View Full Version : Should we change then name to world 2010?


remake20
Jan 06, 2009, 10:06 AM
Read the title. And see if we can finish by then.

MasterOfDomain
Jan 06, 2009, 12:52 PM
No I think we should try to maintain the current year.. Do we honestly have so little belief in ourselves?

remake20
Jan 06, 2009, 01:08 PM
I think we can finish, just if we want to do the whole future theme than I think we need to change

DVS
Jan 06, 2009, 02:43 PM
I think the idea has become to aim for one major update per year and change the name as we go. We will have version 1.0 ready in the early part of 2009, not 2010.

DVS
Jan 06, 2009, 03:20 PM
We JUST changed the name to 2009. lol

DVS
Jan 06, 2009, 03:23 PM
I think we can finish, just if we want to do the whole future theme than I think we need to change


yeah sorry bro, I think you may have been a little mislead in terms of what we are trying to do here. We're not doing the future, we are doing the present, and basically the foreseeable near future. Our goal is to prevent predicting the future.

Hope that's cool with you. (and everyone)

We don't want this to turn in to sci fi. There are already a number of cool sci fi mods.

remake20
Jan 06, 2009, 03:36 PM
I don't know why I though we were trying to get it one year ahead.

DVS
Jan 06, 2009, 03:50 PM
Probably because you saw us calling it World 2009 while it was still 2008.

I hope the mod still interests you!

remake20
Jan 06, 2009, 03:56 PM
Yes it does. I just want to get my name on something.

sheep21
Jan 07, 2009, 10:37 AM
2009 with a retitle for each new year.

civ editor11
Aug 01, 2009, 08:31 PM
By the time we add all the features and make it as realistic as we can it'll be 2010 at this rate

Bahmo
Aug 02, 2009, 01:06 AM
I must honestly agree with Civ Editor here. I think the sheer amount of countries they want to represent at the same time has doomed the scenario to be unplayable until someone figures out how to change some coding really deep down. If it weren't for that, we could probably get the mod running pretty quickly; the civics and technologies are largely completed and the unique buildings and structures are easy to code. As I've said, we should have had coalition civs with Nation Nodes to code for unique units and buildings.

NikNaks
Aug 02, 2009, 07:08 AM
The RevDCM base mod, as I've said before, allows up to 50, which is more than enough.

civ editor11
Aug 02, 2009, 07:52 AM
But we also keep talking about changing the game into a more realistic version which makes this almost impossible to finish soon we need to just have a thread where you tell everyone what we are going to do so more things aren't added unless absoloutely nessecary or the ai can't do something or you can't use a feature

NikNaks
Aug 02, 2009, 02:11 PM
We already have a "Current Status" thread. There's a load of info there. And, in future, use more punctuation. It makes things easier to understand. :)

civ editor11
Aug 02, 2009, 02:35 PM
I'll make sure to do that

civ_king
Aug 02, 2009, 03:21 PM
The RevDCM base mod, as I've said before, allows up to 50, which is more than enough.

in RoM which includes it, any game over 47 will MAF

NikNaks
Aug 03, 2009, 03:29 AM
Yeah, but RoM has an absolute shedload of periphery stuff. Ours should be comparitively lightweight.

Adhesive86
Aug 03, 2009, 08:08 AM
Genghis Kai's Giant Earth Map 1940 scenario runs fine with around 50 civs.

It sounds we're headed in the right direction so long as we don't get too caught up on the list of things we would like to do but can't.

If we're trying to implement some nice extra that we don't know how to do then forget it for the timebeing and release without. We can always add it in later and it's fair to say that a base working version1 will attract more people to get involved anyway. In my view holding off too long trying to do everything is what will kill this mod.

I'm right behind Niknaks working this through and I'm really pleased that he's coming through as the new team leader.

civ editor11
Aug 03, 2009, 08:18 AM
Okay I guess we'll work on other things ubtil version 1 is out

Brownsfan02
Aug 06, 2009, 04:23 PM
make an Obama leaderhead, that's all that will really need to be done if it's bumbed back to 2010

Bahmo
Aug 06, 2009, 08:10 PM
Been done. In fact, I think most leaderheads are done.

Now, I'm glad to know that one mod has proven a 50 Civ game can work--the quetion is, then, why hasn't that been integrated yet? If you're just waiting for somebody on our team to reverse-engineer it until he figures it out, I say we should instead politely ask the people who made the Revolution mod to help us out.

NikNaks
Aug 07, 2009, 04:27 AM
The 50 civ thing can be done, but none of us can do it. If you want to try contacting jdog to do it for us, by all means do, but I doubt he'll have the time to keep compiling it every time RevDCM gets updated.

Bahmo
Aug 09, 2009, 11:14 AM
Brief question: How many civs have you loaded the game successfully with?

Mattygerst
Aug 11, 2009, 08:43 PM
I've been working, a LOT, on getting the civs created in the game with their traits, etc. added into the game. Along with units, etc. Stick with me a while longer, and I'll get some of this hopefully going much further along that we had in the past at any time. I've been working on this pretty much non-stop for days...