View Full Version : MTech: Expanding the Ages
Melinko Sep 29, 2008, 02:42 AM The goal is to take the Civ 4 technology system, and add it to colonization. This will include all the XML/Python/ and SDK aspects. Technological advancements will be divided into different categories corresponding to the founding fathers. The Technology Advisor Screen will be similar to Civ 4, as the screen shots in the second post will show. I plan to include most of the technologies from Civ 4, and others as the mod develops.
Their will be new units, resources, buildings, professions, etc to fill out the eras. I am working on a unique system incorporating the idea of Health/sickness , and Happiness/Unhappiness. This will be a main mechanic that the mod builds around. This is not a total conversion mod, but it will expand the Colonization game to a more Civ-like scale.
Currently Status:
I am currently working on the XML tech list to further flush out the techs that will be included, and how those techs will be divided amongst the categories. I am curious to get other players ideas on what techs (Civ 4 and others) should be included, and what era/category they would belong to. I am also interested in opinions on what professions should be included to match the Eras/techs/resources.
I am excited to see where this mod goes, and I hope others are as well. I am open to other peoples input so if you have an opinion please feel free to add it. :goodjob:
Melinko Sep 29, 2008, 02:43 AM These new screenshots are the latest updated tech screen and shows two example categories to show what I have done.
Melinko Sep 29, 2008, 02:44 AM To-Do's
Done - Porting Civ 4 SDK technology system to Colonization.
Done - Editing the Civ 4 Technology XML to better fit the Colonization system.
Flushing out the specifics of the technology tree.
Finishing out the Technology Advisor screen, and upload more screen shots.
Change File Log (For those who are interested):
CvGlobals.h
CvGlobals.cpp
CvXMLLoadUtilitySet.cpp
CvEnums.h
CvInfos.h
CvInfos.cpp
CyGlobalContext.cpp
CyGlobalContext.h
CyGlovalContextInterface4.cpp
Dale Sep 29, 2008, 02:57 AM What creates technology points?
Melinko Sep 29, 2008, 03:24 AM Well, thats a good point first of all. There is a plan for a science profession and appropriate buildings. I am also thinking of including a technology commerce slider like Civ, but since there is no per turn income the idea is to fund research from your treasury. My plan is to keep it simple so the system doesn't get in the way of the gameplay.
I am open for any ideas you may have. :thumbsup:
Crazy_Ivan80 Sep 29, 2008, 04:21 AM why not buy them with the gold you earn?
Like in the game Imperialism
Melinko Sep 29, 2008, 05:01 AM why not buy them with the gold you earn?
Like in the game Imperialism
I do agree that buying research points with gold is an important aspect that shouldn't be overlooked. But I think the ratio of gold to research points in colonization should be higher to encourage using the science profession/buildings. :goodjob:
For example the ratio in Civ 4 is 4 gold per 1 research point (I think, would have to check it to be sure). A good ratio in colonization might be 6 or 7 gold per 1 research.. so it is harder to buy ergo you want more people making research, but you can spend your hard earned gold to buy that tech.
My strongest consideration into the whole gold for tech thing is a more towards gold per turn investment so that you don't have to save up just to dump tons of money in a single turn. This could be set with the commerce slider mentioned earlier. This would allow you to save up money,spend a little of it, or dump large chunks of gold if you wanted. Also if it was a percentage then you would not have to worry about spending all your gold, or even specifying how much gold to the last coin.
The question is would that be too complicated? Of course it would have to show the gold drain on the screen so you could see it easily, but since there is no standard income per turn the amount you pay in would vary per turn, although it would always be that percent of your empires treasure (unless you changed it of course).
Melinko Sep 30, 2008, 03:28 AM A little update, I have ported over the SDK from Civ 4 to Colonization. The Civ4TechInfos.xml is now read, and usable in game, as the new screenshot shows. The XML file has also been slightly edited to remove Civ 4 specific things. A few examples are Flavor, Commerce related tags, and Advisor, but these may be added later after I get better handle of what I want to do with the technologies. I have also added a tag to aply the techs to their own categories, but haven't actually flushed out the tech tree. My current goal is to flush out the tech tree, and to finish the Technology Advisor screen, but I see the part about making the specific techs being the long part of that goal. More screenshots, as well as a to do list extension, will be coming shortly after the screen is finished.
