Hell in the Fire Phase

khanjackal

Chieftain
Joined
Feb 16, 2006
Messages
85
I just want to ask this.

How are you guys doing concerning the Hell map feature?

Any luck?

I just wondered if you guys were actually doing it. It sounds like your most ambitious feature yet. I hope you guys figure it out.

This mod is all I've played since May. It's fantastic.
 
khanjackal said:
I just want to ask this.

How are you guys doing concerning the Hell map feature?

Any luck?

I just wondered if you guys were actually doing it. It sounds like your most ambitious feature yet. I hope you guys figure it out.

This mod is all I've played since May. It's fantastic.

Afraid Im not ready to comment yet. But if we can pull off two maps we will definitly post about it as soon as possible (I know a lot of other modmakers would love the functionality too).
 
If you or whoever is working on this need some inspiration take a look at my try. It's basically working but there are some flaws I can't get around.
 
c.fe said:
If you or whoever is working on this need some inspiration take a look at my try. It's basically working but there are some flaws I can't get around.

That is awesome work, and I will definitly dig into it. Im not one for reinventing the wheel if someone else has already plowed through the work. Thanks for posting, let me know if you make any additional progress.
 
wow, that mana system sounds very very interesting...
 
Kael said:
That is awesome work, and I will definitly dig into it. Im not one for reinventing the wheel if someone else has already plowed through the work.
Thanks, it would be great if this would be of any use. The basic concept of the thing is: Add a z-coordinate to everything that has x- and y-coordinates, make appropriate new functions/methods but keep the old functions that the Exe could call (I assumed the DllExport could indicate that) to avoid errors.

Example:
Code:
DllExport CvMap::plot(int iX, int iY) const;
wasn't changed, but a new method
Code:
CvMap::plot(int iM, int iX, int iY);
was added where iM is the index of the map you want to get the plot of.


Kael said:
Thanks for posting, let me know if you make any additional progress.
Well, the reason I posted this in its unready state was, that I got stuck. I just can't make this graphical glitches disappear (this concerns mainly resources and city names that are shown on the wrong plane).

If you (or anyone else) has questions how I did this or why I did it this way feel free to ask!
 
so basically all there is to be without completeness is some minor ghrpix glitches, and the slight possiblity of a crash(just maybe)?
 
eerr said:
so basically all there is to be without completeness is some minor ghrpix glitches, and the slight possiblity of a crash(just maybe)?

Well, the graphic glitches are quite annoying. And:
  • There is a load/save issue (it doesn't work, but I didn't try to fix it, yet).
  • AI doesn't know how to use it.
  • There seems to be a crash when you receive a unit through a goodie hut.
  • The map generator for the second plane works a bit strange.

But the basics are working. When you load up the mod you get a mage-unit that can travel to the second plane. Run around there for a bit. If he has enough mana he can travel back. He can run around there - even meet the AI if one started on the second plane by chance.
 
c.fe said:
Well, the graphic glitches are quite annoying. And:
  • There is a load/save issue (it doesn't work, but I didn't try to fix it, yet).
  • AI doesn't know how to use it.
  • There seems to be a crash when you receive a unit through a goodie hut.
  • The map generator for the second plane works a bit strange.

But the basics are working. When you load up the mod you get a mage-unit that can travel to the second plane. Run around there for a bit. If he has enough mana he can travel back. He can run around there - even meet the AI if one started on the second plane by chance.

can you have a whole civ on one plan and another on the other plan? Or does all of the civs have to be on one plan?
 
Civkid1991 said:
can you have a whole civ on one plan and another on the other plan? Or does all of the civs have to be on one plan?

Civs can be on different planes. You could give settlers a spell to change planes and then settle the other plane. That should work.
 
Or maybe some sort of vessel whose purpose is to travel there? A spell to move the caster's stack there might also be nice.

Ah, could this be the reason that the dimensional sphere isn't fleshed out yet? Reservation for Hell-related abilities?
 
Then maybe these new spells could be a more useful application of the same concept? Banish might send a unit to a random square in Hell, while Dimensional II might send the unit's stack to an analogous point in Hell.
 
Oh sure, lots of possibilities open up if this is the way that they are able to code it.
I worry about an "added plane" map that is the same dimensions as the default world, just because of the slowdown that might occur. Do empty map tiles slow down the processor if the AI cannot get to them?
 
All I know is that Water tiles take less strain on the game than land tiles do.
 
Back
Top Bottom