InnateGamer
Emperor+2
- Joined
- Jul 30, 2011
- Messages
- 48
I'm currently working on a turn based civ like game and I've got to the point where I need to make some design decisions (which is early in the project). My goal is to make a game that can be easily modded, I'm going to avoid hard coding units, improvements etc and put them in an editable text file instead. The AI is almost definitely going to be better then in the original game, that's the main reason I'm doing this. I found myself playing on emperor+, on difficulty 5 or 6, or even "0a", but it didn't provide any challenge, except on the really hard difficulty levels, but the AI was so stupid that it kind sapped my gaming experience.
One of the things I hope to achieve with better AI is that it will "feel" the changes in the game rules. For instance if you make a granary 10 times more expensive a bad AI might attempt at building it anyway, and then just wait until it gets finished, a better AI would somehow "see" that the granary is too expensive. And if you took away the benefit of the granary and made it a useless improvement a stupid AI might still build it. By making the AI better it will be easier to change the rules of the game without making the game imbalanced, maybe a more expensive granary could still be worthwhile if built later.
Tell me what kind of changes you would like to be able to make, I know that I definitely would want to be able to edit the research tree, units, improvements, but what more? The likelihood that various leaders go to war? The effects of city improvements, perhaps there could be a city improvement that made the city treat grassland squares without shields as squares with shields? I'm sure there's a lot of people who've played this game endlessly, like I have, but sometimes wished they could change something. I learnt how to change the difficulty level beyond emperor on this forum, and I think that the map editor is awesome, but I never used it (does it only work for civ-dos perhaps, iduno).
Anyway, I have decided that the best way to make changes is by reimplementing it from scratch and I just got my lalr(1) parser generator to work, although it's a little rough around the edges and could use a cleanup, but anyhow I'm able to make parsers now so I'm going to develop some kind of language that could be used to generate the rules. I have ideas of my own, but I really hope that by starting a tread about the subject more ideas will be shared, I'll consider all the ideas and try to generalize them and try to come up with something that feels "complete" and yet not bogged down with details or overly complex. If this project goes well I'm planing on doing a Warlords like game after this. Warlords (Warlords 1, not the civ game) is much less complex than civ, so modding doesn't apply to it in the same degree as it applies to civ, but I'm doing it for the same reason because I thought the AI was too bad.
edit:
Now I've uploaded an online version of the terrain generator. It's still really "rough around the edges", but if you'd like to try it out and tell me what you think. (It takes a few seconds to generate terrain, but I think it will be faster, just wait a few second after you click the button, hmm, oops, btw don't click the button more than once):
http://innategamer.tk/
I realize a terrain generator is far from a complete game, but I'll keep working.
One of the things I hope to achieve with better AI is that it will "feel" the changes in the game rules. For instance if you make a granary 10 times more expensive a bad AI might attempt at building it anyway, and then just wait until it gets finished, a better AI would somehow "see" that the granary is too expensive. And if you took away the benefit of the granary and made it a useless improvement a stupid AI might still build it. By making the AI better it will be easier to change the rules of the game without making the game imbalanced, maybe a more expensive granary could still be worthwhile if built later.
Tell me what kind of changes you would like to be able to make, I know that I definitely would want to be able to edit the research tree, units, improvements, but what more? The likelihood that various leaders go to war? The effects of city improvements, perhaps there could be a city improvement that made the city treat grassland squares without shields as squares with shields? I'm sure there's a lot of people who've played this game endlessly, like I have, but sometimes wished they could change something. I learnt how to change the difficulty level beyond emperor on this forum, and I think that the map editor is awesome, but I never used it (does it only work for civ-dos perhaps, iduno).
Anyway, I have decided that the best way to make changes is by reimplementing it from scratch and I just got my lalr(1) parser generator to work, although it's a little rough around the edges and could use a cleanup, but anyhow I'm able to make parsers now so I'm going to develop some kind of language that could be used to generate the rules. I have ideas of my own, but I really hope that by starting a tread about the subject more ideas will be shared, I'll consider all the ideas and try to generalize them and try to come up with something that feels "complete" and yet not bogged down with details or overly complex. If this project goes well I'm planing on doing a Warlords like game after this. Warlords (Warlords 1, not the civ game) is much less complex than civ, so modding doesn't apply to it in the same degree as it applies to civ, but I'm doing it for the same reason because I thought the AI was too bad.
edit:
Now I've uploaded an online version of the terrain generator. It's still really "rough around the edges", but if you'd like to try it out and tell me what you think. (It takes a few seconds to generate terrain, but I think it will be faster, just wait a few second after you click the button, hmm, oops, btw don't click the button more than once):
http://innategamer.tk/
I realize a terrain generator is far from a complete game, but I'll keep working.