Jeckel Sep 30, 2008, 05:13 AM Hey bro, sounds like a nice project. I don't have a lot of time lately for modding, what with RL stuff and Colonization 2 to play, but I might be interested in lending a hand in this. Will send you a pm in a few minutes. :king:
Dom Pedro II Sep 30, 2008, 07:35 AM This is going to be a a lot of work, but I wish you luck :)
Melinko Sep 30, 2008, 12:44 PM Hey bro, sounds like a nice project. I don't have a lot of time lately for modding, what with RL stuff and Colonization 2 to play, but I might be interested in lending a hand in this. Will send you a pm in a few minutes. :king:
Thanks Jeckel, for the positive response, although the idea is not a small on it is something I look forward to seeing implemented. About lending a hand.. I more then welcome any help ya want to offer, whether you got a little time or a lot :thumbsup:. This is also lucky because I am about to do editing to that main interface soon, and I didn't see that part in your tutorial (Nice btw.. that and lots of trial/error got that darn Science Advisor up and running heh).
This is going to be a a lot of work, but I wish you luck :)
Yea, I have no doubt this is going to take quite a bit of work, but it is worth it cause I think it is a good idea :) Thanks for the luck, and keep an eye on the post.. I try to update often, so to finish it.... one step at a time :goodjob:
xxhe Sep 30, 2008, 03:01 PM Melinko, you are talented! Based on this idea, we can even design different tech trees for different countries. Such as changing the "Exploration" to "England", and changing the "Religion" to "France"
Lord Shadow Sep 30, 2008, 03:06 PM Looks like it's gonna be a difficult to implement, but it seems you know what you're doing.
Best of luck, and here's a new avatar to celebrate your ambitious undertaking, Reverend. :D
Melinko Sep 30, 2008, 03:35 PM Melinko, you are talented! Based on this idea, we can even design different tech trees for different countries. Such as changing the "Exploration" to "England", and changing the "Religion" to "France"
I am not sure why other countries would see the techs of others? I figured leaving the Exploration/Religion/etc, would leave a choice of specialization for your colony based on your selections.
Looks like it's gonna be a difficult to implement, but it seems you know what you're doing.
Best of luck, and here's a new avatar to celebrate your ambitious undertaking, Reverend. :D
First would like to say very nice on the avatar! :high5:
And it might be difficult, but completely worth it for a fun Mod :)
Deon Sep 30, 2008, 03:45 PM it would be strange to see how the people who use guns and sail big ships should learn about the wheel/pottery. However there's nothing strange that an intermediate immigrant doesn't know how to MAKE a wheel (welcome carpentry) or how to forge a weapon, so the idea of buying technonlogies/researching them is not too strange.
By the way I still think that european civs should know the most part of the starting tech tree and they should research only complicated/advanced techs while early techs like carpentry/iron working etc. would be important for natives, so technology mod would be cool to integrate with a "play as natives" mod.
xxhe Sep 30, 2008, 04:21 PM I am not sure why other countries would see the techs of others? I figured leaving the Exploration/Religion/etc, would leave a choice of specialization for your colony based on your selections.
First would like to say very nice on the avatar! :high5:
And it might be difficult, but completely worth it for a fun Mod :)
If the techtrees are different, then a serious problem is that how to make the tech trading system (for example, how could one know that he has bought a tech that are not existed on his own techtree?). So IMO, if one can see others' techtree, he can know what techs he has already bought and what's the function of those techs he bought.:)
This idea is too difficult to make in the original CIV4 because there are soooo many civs in it. While in Col, only 4 countries (or 5 if count in natives) exist, so it may be practicible.
After all, it's only an idea, generated by your image. Hope you may find it applicable.:crazyeye:
Melinko Oct 01, 2008, 02:13 AM Deon-
it would be strange to see how the people who use guns and sail big ships should learn about the wheel/pottery. However there's nothing strange that an intermediate immigrant doesn't know how to MAKE a wheel (welcome carpentry) or how to forge a weapon, so the idea of buying technonlogies/researching them is not too strange.
I see where your coming from in the drop of ages, especially since Civ 4 starts like 2 ages before Colonization does. But one could say if I was put on an island even in this day an age.. there are quite a few things I wouldn't know how to make. Now colonization isn't that isolated at the beginning, but maybe it should be.. just trade with the Indians around you till you can get a boat and make that sail over to the main-land.. but this is just one idea of how it could be explained.. although maybe not the best one :D, it is just an example.
