I understand, as I'm feeling the same for mine.
However, if you want to exchange ideas (design or coding), contact me by MSN
However, if you want to exchange ideas (design or coding), contact me by MSN
Actually, I had already decided all of that. The swords item in question is only transportable to another city if there is a viable trade route (determind in the same manner as in Civ 3). So if there is no road joining two land cities, or two cities separated by water have no harbors, etc., then the swords item can't be transported. I simply neglected to mention the transportation via trade route.I think it is OK, with a few tweaks:
1- You can get the sword only if you have access to Athens. If Sparta is besieged, it can use only the swords in the city to build reinforcement.
2- You should be able, if you want, to move your weapons, but only if you are not besieged.
3- If the ennemy capture a city:
a) IT was besieged (no escape route), then all the weapons are captured.
b) There was an escape route: a part of the weapons are capture.
So, most of the time you can build the unit without worrying about where your weapons are (I agree it would be tedious micromanagement), but when a city is in danger, then you may need to watch it more carefully if you don't want to be in trouble or have some captured by the ennemy
You should use a "can get it back" method.Actually, I hadn't decided fully on this part: should any captured equipment be instantly transported to the nearest friendly city, or should it just stay on the unit? And when units carry stuff, they have no limit to what they can carry.
I forgot about the notion of getting it back. Sounds reasonable.You should use a "can get it back" method.
If no other unit is close enough, it's sent to the nearest firiendly city.
If an ennemy is close, it can try to attack you to retrieve what you stole
Of course you want! I think a kind of supply line is essential to prevent the "send a galley the first turn, it will sail around the world in 200 turns syndrom".Another consideration:
Lines of supplies. Do I even want to bother?
In term of gameplay, I like your first idea. However, why not make a bit like CIV? Horses don't bread in city, but in the country side. And to build an army, you need quite a few.Horse unit components:
I want horses to be a component that's addable to a unit in the same manner as my swords item that I mentioned in my previous posts.
To get a horse in the first place, it has to be captured. These horses will be wandering the countryside, like docile barbarian units. One of your units attacks it, and if your unit wins, he gets a partial horse unit component, which he can carry back to a friendly city.
Once that horse component is in your city (let's say it's in Athens), it's traded like a Civ 3 resource to all of your friendly cities that have trade routes with Athens. With that horse "resource" available to your cities, the cities can now build Stables buildings.
Ok, so now this is the part where I want to ask a question. Which of these sounds less tedious, and more fun?
* Stable buildings build a new horse unit component (suitable for 100 people, or 1 unit) with every 20 food. In other words, horse unit components are grown like a population in Civ 3. They have their own food box and food is added to it, and after every 20 food, a new horse unit component is grown. These horse unit components require 0 upkeep and act like any unit component, like the 100 swords in my previous posts.
* Horse unit components grow every 20 turns on their own. I don't like this option too much.
* Horse unit components require resources to build, just like swords or spears, shields, or whatever.
So, which sounds more reasonable?
You should start by using Civ3, to get a result faster. With SSS, we try to make our own mechanism, and it's much longer.Graphics:
I intended to just make the default look of the map practically identical Civ 2. The reason for this is because I wanted to support the vast number of scenarios that have been written for Civ 2. How does this sound? Should I just ripoff the Civ 3 graphic set, or use someone's modded Civ 3 graphic set?
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You should start by using Civ3, to get a result faster. With SSS, we try to make our own mechanism, and it's much longer.
If you want, I could give you some piece of code explaining how the CivIII graphics are handled.
It could save you time
I don't understand what you mean by Civ 3 would give me results faster. I guess you weren't aware but I already built a map editor that made use of the Civ 2 graphics. The map editor is currently broken, so I don't run it these days. You can see old results of it at this page:
http://cctg.us/~alex/theworldremade
Did you simply mean you would give me your code so I didn't have to deal with Civ 2 graphics, which would make the results faster for me, since I didn't have to figure it out?
Another suggestion: when a unit discover a new tile, it is "temporarily" know. To validate the discovery, the unit must come back to your land.
Imagine if Columbus ships all sunk during the trip back? How long before America was discovered? Or put in another way, how many times was America discovered before someone reported it?