TheNamelessOne
Warlord
- Joined
- Dec 18, 2013
- Messages
- 227
... A warning about Civil Disorder the turn *before* it erupts? (No, I don't want to think about how many times I've reloaded for this! )
Yeah, me too, but I looked into it a long time ago, and IIRC it was quite tough to predict.
Hello. New here. First, I'd like to thank TheNamelessOne for all his effort and amazing work, especially for custom resources.
Cheers.
I have a few questions though:
A) Is it possible somehow to show all hidden flags of the game? Like "Free maintenance under x civic", "+% on Food/Prod/Trade" etc?
I want to, say, create a new Wonder/City improv, or alter the current ones. e.g. The Colossus should be able to be build only in coastal cities, much like the Harbor, or add a new one, for example "The Internet", that acts as a library in every city.
Not possible without rewriting the game, I'm afraid.
B) Can I change the numbers that one city changes size? The "metropolis" icon hits when the city becomes a 6. I want to get it to 30 or something.
This is much more feasible. I'll put it on the list.
- Defense Bonus Multipliers in Cosmics2 kill the Game. [...] I would reduce these Multipliers from 0/100, to 1/110 til 11/200, easy going Multipliers.
The game already does that 50% increment thing per point for terrain defense, so we're stuck with it atm.
- and/or Events Orders.
- More possible Coordinates in Events.txt than, 10 or 12 i think.
- O yes and since that Events.txt could be endless
- An Events.txt Order like Defender only / Humanplayer only or AI only
- A Yes or No Option to ask in Events.txt.
- That the Events.txt could load a Batch File automatically.
A better event language is in my future plans already.
- More Veterans, just an Upgrade System, of Veterans, or upgrade Units,
or just like in Civ3, to upgrade by Money, manually - if possible.
An upgrade system would be tricky interface-wise, keeping track of experience / multiple levels of veterancy should now be possible with the new save extensions.
- Troopers for Resources like in Civ3, Resources for Tecs - if possible.
You mean like strategic resources? There are no real 'borders' in this game, so that would make it somewhat difficult. But in theory it is possible to make available units in a city based on what resources are available in the working tiles of the tribe's cities.
What about another parameter?
MovementMultipliers
0 = Default, max movement = signed byte, behaviour as vanilla game, RailroadMultiplier and RiverMultiplier, if present, are ignored.
1 = Enables RailroadMultiplier and RiverMultiplier, max movement = unsigned byte.
RailroadMultiplier
RiverMultiplier
0 = Same as underlying terrain, ie, no effect. (Solves Techumseh's problem.)
Sounds good to me.
@la raven: If I understood correctly, we actually agree, for the most part. We mostly disagree on the time-table. Imo, user friendliness can wait until later in the project. You think it should be done RIGHT NOW. It remains to be seen how TheNamelessOne sees the issue.
Then there is the issue of making some of the fixes core parts of ToTPP, disabling their check-boxes to avoid clutter (99 % of people would check the check-box anyway, so why even have it?). I do support this, in principle; but it should be done *very* carefully, to avoid compatibility issues. If some mandatory (no checkbox available) fix causes the game to crash on someone's computer, they no longer have the option of getting it to work by disabling that particular fix. This also leads to dozens of 'can you HELP me! my game CRASHED!' posts in this thread (assuming the project gets some publicity, leading to more downloads and players). These will then get buried in the deluge of fix suggestions that clogs the thread so far... And vice versa. We're kind of being beta-testers here, so maybe it's good that the project stays very modular and low-profile for now, and mostly people who (at least sort of ) know what they're doing download it. Once it's ready, polished and shiny, months or years down the road, we shall parade it out in all its glory (I'll need at least 6 months for my world map, looks like it... What better way to illustrate the various fixes and new features than a full-length 'demonstration' game on it, complete with pictures and flavor-text? ).
This mostly reflects my point of view on the matter. Ideally, enabling a patch in the launcher doesn't have any effect on gameplay without making changes in the rules as well (with maybe a couple of exceptions atm), so ordinarily everything can be enabled. However, because this is beta-software at best, every new release will have bugs. Disabling individual patches not only provides a way of being able to keep using the remaining patches, but also allows pinpointing the patch causing the bug.
Still, I do agree that it's tedious work to enable all patches after a fresh install. Either I'll add something to the interface to enable all of them at once, or maybe I'll distribute TOTPP.ini with the release. Probably the former.
Something came to my mind, when I thought about my event.txt file for the last scenario I had created: If there's a mistake, it should show the wrong line or something. I had to read through it several times or get close to it by copy & paste.
There's @DEBUG for that, see macro.txt.
Due to the constraints of the resource system, as of now some 'resources' are terrain types, and vice versa. Most of my problems would go away if any resource could be placed on any type of terrain, but I suppose that's on the 'über-core h4ck!!1' level, even with your skills, TNO?
Easier to rewrite the game (keep saying that a lot, gonna need a shortcut for that ).
Although technically I could make my own thread, there won't be that many posts and I'll also post suggestions etc., so I presume it's ok if I talk about my map in this thread?
Knock yourself out. Let's try for largest thread on the forum.