I would like to incorporate some kind of advanced start, as there looks to be some in colonization already (haven't looked into it) so there is a choice of where you begin. I hope this would give the option for both views/styles of gameplay.
By the way I still think that european civs should know the most part of the starting tech tree and they should research only complicated/advanced techs while early techs like carpentry/iron working etc. would be important for natives, so technology mod would be cool to integrate with a "play as natives" mod.
Although I do agree it would be cool, the play as the natives part is a bit beyond the current scope. Perhaps it would be as easy as making them major-civs, and give them the options as everyone else. Something to keep in mind when we get to that point.:goodjob:
xxhe-
If the techtrees are different, then a serious problem is that how to make the tech trading system (for example, how could one know that he has bought a tech that are not existed on his own techtree?). So IMO, if one can see others' techtree, he can know what techs he has already bought and what's the function of those techs he bought.:)
Would it be better if the unique techs that would be available to only that civ would just appear in the tech-list at the appropriate spot. I just got done with setting the Tech-Advisor to be as easily modified as Civ 4 (with the and's and or's doing what they are supposed to do) so it would not be hard to add one.
About seeing it, the best spot would prob be in the diplomacy screen so when you are normally trading it would show up like a normal tech so you know that person has it. When it comes to trading. Also a unique Tech would have to show up in the Civopedia/Empire paragraph you see at the start of the game, just like any unique unit or building would. :)
I am not sure how the trading of unique techs would work, but to just deny it would not be as fun as the deals people could make for it... So if they make it in ;) then they would be able to be traded.
This idea is too difficult to make in the original CIV4 because there are soooo many civs in it. While in Col, only 4 countries (or 5 if count in natives) exist, so it may be practicible.
After all, it's only an idea, generated by your image. Hope you may find it applicable.:crazyeye:
I fully agree, and am currently working on flushing out the techs, is there any ideas you have for these Unique techs?
Edit: Almost forgot to add... the idea of 'rushing' a tech with gold... is a good one not to be missed, but it should not be the normal way of getting techs from start to finish, unless someone makes it their specific goal :)
Melinko Oct 01, 2008, 02:24 AM For an update, I am currently working on creating the Techs for each category, taking buildings,Professions,Yield of resources, etc into consideration.
Anyone have any suggestions on what 'must!' :) go in there, this is the best time. It will be very possible to add techs in later of course, but I am hoping to get started on the actual Technology learning, and implementing what the techs actually do.
The Tech-Screen is done to the point where it works just like Civ4 in the ways I could think of (Including placing techs, and categories, pictures, and/or requirements etc..).
I will put up some screen-shots once I get some techs to fill it :goodjob:
Jeckel Oct 03, 2008, 01:38 AM Hey dude. I had a good long post typed up with lots of detailed information about the meaning of life, cure to cancer, and a great tribble repelent... but the internet ate it and its to late to retype it all.
But, I will post you the link to the BtS API (http://civilization4.net/files/modding/PythonAPI/). It isn't for Colonization, but most of the none game specific functions are still the same.
Melinko Oct 03, 2008, 02:27 AM :mad: For the post eating... its always the ones right before we call it a night that are the hardest to keep heh.
But, thanks for the link it actually helped me narrow down a problem I was having. I am trying to color my panels when someone selects them, and have been using setPanelColor()
The problem is it takes INT's for RGB, the problem is the only way I have found of getting a RGB value is with getColorInfo() which returns a float 0.0-1.0. I tried to multiply it by 255 then convert it to an int.... and that didn't work (Well it did, but the colors it returned wasn't the color # I put in)... I am also looking into HSV to RGB conversion, but I am not sure if it is even the same thing..:confused:
VOID setPanelColor(STRING szName, INT iRed, INT iGreen, INT iBlue)
getColorInfo(INT i)
If I can't find an answer to how to get these int values I need to either:
A) Find a program that lets me chose a color and gives me a RGB value.
B) Delete the panel, and redraw it with the correct color Since then I can just use the color by name.
C) Figure out a conversion system
But, good news.... I changed the Tech Advisor a little :D.. You should be getting a link to those new files.. Let me know what you think. :goodjob:
Jeckel Oct 03, 2008, 01:16 PM I only got a minute, but deleting the panel and redrawing it the correct color sounds like the best bet.
