I actually asked a couple times how you wanted me to classify said ideas, as it's nearly impossible to classify them without any criteria. Then uni just flowed over me, so I put this behind…Takhisis was probably the most supportive in trying to come up with a list of ideas from the thread, but this just didn't seem to happen. I've just been through the thread myself to copy and paste all the ideas into a text file and then try to sort through and categorise it.
This was looking like a mammoth job and I'm not surprised Takhisis didn't manage to produce any thing, so I'll forgive him on this one
I actually asked a couple times how you wanted me to classify said ideas, as it's nearly impossible to classify them without any criteria. Then uni just flowed over me, so I put this behind…
What would be your priorities? Less is more, but only for architects and bikinis, and neither of those is present.
This requries browsing around modders' comments, doing a lot of trawling which I can't do until end of term.Hmm that's a tough one, I don't create scenarios/mods for civ3 so coming up with a priority list wouldn't be so easy for me.
I'll explain the thinking behind that. It's Firaxis/2K/etc.I, too, am interested in this project. BTW, the Civ5 source code is being released, but not the Civ3 source code? Do you have a link to that announcement? I'd love to see the thinking behind that...
I'm still interested in this project. I did not want to pester you however.
Take a look at Battle for Wesnoth for some interesting ideas on structuring a TBS.
I don't know how I can help at all. I don't know if I can. But I would be very happy if you were to follow through with this project, and make it easily accessible for modders.
I, too, am interested in this project. BTW, the Civ5 source code is being released, but not the Civ3 source code? Do you have a link to that announcement? I'd love to see the thinking behind that...
This requries browsing around modders' comments, doing a lot of trawling which I can't do until end of term.
I'll explain the thinking behind that. It's Firaxis/2K/etc.
One thing more I'd like to add is whether to continue using pcx files. I wonder if going to something else wouldn't be better. The existing work could be changed converted to a new file type unless pcx are superior for some reason or other.
I spend so much time typing up essays and presentations that I simply can't browse through a thread for hours on end. I got burned out hosting a forum game for someone else and only after that (it ended in September) I've felt I can do it again. To a degree.I understand the not being in the mood for doing it conundrum. I think that affects most members of this forum at various points; sometimes other things are simply more interesting. I don't know if it's applicable to you, but I've also noticed that I don't program as much in my free time now that I'm doing it for a job. For some reason, I usually feel like doing something else in the evenings and on the weekends.
I thinkQuintillus said:You're also quite right that it's no small project. That's part of the reason I voted for the existing graphics option - that means you can simply plug them in, and not have to worry nearly as much about what's in the base game. I think three main aspects of the project, but one is much bigger and could be implemented in two ways:
- Data structure/storage. You've got some of this already. But you need to to be able to keep and store everything. There's also the question of whether Civ (BIQ, etc.) should be compatible
- Graphics/interface/content. Kind of what you focused on in your post. Obviously important, but if the graphics are compatible, this part becomes much easier.
- Artificial intelligence. The elephant in the room. Everyone complains about Civ3's AI, and sometimes rightfully so, but this is probably the most difficult part to get decent.
- Multiplayer support. I think it would be easier to do this than AI, since, at the minimum, all you really need is a working interface, save files, and a who-is-the-current-player-switching mechanism (for PBEM - although I suppose you could have hotseat sans saves). It's a lot more complex for live multiplayer.
Firaxis' incoherences, of course.Quintillus said:(Also, I'm surprised they're releasing the Civ5 source code. I'm curious what made that seem like an attractive option when it wasn't for Civ1 through Civ4)
Perhaps a converter ? Keeping an outdate format from over a decade ago when Windows 95 was still in use would be an unnecessary anachronism.That issue was well debated early on, and I believe that the consensus was that we should hope to be able to use as many existing files as possible in the finished product. Don't want to see the thousands of hours spent on creating those files to go to waste.
Add the Transport Tycoon game, in its Open TTD form. I've modded for itBalthasar said:That said, there is plenty of room for new graphics categories, and I repeat my offer to create whatever new graphics you need to do this, Jimmy. Freeways, Railroads, Military bases, navigable rivers, and pit mines, among others are all possible without disturbing or negating existing graphics. So are multiple maps depicting underground, undersea and space.
For research on this topic, I'd recommend that you play Civ 2: Test of Time, and Sim City 3000, which uses isometric tiles just as Civ 3 does - I've used some of those graphics in my Manhattan terrain, and in the Super Scenario. Both use layered maps to simulate underground terrain to great effect.
Better than Civ's 'insignificant, unnecessary file not found, game will now crash, KTHXBAI' method.Balthasar said:The game that you create could have a fail-safe mechanism for this: if the graphic file(s) for a particular terrain isn't in the scenario folder, that option wouldn't be available to a modder.
For one thing, remove the arbitrary limits. You should be able to have an APC,Balthasar said:And I agree with others who have said that the focus of this should be its use as a modding platform, rather than as a stand-alone game, so I wouldn't worry at all about choosing civs, resources and the like. Concentrate, rather, on what more we could do with those elements of the game: I think it would be nice if tradable products could be produced with resources, if diplomats (and spies) could be sent to and inhabit friendly cities (even build embassies?) and if specialized transportation, like trains and planes, could do the same.
It's much easier if you can mod with people you know IRL, the only way the TTD project keeps going on is because we prod each other whenever we meet.Balthasar said:I'm so glad that you're back on the job, Jimmy. I recently went through a period in which I was unable, for various personal reasons, to participate here as much as I'd have liked to as well, and I'm still fighting for time to devote to Civving. In my case, I'm determined to stay at it; the Civ3 platform is still the most graphicly interesting, moddable, and playable game platform around, hands down.