snipperrabbit!!
Deity
- Joined
- Nov 23, 2006
- Messages
- 3,396
I guess everything showing disunity within the US may trigger this !
I was so mad when they cancelled "Jericho" !
I was so mad when they cancelled "Jericho" !
very wellI would like to volunteer to help. I'm going to begin familiarizing myself with the content in the current release and look at what I can do.
My skills can be summarized as such:
Nothing to do with graphics.
I have previous experience with HTML (XML is new to me but it looks like a simple and logical up-step) then a bunch of other non-related languages like Basic (q/visual) java and other program specific scripting languages that look similar to python.
I'm willing to learn python and C++ but I will likely approach them as a relative noob to the language.
Also I study a lot about resources and economics. If you would like me to consult accuracy on resource placement and other geography issues as well as look at more fundamental changes to some of the civic menus (I am wondering if the categories and civics themselves are the most appropriate or even numerous enough for their categories). I would probibly be good at this and enjoy it.
I will make some real suggestions after I have looked through some of the material for this mod. However I really think that if the game won't support scenarios with multiple leaders then it would be a real foolish idea to plan for them. I suggest leaving the leader heads until last, particularly with Harper who's time may be up soon. Personally I never thought that leaderheads added anything substantial to the game.
Suicide bombers don't sound consistent with any of the sides in the game IMO. Unless you want to make a Islam support wonder.
However the other day I was contemplating your approach to UUs in this game and it occurred to me that UEspionage units may be an interesting concept. Particularly 2 per civ. The concept is that the espionage menu would be decided to each unit based on that unit's type with some overlapping. Giving the US perhaps a COINTELpro unit and a splinter cell style unit, or giving the NRebs ELF cells and Syndicalist or union organizers.
the best way to get these to work with the ai is to base them on the existing spy and tweak it from there.I'm currently contemplating how to do this in a way that would not likely cause problems for the AI. I think it will require making one a main spy unit and one a secondary unit with spy like abilities. I am as of yet unfamiliar with many aspects of units so I will have to look into it to see what I can do but I think that the coding to making secondary espionage units would be simple.
yes, its going to be tough to get the mod started as there are lots of errors in the xml, mostly logical errors.However I wanted to get the mod running before I worried myself with these sorts of issues, is this a wise approach or is it better to program the majority of the units/techs and then let it fall into working order?
yes, especially if we are going to revamp the espionage system.Oh have you considered a espionage bonus from the Russia support wonder? I think it would be more appropriate than defense bonuses.
I think we should turn the ignores defense tag off for most of the units in the game because there are many logistical defense and support structures that have been needed to be taken down in order to attack a city in modern military examples. I can understand the ignores defense mechanism in CIV4, where city walls and castles loose effectiveness against gunpowder units, but for this game it would be an unrealistic variable for most units.
That would make you seem pretty racist... forget I mentioned it.i dont think i would want to insinuate, however, that islam would only provide bombers.
i like the idea of UU for espionage. for now we should plan just one. we need to find out what mechanics there are that might be useful to tweak
i also want to make "civ specific tech flavors" that will contain the ideology foundations, instead of founding the ideologies automatically. of course we need to weight them so the AI chooses the appropriate one![]()
check the tutorials for adding modcomps to the dll. i cannot do this as im a first semesster c++. i suckhttp://forums.civfanatics.com/showthread.php?t=259221
This mod includes some interesting tweaks of the espionage system that would be good to incorporate. It's author says it's well documented so I'm gonna look through here and see what I can find for how he managed to add the espionage mission and see what could be done with regard to adding/subtracting missions from such a unit.
You may consider putting this into the modcast as it looks like other moders may find it interesting. I was always kinda irked that there were no promotions for spys as well. It's already been ported into the Rise of Mankind mod.
If I understand, you mean that there would be civ specific or affiliation(soc/cap) specific techs for founding the ideologies?
I was under the impression that Ideology was to be the purpose of the conflict. If that is the case the ideologies should be pre-founded, in fact it is likely that any such ideology would be far more likely to be founded and have a following by the time people are willing to pick up guns and fight. Just my 0.0135979 euros on the matter.