As for a program to choose colors by RGB. Here is a link to the Paint.NET program (http://www.getpaint.net/). It has a wheel that lets you enter RGB, HSV (Hue Saturation Value), or Hex values and see what color they make.
Got your mail with the new link. Will dl it and take a look when I get home later. :cool:
Melinko Oct 04, 2008, 02:42 AM I added a screenshot of the new Technology Advisor screen. There are a few things I question about it so i was hoping for some input. To better explain there are 3 types of boxes as is. All these are unlearned techs so keep that in mind.. The first one is selected ('Mysticism'), the second is not selected ('Meditation' & Polytheism'), last is the disables ('Priesthood'). I am wondering if the colors for each are too close together, or any other thoughts on the scheme.
Note: This is to just get input on the colors, and lines/arrows.. the techs in there are not the final product, but me testing my multiple auto-made paths of Or lines/And Icon buttons (the ones in the far right corner). I wanted to get some input before I went through the XML work to put them all in their categories/X&Y locations. (Also thanks to Jeckel for pointing out some holes in the previous version)
I also changed the plane colored lines to be actual textured lines with arrows, I hope that it looks better as it is a pain in the butt to get it to look right heh :)
You might also notice I changed the categories, it is easier to classify technologies into these categories then the ones I was working with before. Note technologies can be over multiple categories (look at Gunpowder)
Science, Obviously the techs that are science or gaining science related will go here.
(Example: Education,Chemistry,Gunpowder (for non-military use) )
Traditions, things for religion, happiness, and some health technologies will go here.
(Example: Drama,Polytheism,philosophy)
Economics, these technologies will relate to gold and trade income.
(Example: Banking, Economics,Steel)
Military, these are your offensive/defensive techs for military units, buildings, etc.
(Example: Rifling, Military Science, Gunpowder)
Policies, these are mainly governmental and political technologies.
(Example: Democracy, Constitution, Code of Laws)
I have got 17 techs moved from Civ 4 to Colonization to represent the current 'age' that colonization starts at..
Nationalism
Printing Press
Constitution
Military Tradition
Replaceable Parts
Democracy
Rifling
Astronomy
Education
Liberalism
Economics
Banking
Gunpowder
Corporation
Chemistry
Military Tradition
Steel
My goal for Tonight/Tommorow is to polish the Advisor screen to look exactly right with the new widgets, and if I get some suggestions on the Technology boxes to fix them. I have a little to do with the lines still, as they need some fine tuning (Darn invisable borders heh), but that should work out well. After it is done, I will get the above mentioned techs in a more organized fashion on the Advisor screen, and begin impleminting them one at a time.
Melinko Oct 06, 2008, 12:45 AM Just a little update, the technologies to represent the 'Colonization Age' have been decided on, and entered into XML (Displayed List Below). What they supply is also decided, and I am now working on the UnitInfo's and the BuildingInfo's. Also, I am changing the CategoryTypes for the technology categories to be based on their own group other then borrowing the founding fathers point Enums. I am already have the buttons of the Units/Buildings that they supply displayed once I finish the changes to the XML/SDK mentioned earlier. The actual implementation of restricting Units/Buildings is not in effect yet, but that will come after I finish displaying them.
One thing I do need... /need/ is buttons images. I have lots of new techs, but until I get some buttons they will all share the same art picture of Mysticism. I am currently scouring the net to find some, but out of everything this is where I am going to be the most lost at.
