Civilization Tactical Combat Development Thread (Input/Suggestions Wanted)

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?
Maybe try hiding/unhiding the entity instead of creating/destroying it or alternatively do both.
 
It turns out it was a stupid mistake: when I was looping through the cities to remove and destroy the entities, I was calling nextUnit() instead of nextCity().
 
It turns out it was a stupid mistake: when I was looping through the cities to remove and destroy the entities, I was calling nextUnit() instead of nextCity().

So are there any other bugs that need to be fixed before you release this modcomp? We at C2C are awaiting it with baited breath for our multi-map scheme.
 
So are there any other bugs that need to be fixed before you release this modcomp? We at C2C are awaiting it with baited breath for our multi-map scheme.

Right now I'm trying to get the camera to work properly when switching between the maps. After that I still have a couple more things to check to make sure they work properly, and fix any bugs there.

I am sorry for the continued delay; hopefully it won't be too much longer.
 
We all are waiting with faithful hearths.

And I just retired my pc from repair today after a week offline... and here I am.

Just to show how this is important for us :goodjob:
 
The Parallel Maps modcomp is out! You can download it here.

It's still beta, so I'm expecting at least a few bugs.
 
Now I' m awaiting both the release of LyTning94's complete work AND the new C2C project release. :goodjob:
 
I don't know if it works, but Dom Pedro II had a helicopter deploy/extract mission he was working on that is sdk coded into conquerer's delight.

I'll have to check that out and see if I can use it for my Field Air Patrol mission.

@LyTning94

Congrats on the release of this. C2C has been a buzz on what can be done with this. So thank you.

Thanks! :)
 
More like several releases. :rolleyes: Thanks though for taking interest in C2C.

I clicked some of the links related to the project, but still I have not a clear idea of what it is.

May I have some informations on the aims of the project, then the actual development status?

Thanks to you all for such a great work you do for us.
 
I clicked some of the links related to the project, but still I have not a clear idea of what it is.

May I have some informations on the aims of the project, then the actual development status?

Thanks to you all for such a great work you do for us.

Read the start of the "Caveman 2 Cosmos" stickied thread, and for instructions on how to play the latest and greatest version read the start of the "C2C: SVN Discussion". If you have more questions, you are welcome to ask in the C2C subforum, as this is kinda off-topic.:mischief:
 
I'll have to check that out and see if I can use it for my Field Air Patrol mission.



Thanks! :)

In addition, Community Civ V has a sdk modcomp called hybrid helicopters, which gives a recon mission and rebase to the field mission to helicopters.
 
In addition, Community Civ V has a sdk modcomp called hybrid helicopters, which gives a recon mission and rebase to the field mission to helicopters.

Thanks, I'll look into that as well.
 
In case anyone hasn't noticed, I haven't really been active here lately because I haven't had the time. This probably isn't going to change in the near future, so this mod will probably never be finished by me. I still think I have some good ideas though, so I thought I'd at least post them here so if anyone else wants to work on them they can. Some ideas go beyond this mod, and I've included more detail for those ideas.

Civilization Tactical Combat
  • Tactical Battle Map
  • UPT Limit
  • Ranged Combat
  • General Unit
City Changes
  • Small Cities - A new improvement, the next level after towns. These will act as mini-cities, working one ring of tiles. THey will not be able to build buildings, train units, or have a "city" of their own. These small cities will be worked by actual cities, which will reap the yields. The small cities will in turn inherit some buildings from the actual city. They will also output some commerce.
  • Expandable Cities - A new idea which will add another improvement called a "suburb" to the game. When a city reaches a certain population, it will expand onto another tile, and the amount of workable tiles will expand as well. These new "suburb" tiles will hold certain city buildings and can be defended like a regular city.
Commerce Rewrite (most original ideas by gfurst here)
  • Taxes - Instead of having a set tax rate, have an adjustable one which will modify the commerce output of cities. A higher tax rate will have disadvantages, however, including more unhappy citizens and slower growth.
  • Building Output Change - Would change, for example, a library's ourput from +25% science to (+2 science + 20% science) all added to the building's science output, not the rate modifier total for the city.
  • Improvement Output Change - Increase improvement output, which will then be modified by the tax modifier. These improvements will also be upgradeable, and will then produce more output. Upgrades will be provided by workers, with the exception of cottages, which will upgrade as normal.

Again, I don't know if anyone would be interested in these ideas, but I thought I'd throw them out here just in case, since I definitely won't be able to implement them.
 
I was about to write to you via pm about the project.

Actually, I was about to do it about this and other projects I found today on top of the page.

I wished the summer pause was just a pause, but that's a stop.


I'm sorry for it, but I thank you nontheless for all the effort, and for having thrown the ball.

I truly hope just like you that someone will take back online this amazing and promising project.

If I were a modder in search of an idea, I couldn't find a better opportunity, IMO.
 
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