent change?
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We may aswell. That's how it should work.
First we need to conclude any changes in the wonder thread, then I'll attach a wonders.txt with all the changes in it.
edit: forgot this IS the wonder threadCall to Power 2: Apolyton Edition - download the latest version (12th June 2011)
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OK to try and wrap up some changes, so we can add it and start testing:
Overpowered:
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Aristotle's Lyceum - doesn't obsolete, +20% science for rest of game.
Solution - +10% science, obsolete at Classical Education.
Central Matter Decompiler - "building everywhere" overpowered. Matter Decompilers are already an excellent building (-50% production pollution). They effectively allow you to increase your production with much lower pollution costs, that everyone else is struggling with.
Solution - any ideas? (that don't involve weakening Matter Decompilers)
Chichen Itza - doesn't obsolete, -30% crime for rest of game.
Solution - obsolete at Theology (divine law).
Field Dynamics Lab - doesn't obsolete, +35% science for rest of game.
Solution - +10% science. This is still a lot but it's nearer the end of the game.
Genome Project - doesn't obsolete, +10% prod., +10% health (+1HP) for units.
Solution - only +10% Health.
Globe Sat - worldwide radar coverage, speaks for itself...
Solution - This HAS to be a wonder everyone can build? It's too good for one civ to have alone. Seems like a good solution and keeps the wonder unchanged.
Gutenberg's Bible - doesn't obsolete, +2 happiness forever, eliminates conversion.
Solution - only give "Eliminates conversion", still very useful in the right circumstances.
Zero Crime Bill - doesn't obsolete, -60% crime for rest of game.
Solution - -30% crime, obsolete at Neural Reprogramming
Internet - "building everywhere" overpowered. Effectively +20% science (Computer Center) for rest of game.
Solution - +20% science, obsolete at Space Flight(Orbital Laboratories)?
Ramayana - +3 happiness for rest of game? yeah that's overpowered alright.
Solution - +1 happiness, obsolete Age of Reason, needs to obsolete quite early.
Underpowered:
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Pyramids - +100 gold per turn to the civ that builds it. It doesn't obsolete, but that's underpowered still, considering it costs the same as Ramayana. Over 500 turns thats only 50,000 gold.
Solution - maybe +300 gold? We should keep it similar to the original. Should it obsolete?Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
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Globesat may take some work
Code:in player.cpp if(wrec->GetGlobalRadar()) { g_player[wowner]->m_hasGlobalRadar = FALSE; g_theWonderTracker->SetGlobeSatFlags(g_theWonderTracker->GlobeSatFlags() & ~(1 << m_owner)); m_vision->ClearUnseen(); if(wowner == g_selected_item->GetVisiblePlayer()) { g_director->AddCopyVision(); } }
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Globesat may take some work
Maybe the central matter decompiler could reduce production and/or upkeep costs? That would give the builder the same pollution cutting benefits but make it easier to get them.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
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I thought this would be a good time to post what the database for wonders looks like. FU - means futureUse (not implemented) though I may have implemented it.
Any qustions just ask!
Code:#----------------------------------------------------------------------------- # # Project : Call To Power 2 # File type : dbgen input # Description : Wonder type descriptor # # ---------------------------------------------------------------------------- # # Disclaimer # # THIS FILE IS NOT GENERATED OR SUPPORTED BY ACTIVISION. # # This material has been developed at apolyton.net by the Apolyton CtP2 # Source Code Project. Contact the authors at [email]ctp2source@apolyton.net[/email]. # #----------------------------------------------------------------------------- # # Modifications from the original Activision code: # # - FU: designates Future Use / To Be Implemented / not coded yet # - Governmenttype //added by E limiting wonders to certain governments # - CultureOnly //added by E -- can only build wonders if civ has certain citystyle # - CityStyleOnly //added by E -- can only build wonders at cities with certain citystyle # - PrerequisiteBuilding // Added by E to limit wonders to cities with certain buildings # - EnablesGood //added by E allows a wonder to give a city a good # - NeedsCityGood - requires a good to build wonder # - NeedsCityGoodAll - requires a 1 or more good to build wonder # - NeedsCityGoodAnyCity - requires any city to have good to build wonder # - EnablesPunativeAirstrikes //added by E(1-14-2006) allows airstrikes without war # - Added OnePerCiv for Small Wonders # - ObsoleteGovernmenttype //added by E obsoletes wonders only if player switches to govt # - Added BuildingEffectEverywhere to better flag than BuildingEverywhere based on code # - ActualBuildingEverywhere was added and implemented a long time ago # #----------------------------------------------------------------------------- WonderMovie : File Wonder { Int ProductionCost Record Icon DefaultIcon Record WonderMovie Movie StringId Description Record Advance EnableAdvance