You can just post like this and get better programmers
lol... you can't blame a fella for tryin' right? I've worked with you before and if this interests you, I'm very confident you'd be the guy to pull it off. Truth be told, I'm surprised you haven't gravitated towards C2C already.
It sounds really interesting, but for the time being I'm way too busy with Medieval Conquest to look into new problems. Maybe later (and later is not next week). You could link to something, which gives even better insights into what has been done so far, like the source code itself.
I would be more than happy to give you full SVN access and thus access to look through the code. C2C has had a bewildering amount of modding done, some incredibly genius, other's a little mad scientist, a lot of it somewhere in between. That said, it's not got a whole lot of the original coding left. You might really love some of the wide varieties of examples of cleverness shown here.
From what I get, plots are now x,y,z and looking at a different z means marking everything dirty in the drawing engine, which forces it to reload all data from the DLL and redraw everything. Then comes all the other problems with AI, pathfinder and stuff. It sounds complex, but doable.
Sorta. It's XY and Map but Z will also be added soon which is a height/depth measure on the given map - for submerging and hovering units.
As for how Koshling set things up to be able to switch between maps and so on and define them... understanding and using some of this will be why we need your help.
I'm not sure if it should be like Colonization where you go to the edge of the map and then leave the map to show up in another part of the world (which would be another map) or if it would be like Master of Magic where it has gateways (towers) to link to a plot on another map. I suspect the latter is the case and the first can then be added by adding the jump plots on the edge of the map.
The moving from one map to another should be through missions so should be a variety of ways but nothing so unrealistic as to go to the edge of the map. Predefined 'portals' may exist from city exit points but those would just be qualifiers to perform the mission that takes the unit from spot A on X Map to spot B on Y Map. There's a lot of ways units may end up moving from one map to the other.
Our challenges are in figuring out how to define and run new mapscripts and to switch displays from one map to the next and how to manage all this data. Also how to get the units on one map to pretty much all resolve themselves before we go to loading the next map to resolve what happens there (because flipping between maps willy nilly will likely have to cost a slightly annoying amount of processing time...) things like that. When to trigger the generation of new maps, what happens to generate them. And worst of all is resolving numerous potential graphic issues that naturally come from this. The EXE is, as we know, a big problem here. But some proofs of concept have taken place with the work Koshling did on viewports soooo... this should be something that is really very close to being a complete system already.
We'd love to have your help Nightinggale... As I said... you've already earned my deep respect for your knowledge in previous discussions.
Also... keep in mind that although Koshling may not be willing to work directly on C2C anymore, he's always been very good at being willing to get into depth with answering questions. I have not wanted to hound him too much on this matter because I know my limited realm of understanding is probably going to frustrate. But he's very good at answering and someone who knows their stuff can probably get a lot of information very quickly from him.
And if you are the one that pulls this off for us, you'll be a godlike figure on this forum... we've been wanting to achieve this for something like 7 years and there are hundreds, if not thousands of fans that are praying for this solution to happen sometime soon.
We ask at this juncture because we've had some very interesting breakthroughs in XML and art preparedness for this step... extremely prolific modders have been working dilligently on buildings and terrains and features and improvements and have managed to make this sorta work with special hand designed maps that have regions for all the different map types... but it's a really pathetic proxy for what we know we should eventually be able to do. In short... we're ready to make this happen if we can get the skill onboard to bring it to fruition.