Hydromancerx
C2C Modder
Where would I find it's source code? Do you have a lnk?
Ahem ...
Have you even tried out the RoH Nomadic Camp mod? If you try it you will see what I mean.
Where would I find it's source code? Do you have a lnk?
Have you even tried out the RoH Nomadic Camp mod? If you try it you will see what I mean.
Ahem ...
The mod in the download link Hydro posted consists nearly entirely of SDK changes and next to no Python.As far as I can see from their SVN it has no (modified) DLL components, it's all Python. DH is probably the best person to look at it as he's the Python dude around here.
However, if we did decide we needed mechanics like this I would be all for porting them to the DLL, because Python-based stuff tends to suck performance out of the game. Since I don't know what unique mechanics it provides I can't really comment on the porting process, but if we were to incorporate it's Python and play with it that would be the best start point most likly (once we get familiar with how it plays from the Python implementation we cann move it over).
What it needs now is a sponsor who feels sufficiently motivated to figure out to to merge it in (as it stands), which as mentioned above, does not appear to require any DLL changes.
The mod in the download link Hydro posted consists nearly entirely of SDK changes and next to no Python.
My current plan is to implement the mechanic as an extension of the generic property system. Plots have sources for the different nomadic yields (not the same as normal yields) which are implemented as properties and accumulate on the plot. The nomadic units can then gather them from the plots and store them in their own property object. Outcome actions can be activated that use up that yields. In addition certain units can be built with them.
It might be possible to use some of the AI logic in the mod as a base for our AI.
I don't have Civ 4 even installed.
Shame on you! How can you play C2C without Civ 4?
The majority of what is needed for that is already in now.@AIAndy
When do you think you can start apply this nomadic stuff using your generic property system? What needs to be done to get started on this?
The plots would produce all those at constant rates depending on the terrain/feature/bonus.When you say "properties" would they do all of these at the same time or would you focus on one of the 4 "modes" at a time?
Some of your tech proposals are already existing as buildings...
I was just brainstorming and given the list you presented plus the techs we already have for prehistoric (pre-sedentary) there might be a way to rework the whole [settlement + city buildings =||= tech]
I pictured, that when the Nomad Start is implemented, perhaps the techs you get during the prehistoric era could be granting the bonus the city buildings now give- so instead of building a building you have to build the tech (a once researched tech then gives the commerce, gold or food/production per turn which the building would give now).
So your initial tribe/nomad could move around, collect and , but he wouldn't have or yet. Every prehistoric "tech" (where the tech bar is now on top of screen) would have progress with and - so if you have let's say a surplus of 100 and 100 you get the tech, for example Painting. Some techs would need additional bonuses like Dye for painting. Your Nomad Camp would move on the Dye for the time researching Painting. Gatherers and Trackers would roam around the camp to collect/hunt the 100 /100 Nomad camps could also grow, either by goodie hut (steal women), tech (camp gets +1 pop) or growing instead of teching with the / surplus it provides per turn.
---> idea: when your inital Nomad Tribe grows, it doesn't but rather pops out a gatherer. Once you find sedentary lifestyle all gatherers can move into cities and make them grow 1 pop each.
At some point (maybe cultural identity) the techs don't require only and but also
Maybe a science beaker (like from storytellers hut now and then by the tech that would grant it) could count doube in relation to the early / for tech, making it worthy to have some early beakers still.
Together with the weather system (wind, rainfall, currents, steppe fires, terrain shifting ice ages), this nomad start will be like a new game. Maybe we should even move the start to 1 Mio BC, like Koshling suggested^^ --->with the twist that he provides us with the autoendturn mechanisms which he said he would invent that would be needed to play large sums of turns without always having to press enter when nothing is to be done at eternity speed.
I will hunt you with this quote, Koshling^^
If we stick with the tech tree as it is now then the main problem I see is that your game can end with the second encounter with a barbarian (you always win the first).
@Dancing Hoskuld
I think that's the risk you take being nomadic (aka picking nomadic start). It would be a risky way to start but possibly have a greater experience if you do survive it.
That's why i recommended that the nomad unit itself have a great bonus to animal units.