Dancing Hoskuld
Deity
new list
Everything else except important bug fixes is now on hold until after the cvMainInterface.py stuff has been done.
Old list it is too depressing.
- Modders documentation on missions outcomes and actions.
- help rightfuture and crasyewok
- merge in most of Platyping's Advance Settlers mod to fix the Colonist/Pioneer bug. Almost working but it does have some implications for our FreeNewCity implementation. (@Thunderbrd can I get at FreeNewCity from python? Basically we should display the information about the building being free in new cities on the tech that makes them free.)
- not C2C - understand and try encapsulation and abstraction of the cvMainInterface.py just to make the code smaller and therefore not as frightening to modders
- figure our why our terraforming python is not being called
- create a Nomad screen similar to the city screen but for the nomad unit
Everything else except important bug fixes is now on hold until after the cvMainInterface.py stuff has been done.
Old list it is too depressing.
Spoiler :
Since Thunderbrd dis a list of stuff on his plate I thought I would do one to.
Working on now
Known bugs and problems that need attention
Potential and New stuff
Working on now
- Modder's documentation on how to use Missions, Outcomes and Python to add actions to a unit. See here
- Small bug fixes as needed
- Message colours still some problems here - do we want to go eventually from a single colour set to ones that are more friendly?
python problem in wonders I turn off ie the paved road and rail ones.Fixed Appian Way need to look at others- Merging Platyping's Natural Wonders
make messages not bluecheck what you get when you discover a wonder. Doco says money but code says happiness.extra spawn rates for some wonders - sharks in Shark Bay and the more difficult general spawn increase for Ngorongoro Crater since we don't know which ecosystem it will be in on random maps.in SVN- extra chance of volcano eruption and earthquakes near the volcano nat wonders.
- Buildings for balanced era start and free at tech. Prototype mod available for discussion. Thread here
- Malaria as a disease modmod. Smallpox to follow.
- City Screen
- Indicators on city screen for properties.
- Replace Abandon City mod with new one that uses buttons. When we figure out where on the screen it will fit.
- Examine merging in Platyping' s specialist code
- Barbarian camps for SO
- Foreign Adviser screen to show all spare resources rather than running off the end of the screen.partly done, the resources are now all on the screen but over flow their box and into the title of the box below
- Check out Platyping's static movies
- Check if Platyping's fixes to The Great Zimbawee fix the problems reported here
- Split the hunting promotions into one set for land and another for ocean units.
reduce defensive bonus for subdued animals in cities, thy should only be at full/normal strength when defending from hunters and wild animals.
Known bugs and problems that need attention
- Forests!
- Something is wrong with the my implementation of Modifieda4's forestry mod.
- Need some way for burnt forest to regenerate without working it for areas outside work areas. This so volcanoes can burn forest.
- Need to add ways to remove burnt forest including regrowth and replanting inside work areas for the fire event.
- Volcanoes -
my previous fix seems to have turned them off! Instead of having one event perhaps it should be split into 3.Seems to be working mostly now but still has some problems. - Extra Specialists - we have extras specialists (doctor and lawyer) partially in game but they are showing up in the wrong place in the city screen.
- Goody huts (ocean) are not scaling properly and (space) have not been addressed at all.
- Terrain
- space still to do - all not working properly may be because Natural Wonders have been implemented in a module which was done so we could easily add new ones.
- pumpkin, squash and melons have bad low res graphics - has the modder that did these fixed this yet? doesn't look like it
- many resources graphics eg wheat are not working properly any more. They look like swamp. Why?
- pedia - routes when dll work done (see here)
Potential and New stuff
- DRJ's great books idea.
- Merging Platyping's mods
- Enhanced Great People
- The civ 5 Happy Golden Age?
- Migrating Great People - definitely not, I already am testing one for C2C. I might pinch some of his code but I want to have Evacuating GP as well for C2C.
- Bad People Mod - may use the graphics but I have always had different ideas on what the bad people do and how it interacts with C2C's crimes and criminals.
- Enhanced diplomacy (diplomacy with Barbarians and Indigenous People and maybe AI nations. IP is from the WLBO mod as will be the diplomacy and events. (See thread here)
- Early Diplomacy (see here). I hate the "Start as Minors" option which others seem to feel should be on by default.
- Limited movement - limits how far you can go from your borders. Different units can go differing distances and techs increase the distance you can go. here
- Religions - use Sevo's Faces of God mod and ideas in Rapture to replace all named religions and remove the race to get religions by making the whole early development more realistic.
- Caves and pre-forts. Forts as mini cities ie with improvements
- C2C Options screen
- Bad Karma mod
- Andromedia Strain
- War of the Worlds invasions(s). Need extra Mars terrains so if event happens the remnants of the Martian civ, fauna and flora exist on the game Mars.
- Pirates and Bandits. Adds a feature to the pirate events which then spawns those pirates. Adds special bandit events like the pirate events with a hideout. Hideout needs destroying to stop pirates/bandits. Need to be able to spawn units inside cultural borders and Great Wall fix.
- Subdued Animals
- more
- fix croadilians - graphics are not quite right and need to add South American ones.
- redo all the outcomes from kills, study and entertainment. Only managed to do the culture and research from the "Tales of..." units so far