Note the order might not be the order they will be on the Technology Screen, and there are a few things that are 'assumed' that you have at the beginning of the age.. I tried to leave it as much start game as possible, because anything that is on the screen at the beginning of the game will be covered with previous technology. I should also mention if you don't see it below it didn't make the cut, and this is not all the technologies that will be in the game (Yes I am planing to span from Ancient Era to the Future Era)
Science -
Astronomy (And Requirement for Caravel)
Aquatic Industry (Expert Fisherman,Dock)
Domestic Agriculture (And Requirement for Expert Cotton/Sugar/Tobacco Planter)
Professional Forestry (Expert Lumberjack,Lumber Mill,More Forest when Chopped down,100% Chopping Wood)
Expert Mining (Ore Miner,Blacksmith Shop)
Domestic Husbandry (Expert Rancher,Stable)
Commercial Industry (Distiller/Fur Trading/Tobacconist/Weaver Factory)
Advanced Breeding (Ranch)
Traditions -
Religious Expansion (Jesuit Missionary)
Religious Practices (Firebrand Preachers,Church)
Religious Proficiency (Cathedral)
Organized Education (Schoolhouse)
Printing Press (Printing Press)
News Development (Newspaper)
Economics -
Domestic Economics - (Wagon Train,Warehouse)
Advanced Storage - (Warehouse Expansion)
Seafaring (And Requirement for Caravel)
Commercial Agriculture (And Requirement for Expert Cotton/Sugar/Tobaccos Planter - Expert Trapper (Doesn't require Domestic Agriculture))
Professional Forestry (Expert Lumberjack,Lumber Mill,+110% on chopping wood)
Expert Mining (Ore Miner,Blacksmith Shop)
Silver Mining (Requires Ore Mining in Science or Economics)
Marine Commerce (Merchantman,Dry Dock)
Advanced Marine Commerce (Galleon,Privateers (Requires Naval Command))
Industrial Foundation (Master Blacksmith,Carpenter,Ironworks)
Commercial Production (Mater Distiller/Fur Trader/Tobacconist/Weaver)
Commercial Infrastructure(Distiller/Fur Trading/Tobacconist/Waver Shop)
Military -
Gunpowder (Cannon,Fort)
Military Defense (Stockade)
Steel (Artillery)
Naval Command (Frigate,Shipyard)
Naval Supremacy (Ship of the Line)
Military Science - Veteran Soldiers
Military Armament (Master Gunsmith,Armory)
Industrial Armament (Arsenal)
Advanced Armament (Magazine)
Policies-
Nationalism - (Elder Statesman)
Higher Education - (College)
Advanced Learning (University)
Spearthrower Oct 06, 2008, 07:18 AM This is a really great idea.
One question that springs to mind though: if you are going to go to all this work to put the tech tree in, wouldn't it be worth it to also adapt the tech tree to a more temporally suitable one? The tree could be expanded to follow the centuries of colonisation that occurred with the earlier times being more limiting on the early game play. There are plenty of techs that are historically relevent that could add new buildings, new specialists, new boats, new terrain bonuses or resources etc etc etc as you move through the colonial ages.
Melinko Oct 06, 2008, 03:45 PM This is a really great idea.
Thanks! :goodjob:
One question that springs to mind though: if you are going to go to all this work to put the tech tree in, wouldn't it be worth it to also adapt the tech tree to a more temporally suitable one?
If you think my selection of techs as is, is off let me know I am always willing to listen.. especially if I did something incorrect.
The tree could be expanded to follow the centuries of colonization that occurred with the earlier times being more limiting on the early game play. There are plenty of techs that are historically relevent that could add new buildings, new specialists, new boats, new terrain bonuses or resources etc etc etc as you move through the colonial ages.
When it comes to adding things to this 'age' I want to be kinda careful on that one. I think it is important to keep things this 'age' just like the current game (Of course with the techs to discover everything etc..), but adding new resources/boats/etc (although very much not out of the picture, even a few things will require new additions) should be done carefully.
Given Future ages I fully agree should have all those new things, but I think there should be an age where if you wanted to just play colonization you have that option.
Melinko Oct 12, 2008, 04:41 AM Well after a little break I finally got some more work done. :)
I have added a new XML (TechClassInfos) which is now the categories of the tabs in the Technology Advisor Screen. Right now it only has one value under it (bDisable) that if true will not display the category in the tabs at the bottom of the screen. So to add a new category all you have to do now is define it in TechClassInfos and set bDisable to 0.
I have also added the Unit/Building Buttons that the tech gives you, as well as putting the Civilopedia link to each button, and flying help text when you put the cursor over the button (shown in screenshot).
My next step is to find the few bugs that might be left, and just do a last once over on the placement. After that the Tech-Screen is "done" (For the techs that I have), and I am going to move towards the researching and implementation of the techs.
Jeckel Oct 12, 2008, 06:31 PM Nice Screen Shots. Looks like the mod is coming along well. :goodjob:
.Spartan Oct 14, 2008, 04:20 AM This is a most interesting project. I wish you the best of luck with it.
Melinko Oct 24, 2008, 02:33 AM This is a most interesting project. I wish you the best of luck with it.