Record Advance [0..5] ObsoleteAdvance Record Building[] PrerequisiteBuilding // Added by E to limit wonders to cities with certain buildings Record Government[] GovernmentsModified // Added by MrBaggins Record CityStyle[] CultureOnly //added by E -- can only build wonders if civ has certain citystyle Record Government[] GovernmentType //added by E --- a copy of unit Government type code Record Government[] ObsoleteGovernmentType //added by E --- switching to this obsoletes your imp Record CityStyle[] CityStyleOnly //added by E--can only build wonders at cities with certain citystyle Record Resource[] NeedsCityGood // must have good in radius of city or buying resource to build Record Resource[] NeedsCityGoodAll //a city must have all resource to build wonder Record Resource[] NeedsCityGoodAnyCity // Record Resource[] EnablesGood //added by E -- having a TI gives a city a good Record TerrainImprovement[] ShowOnMap // Record TerrainImprovement[] ShowOnMapRadius // Record Civilisation[] CivilisationOnly Record Feat[] NeedsFeatToBuild // implemented by E Bit(Record MapIcon) ShowCityIcon // Like show on map but put on city? Bit(Int) SquaredBorderRadius //added by E Bit(Int) IntBorderRadius //added by E Bit OnePerCiv //EMOD implement 5-12-2006 Bit(Record MapIcon) IsReligionIcon // Displays city religion icon - can be used for Holy Cities # Flags Bit(Int) ReduceReadinessCost Bit EmbassiesEverywhere Bit(Int) DecCrimePercent Bit(Int) IncKnowledgePercent Bit(Int) DecEmpireSize Bit(Int) IncHappinessEmpire Bit CloseEmbassies Bit ReformCities Bit FreeSlaves Bit(Int) IncConvertedCitiesFeePercent Bit(Int) GoldPerWaterTradeRoute Bit(Int) GoldPerTelevision Bit GlobalRadar Bit SpiesEverywhere Bit(Int) GoldPerInternationalTradeRoute Bit ProtectFromBiologicalWarfare Bit(Int) PollutersToParks Bit EnableParkRangers Bit(Int) ReduceWorldPollution Bit AllCitizensContent Bit EliminateNukes Bit AllBoatsDeepWater Bit(Int) IncreaseBoatMovement Bit FreeTradeRoutes Bit(Int) DecreaseMaintenance Bit(Int) RandomAdvanceChance Bit(Int) IncreaseHp Bit(Int) MultiplyTradeRoutes Bit ForcefieldEverywhere Bit(Int) IncreaseScientists Bit(Int) OtherCivRandomAdvanceChance Bit(Int) IncreaseProduction Bit(Int) BonusGold Bit CantBuildInSea // Added by E to restrict some wonders to Land Bit CantBuildOnLand // Added by E to restrict some wonders to Sea Bit CoastalBuilding // Added by E to restrict some wonders to the Coast Bit EnablesPunativeAirstrikes // Added by E Air Bombard without War Bit(Int) IncreaseFoodAllCities Bit(Int) TemporaryFullHappiness Bit RevoltingCitiesJoinPlayer Bit NoPollutionUnhappiness Bit EmbassiesEverywhereEvenAtWar Bit(Int) IncreaseSpecialists Bit(Int) IncreaseCathedrals Bit(Int) IncreaseBrokerages Bit(Int) IncreaseRegard Bit PreventConversion Bit ProtectFromBarbarians Bit StartGaiaController Bit GLHidden Struct BuildingFeat { // From feats implemented by E 2-24-2006 Record Building Building Bit(Int) Num Bit(Int) PercentCities } Bit(struct BuildingFeat) BuildingFeat // From feats implemented by E 2-24-2006 Struct BuildingGold { Record Building Building Bit(Int) Gold } Bit(struct BuildingGold) BuildingGold Bit(Record Building) BuildingEverywhere Bit(Record Building) ActualBuildingEverywhere Bit(Record Building) BuildingEffectEverywhere #This would be a better name for BuildingEverywhere Bit(Record Building) ConflictsWithBuilding ##Bit(Record Building) BuildingAnywhere Record Building[] BuildingAnywhere Bit(Int) GoldPerBuildingAnywhere Bit(Float) PollutionPercent Bit(Float) PollutionAmount Record Building[] ExcludedByBuilding Record Wonder[] ExcludedByWonder #Energy Code Bit(Int) EnergyHunger Bit(Int) ProducesEnergy Bit(Int) EnergyHungerPerPop Bit(Int) ProducesEnergyPerPop }
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Originally posted by Maquiladora
It's not very similar to the original wonder though. cutting production is a lot worse than reducing the pollution caused, and I don't know if we can reduce upkeep costs yet, but that would be a good effect to have for another wonder. Ideally the CMD would just be -25% production pollution (or something) to one civ, and you can build Matter Decompilers aswell.
Another option would be for it to upgrade the effectiveness of all other Decompilers by a small amount. May also need code work to implement, though.
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Originally posted by cap601
Sorry, what I should have said is that it reduces the production (and upkeep) costs of ordinary Matter Decompilers (it should probably also act as an ordinary Decompiler in the building city). I'm not sure whether that's actually doable at present.
Another option would be for it to upgrade the effectiveness of all other Decompilers by a small amount. May also need code work to implement, though.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
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you mean a modifier that would tac on an additional percent?
i'll have to think on that i think the code would a little difficult because it takes from the building_util file into citydata processproduction method. the modifier doesn't allow for another plus based solely on the building type (just all buildings based on if they have a production boost)
I may have to think about it
On another note I coded a const.txt option MAX_CITY_WONDERS but have yet to test it
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