Hexes are nice, but there are more important features that would improve tactical combat missing. Look at Alpha Centauri : it has Zones of Control, probes, and solves the SoD issue better IMHO (if you didn't knew : all the units in a stack suffer collateral damage when one unit in the stack is killed, unless they are in a base, so having one single big stack is a quick way to lose many units at once).I like the hexes I think and it adds to the war aspect of the game. Along the same vein I love the undoing of the "stacks of death" so far.
How serious is the idea of creating Caveman2Cosmos as a stand alone game?
Again, I would love to help with Caveman2Cosmos in any way, whether its with this mod or a stand alone game. If someone could point me in the right direction to he
I would be up for it as well.I would be up for it, but it would need a dedicated team of at least:
2 X content designer types (Hydro/DH/SO types)
1 X graphics/game shell developer (we don't have this person even if everyone on the current team was interested)
1 X game engine core feature developer (AIAndy's work fits best here - we'd probably base EVERYTHING on an underpinning of a generic property type system IMO, though it would surface through the UI as happyness/health/etc.)
1 X AI developer (probably me)
I think it would also take at least a year to go from starting to having a sensibly playable prototype. That would be a year when those people were not available for current C2C also.
I would rather mod another game before selling out to Sid stupid ideas. Sorry I have to say that. I do not have the just one more turn experience any more. The latest ideas are revisions on a progressively dumber idea. If someone could get NIF files working in an open source environment I would jump. Besides the map debate is stupid. There is free GIS maps out there where we can dump the square or hex completely and show something more spatially accurate. GIS if you don't know is here.
http://en.wikipedia.org/wiki/Geographic_information_system
Yes it would be more complicated, but easier to maintain since tons of software is out there for it instead of some closed off map created by cash cows.
I don't know about you guys but I don't want to just jump ship to a new game engine if that means having to redo everything we have already done. I suspect since many units are made by Firaxis or people on this forum that using them for an independent game would be a no no. Likewise nearly all the art would have to be redone from scratch. I also do not know what the rules about code are but i suspect we could not even use the code we have since again its by either Firaxis or the civ community.
In short while it seems like a cool idea i suspect it will die quickly due to how much more work we would have to do to compensate for the stuff we get for "free" because we built it on top of Civ4 and the Civ4 community.
We are without doubt standing on the shoulders of giants now.I don't know about you guys but I don't want to just jump ship to a new game engine if that means having to redo everything we have already done. I suspect since many units are made by Firaxis or people on this forum that using them for an independent game would be a no no. Likewise nearly all the art would have to be redone from scratch. I also do not know what the rules about code are but i suspect we could not even use the code we have since again its by either Firaxis or the civ community.
In short while it seems like a cool idea i suspect it will die quickly due to how much more work we would have to do to compensate for the stuff we get for "free" because we built it on top of Civ4 and the Civ4 community.
Yeh. The stopper is the lack of a person who can do the game scaffolding and graphics engine, otherwise we could at least do some skunk-works stuff.
As I said, I have a number of either payed for or free frameworks to work off of as our graphics engine.