Civilization Tactical Combat Development Thread (Input/Suggestions Wanted)

@LyTning94

Any progress on this? Ar the different size maps still not working?

The different sized maps are still not working, but I'll be releasing a modcomp that works with same-sized maps hopefully within a few days.
 
The different sized maps are still not working, but I'll be releasing a modcomp that works with same-sized maps hopefully within a few days.

Yay! :D
 
I ran into a problem, so the modcomp may not be out as soon as I expected. Hopefully I can get it fixed fairly quickly.
 
We all hope so too.

Guys, let's encourage him! hoorah!

Just to know, in worst case how much delay could occur?
 
Just to know, in worst case how much delay could occur?

Sorry for the late response. I fixed the first problem, but then ran into another one, so it's really hard for me to say how long of a delay it will be.
 
Right now I'm having problems saving the map data, but, assuming I can find a solution fairly quickly, I'm hoping for a release early next week.
 
Man, you have done something what many people here have tried and failed (including myself, some years ago). You should be proud of yourself. :goodjob:

I have tried putting your code into vanilla BTS and with some minor modifications succeded to play 20 turns with two maps switching back and forth among them.

There's a problem of some shared data between maps, but that was to be expected and might be a lot of work to set it right.

As many civfanatics have already stated this could be used not just for a tactical map mode, but for many other things: multiple planetary maps with maps representing galaxies/systems, multiple continent maps (old world and new world), underground maps for mods that can make use of it, orbital maps around planets, etc.

My god, you have opened a Pandora's box with this one.

I'll gladly help you if you come across any problem in your code.

Once again, excellent work. :goodjob:
 
Man, you have done something what many people here have tried and failed (including myself, some years ago). You should be proud of yourself. :goodjob:

Thanks! :) I don't want to take all the credit, though, because I've had plenty of help along the way.

I have tried putting your code into vanilla BTS and with some minor modifications succeded to play 20 turns with two maps switching back and forth among them.

There's a problem of some shared data between maps, but that was to be expected and might be a lot of work to set it right.

Right. I wasn't sure what data needed to be switched between the two, so I'll have to do some testing to get everything working perfectly.
As many civfanatics have already stated this could be used not just for a tactical map mode, but for many other things: multiple planetary maps with maps representing galaxies/systems, multiple continent maps (old world and new world), underground maps for mods that can make use of it, orbital maps around planets, etc.

My thoughts exactly. That's why I'm making a modcomp with just this feature, so anyone can use it in their mod.
 
As many civfanatics have already stated this could be used not just for a tactical map mode, but for many other things: multiple planetary maps with maps representing galaxies/systems, multiple continent maps (old world and new world), underground maps for mods that can make use of it, orbital maps around planets, etc.

My god, you have opened a Pandora's box with this one.

This is exactly the kind of things what we, end-users, expect from great works like this. :goodjob:
 
@LyTning94

So what's the status of this? I can't wait to incorporate it into C2C. Having Space, Lunar and Martian maps are going to be so epic!!

I've actually been making considerable progress on it in the last couple of days. I don't want to say how soon it'll be out--I'd probably be wrong again :rolleyes:, but I'm definitely making progress.
 
I'm making more progress, and hope I can release the modcomp soon.

I'm having problems, though, with the graphical representations of cities. I'm removing and destroying the entity like before, but for some reason cities that are in your visibility when you switch maps remain on the map. Of course the map itself changes, so the cities end up as often as not in the water somewhere. The city itself is not there--if you try and enter the city screen nothing happens, but it still appears as if it's there. One thing I thought was interesting is that when you click the city bar of the city that isn't there nothing happens, but when you switch back to the map with the city, that city is selected.

This only happens with cities that are in your visibility range when you switch maps (though the city bar appears for all the cities in worldbuilder, for whatever reason). I can stop the problem by removing visibility from the plots before I switch the maps, but this messes up the visibility once I switch back.

Any ideas on how to fix this?
 
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