Different planes of play- can this be done now?

SwampCow

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There was a great Civ II (Something Or Other Of Time) release that included some mods but the primary game was a fantasy world with four plains of play- sky, earth underwater and underworld. Is that something that is possible with the current Civ IV code? I have always wished someone would mod one of the more recent Civs like this. I remember having a great time playing mer-people and aviaks, making raids on the land dwellers and exploring the fungal tunnels of the underworld.

I would be curious how many people remember that version of Civ II and if it could be replicated with Civ IV.
 
I remember that mod.

The 4 layers were cool, though it helped a lot that the mod was designed from the getgo around them. Shoehorning them into a mature mod with lots of balance tweaks already fleshed out like FfH wouldn't work well, I think.
 
Multiple maps has been a goal of many mod projects and coding attempts. So far no one has been able to do it in a workable fashion.
 
Damn, I figured that was the case. I suppose Firaxis needs to have coded it in, in some fashion first. Oh well, one can dream.
 
Reminds me of Age of Wonders. One great feature of this series was the above ground/below ground/REALLY below ground levels.

If anyone ever implemented this in civ, I'd be very impressed :)

Al
 
that was the original idea for hell, if i recall... instead of bringing hell to the world, hell would be opened up as a second map...

that was way back in the day... WOW! i feel old to remember that...
 
OMG That would be awesome. Opening up hell instead of changing the world to hell!

No more hell terrain performance issue! Also a whole new world invading you through portals (or, for those ambitious players; a whole new world to conquer :D)

Al
 
OMG That would be awesome. Opening up hell instead of changing the world to hell!

No more hell terrain performance issue! Also a whole new world invading you through portals (or, for those ambitious players; a whole new world to conquer :D)

Al

Yeap, that was the plan. Though I disagree about your hell terrain performance point, if you think switching terrain is expensive, can you imagine forcing the game to manage 2 different maps. :eek:
 
Yeah that would be heavy on the memory :)

But it would be a constant, rather than calculating spread of hell terrain every turn.

Still, a separate hell would be amazing. One day.... one day :D

Al
 
that was the original idea for hell, if i recall... instead of bringing hell to the world, hell would be opened up as a second map...

Hmm... how about a popup message that instructs the player to go start a game of unpatched, unmodded MOO III?
 
Hmm... how about a popup message that instructs the player to go start a game of unpatched, unmodded MOO III?

Seriously?

I love MOO III!!!
 
Only played MOO II. Thought it was awesome.

Can't say anything about MOO III.

Btw what does this have to do with hell?

Al
 
Only played MOO II. Thought it was awesome.

Can't say anything about MOO III.

Btw what does this have to do with hell?

Al

It was quite unfinished and the patches didn't make it right. However Bhruic's patches managed to fix a lot. People who complain about the bugs left unpatched in this game have no idea how bad it could be.

Back to the original topic, I had thought that two maps could be done by having a map just be twice as wide and impassible terrain between the two sides. It would have to be really impassible though. It might be hard to get a map script to make a two maps side by side independent of each other. Also things like distance from palace maintenance would have to be altered.
 
Well the Planet Generator map script generates larger-than-normal maps. Using a large map split down the middle or something would involve you chaning the "wrap" so that you didnt appear in hell if you went off the left hand side of the map LOL

Although this idea is probably the best approach rather than getting to game to load two separate maps...

Al
 
I've always played FfH on creation map so I forgot about wraping but yeah, the map would have to have edges to jury rig a two map map.
 
Lol we are beginning a creation of a whole new set of double words:-

modmod, mapmap :p :D

Al
 
Well the Planet Generator map script generates larger-than-normal maps. Using a large map split down the middle or something would involve you chaning the "wrap" so that you didnt appear in hell if you went off the left hand side of the map LOL

Although this idea is probably the best approach rather than getting to game to load two separate maps...

Al

I'd have tried for a double height map, that way the east-west wrap doesn't change, and the division between the maps is between the impassable polar regions. Easier to handle than double width. Transfer between planes is just a + or - a constant in Y (or is it in X, you know, the uppy downy one)
 
Yes, good point, but people sometimes have maps that also wrap north to south. You'd have to restrict which maps scripts could be used, or simply create a FfH unique map script.

Al
 
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