:thanx:
I just wanted to pop in, and kinda give a heads up.. I have not abandoned this idea, nor have I poofed. I am still here just took a little "Unexpected" break :)
I am going to get back to work real soon and hopefully have some more updates/screenshots. But, with the amount of people who "here today poof tomorrow" I thought I should at least say something. :thumbsup:
Melinko Oct 25, 2008, 02:31 AM Okay no screenshots today, but I got a lot of SDK work done. I added several functions to CvPlayer, and exposed them out to python. I have also got the filler bar up on the main interface with the name of the selected tech on it. The filler bar also fills up, but right now it is just me putting in numbers for the increase per turn.. so it is kinda rigged :lol:
I got the Queue storage information all set up and saved.. I am going to move the whole setting of the shortest path to SDK, and slightly change the way Civ4 did it.. Basically in Civ4 they just choose the shortest path, and if there is a tie they go with the first one. I am going to change it to take the cost of the techs into consideration, so it takes the cheapest path not the shortest one (99% it will be the shortest path). :goodjob:
Also ran into a small problem with adding the fill bar, etc... to the main interface. I couldn't seem to find a way to set a new InterfaceDirtyBits so I just added isTechDirty(), and setTechDirty(bool bDirty). When you send True to setTechDirty, the next time the screen is updated (250ms), the information will be changed. I just figured this is the easiest way so that it only updates when it needs to? :)
GoodGame Oct 26, 2008, 07:14 PM This is a great pilot project. Hopefully it will inspire other modders.
If you want to save some work in designing the tech tree farther, and more realistically for the era, check out Dale's original Age of Discovery mod for vanilla civ4. He did a great job expanding the tech tree realistically in that mod.
Dale Oct 26, 2008, 08:20 PM Here's the tech tree from the original Age of Discovery (in excel format). :)
Melinko Oct 27, 2008, 08:15 PM Very cool, this will help since the standard list of techs might be a little thin because of the categories. I can' t say it will be in the same, but does give me some good ideas on some new ones. Do you use the standard buttons (To represent the tech), or bowwow from whats there?
Either way, thanks for the info.. will definitely help me flush out the tech tree further. When I get done with the implementation, and importing units I will get back to adding them! :thumbsup:
Melinko Oct 29, 2008, 02:06 AM Alright got a few new units in tonight.. Ran into some problems with some specific parts not texturing right. But I am trying to figure out how to fix that. :)
I am just going to add the screenshot here, any suggestions on how to fix those problems (the Pikeman's pike not showing any texture, or the horse archer/chariot parts showing pink) I am all ears as I am kinda stuck on the graphics part. (Hoping it is just an error on my part:goodjob:)
Darkhour Oct 29, 2008, 09:23 AM looks good Melinko.. keep it up.. :)
snipperrabbit!! Oct 29, 2008, 05:18 PM It is a dds in a shared folder, I think.
Melinko Oct 30, 2008, 03:49 AM looks good Melinko.. keep it up.. :)
Thanks:goodjob:, getting closer an closer! :) But still lots to do.
It is a dds in a shared folder, I think.
Good to hear it was just my fault, I am curious if that will fix the pikeman as well as his spear wasn't pink... But got dragged away by code today (if I haven't said it before.. I /hate/ the main interface heh :crazyeye:)
I am /very/ close to having the whole ability to learn a tech, by a percentage of your gold. There was a slight problem with the hide/show part on the main interface, but I got that handled. All that needs done now is the set amount added at the end of the turn, and it is "done"(ish).
The display's are done to the point where it will show what it needs to show
as soon as the information is entered so that part is already done(Will have screenshots up soonish, wanted to get it all working first :thumbsup:).
Still lots to do... Like set the queue/path selection up in SDK, Show the Tech's available to be learned where the progress bar is when you click on it, implement some of the restrictive tags I added to Units/Buildings (so you can't build it till you learn the tech).. and etc...
I will keep chugging along.. getting closer and closer :cool:
Zuul Nov 05, 2008, 08:42 AM Any news on this?
Melinko Nov 06, 2008, 03:11 PM Any news on this?
Been busy, but working on what I can.. Haven't been able to spend some "Quality time" on the code heh :crazyeye:
No worries though should clear up soon, and will be back to updates... :)
Stay Tuned! :goodjob:
Jamis Nov 19, 2008, 02:30 PM Did you Poof on us Melinko?
joelwest Dec 18, 2008, 05:02 PM The goal is to take the Civ 4 technology system, and add it to colonization. This will include all the XML/Python/ and SDK aspects. Technological advancements will be divided into different categories corresponding to the founding fathers. The Technology Adviser Screen will be similar to Civ 4, as the screen shots in the second post will show. I plan to include most of the technologies from Civ 4, and others as the mod develops.
There will be new units, resources, buildings, professions, etc to fill out the eras. I am working on a unique system incorporating the idea of Health/sickness , and Happiness/Unhappiness. This will be a main mechanic that the mod builds around. This is not a total conversion mod, but it will expand the Colonization game to a more Civ-like scale.
Current Status:
"Poofed"?! :goodjob:
he made some progress before he poofed
this mod raises an interesting question. "if you add a tech tree don't you necessarily disable the REF's advantages and hence it role in the endgame?"
unless you remake the REF as a tech monster to be slain by first conquering your own tech tree?
my own reading of history is that the colonists relied not upon tech, superior numbers, or gold to win against the motherland, but patriotism and guerrilla fighting
it seems likely that the new victory condition for this mod is victory against other civ's - either New World civs or Old World civs
it does open up the possibility of the Native American winning, so I am all for this mod being developed
BobTheBull Dec 19, 2008, 11:36 AM I can see the value of a limited tech tree geared to the game. For one thing, you could have techs which let colonists build/upgrade to artillery, mow and possibly new units. It could also be tied to certain buildings, specialities, etc. BTW, it would be really cool to be able to replant forests and to plant corn, cotton, etc. Wheat would be good, too.
You should set up a new point category for research points, too. I am at the stage now where all the FF's are taken and there is no point that I can see to accumulating points any longer. So far as I can see they don't do anything for you (after FF's). My raw goods settlements don't have anything to build, but I can't put their point production into anything useful, like accumulating money. If there were research points you could to say build artillery, that would be really useful. Of courses there is nothing wrong with using money or other means as well.
BTW, the same problem exists with crosses as far as I can see. I don't pick up anybody in Europe anymore, so I really have no need for all those preachers. Would be nice for crosses to do something, too.
joelwest Dec 19, 2008, 12:04 PM I can see the value of a limited tech tree geared to the game. For one thing, you could have techs which let colonists build/upgrade to artillery, mow and possibly new units. It could also be tied to certain buildings, specialties, etc. BTW, it would be really cool to be able to replant forests and to plant corn, cotton, etc. Wheat would be good, too.
You should set up a new point category for research points, too. I am at the stage now where all the FF's are taken and there is no point that I can see to accumulating points any longer. So far as I can see they don't do anything for you (after FF's). My raw goods settlements don't have anything to build, but I can't put their point production into anything useful, like accumulating money. If there were research points you could to say build artillery, that would be really useful. Of courses there is nothing wrong with using money or other means as well.
BTW, the same problem exists with crosses as far as I can see. I don't pick up anybody in Europe anymore, so I really have no need for all those preachers. Would be nice for crosses to do something, too.
using FF points as tech points would fit well with a mod designed to have a tech tree
the unanswered question is how the REF can continue in any tech based game
as far as I am concerned the crosses and education parts of the game are equally broken. I use the educ just to get vet soldiers (by doing a mod that allows that) to the point the schooling takes too long. I usually have enough money in the early game to clear the dock wait list of anyone I want without waiting for crosses. hence overall cross production in the game would have to be much higher for crosses to be of any benefit
I already modded our friend the pioneer and his hardy cousin to work twice as fast as their default work rate. they build 2 and 4 times as fast now as in Civ 4, but I have so few of them I can afford or assign, it still takes quite a while to hook up a transcontinental empire with roads. I have not created tile improvements with pioneers to date because of their little value versus the time it takes to make such improvements
veBear Dec 28, 2008, 08:14 PM Continiue the good work Melinko, looks great at the time.
Happy New Year
veBear
Zuul Dec 29, 2008, 10:41 AM Melinko:
Last Activity: Nov 30, 2008 09:22 PM
Nightinggale Feb 02, 2009, 08:39 AM why not buy them with the gold you earn?
Like in the game Imperialism
That's the way it works in Imperialism I. However the solution in Imperialism II is also interesting. Instead of allocating a certain % of the income to research you will have to allocate a certain amount of gold every turn. Somehow it's more realistic because it's not like you will gain a whole lot of research in the same turn as a ship loaded with treasure arrives in Europe. You will gain gold to fund research which will then gives results a bit later.
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