raystuttgart
Civ4Col Modder
Hi guys,
@Nightinggale asked me to dig out some of my old concepts that could use his InfoArrays.
Also recently @Mr. ZorG asked me for configuration options for Cargo types as well. (see here)
And I never was happy with the boring Cargo System ...
So why not make us all happy?
But just making a few modders happy is too easy ...
Thus added some more constraints to the Problem Description.
(Makes Problem Driven Design a little bit more fun and challenging ...)
So ok ... ... "Interesting Challenge, let us see where Problem Driven Design will takes us".
Working on design ... ... having an idea ... ... here it is:
---
How to use the Info Array:
Each Transport will get an InfoArray with "SpecialUnitTypes" and the max amout of Cargo Slots for each of these:
(And of course the Transports will be balanced differently.)
(Those are just example values for explanation !)
This would result in a Ship that could:
1. Carry max. 5 Goods
2. Carry max. 4 Colonits
3. Carry max. 3 Military Units
4. Carry max. 2 Treasure (which needs 3 Cargo Slots each)
5. Carry max. 5 Slaves (or Criminals)
@Nightinggale
I am aware that leaving out entries in the Info Array would be equal to "no restriction".
In this case I however wanted to have all of them in there for better understanding.
---
How to make @Mr. ZorG happy:
@Mr. ZorG will thus get a tool to create a very diverse and interesting Cargo System.
Specialized Treasure Transports, Troop Transports, ... will become possible.
---
How to make me happy:
Well, first of all I can have fun modding it.
But even more importantly for me, ist that I can create a challenging system for micromanagement and gameplay.
---
How to improve gameplay:
First of all the "Galleon" will not be the "One Ship that rules them all" anymore.
Depending on what you want, you will want to buy / build / use different Ships.
1. Some Ships will be better for Goods (considering costs vs. cargo space)
2. Some Ships will be better for Civilian Units (considering costs vs. cargo space)
3. Some Ships will be better for Transporting Goods (considering costs vs. cargo space)
4. Some Ships will be better for Treasures (considering costs vs. cargo space)
5. Some Ships will be better for Forced Labour (considering costs vs. cargo space)
Each Ship could become a bit more unique and diverse already by its cargo balancing.
(In the future we will of course also change other balancing, like costs and also Promotions.)
We would visualize it by Mouse Over and in Colopedia.
There will simply be much more strategic choices considering which Ships you use for Transportation.
---
Will it be easy to implement:
After what I have seen yesterday, yes it will.
InfoArrays of @Nightinggale will save a lot of time.
Will it be a problem for AI:
AI should be no problem either if I balance it correctly wihtout overexagerating.
(Cargo Rules balancing and AIWeights for Ships will get adjusted.)
If necessary, I will of course adjust AI logic.
(But AI should mostly just need to be taught if it can still load or not.)
---
Will it be complex enough for micromanagers:
Well, this is no "Railroad Tycoon", but the transportation aspect of the game should get more fun.
It is just no stupid "buy only Galleons" anymore ...
Is it going to cause issues for beginners:
I do not think so, because there will be a Mouse Over and Colopedia for it.
But to be sure, we will make the "Cargo Overhaul" a Game Option.
---
So my last questions is simply:
Do you guys want to have it?
---
Comment:
Please let us not waste time to discuss single XML values now.
(We will create a good balancing for this with our partners.)
---
@Nightinggale:
Do not worry, this is just the first of many "Overhauls" and new features to use your InfoArrays.
You inautiously called for the "feature devil" and now he is here! <evil laughing sound>
@Nightinggale asked me to dig out some of my old concepts that could use his InfoArrays.
Also recently @Mr. ZorG asked me for configuration options for Cargo types as well. (see here)
And I never was happy with the boring Cargo System ...
So why not make us all happy?
But just making a few modders happy is too easy ...
Thus added some more constraints to the Problem Description.
(Makes Problem Driven Design a little bit more fun and challenging ...)
- It should make our Ships more diverse and improve gameplay
- It should be easy / efficient to implement
- It should not cause issues for AI or at least be easy to teach to AI
- It should be complex enough fun for micro-managers
- It should not cause issues for beginners
So ok ... ... "Interesting Challenge, let us see where Problem Driven Design will takes us".
Working on design ... ... having an idea ... ... here it is:
---
How to use the Info Array:
Each Transport will get an InfoArray with "SpecialUnitTypes" and the max amout of Cargo Slots for each of these:
(And of course the Transports will be balanced differently.)
- SPECIALUNIT_YIELD_CARGO
- SPECIALUNIT_COLONIST_UNIT
- SPECIALUNIT_MILITARY_UNIT
- SPECIALUNIT_TREASURE
- SPECIALUNIT_FORCED_LABOUR
(Those are just example values for explanation !)
Code:
<SpecialUnitCargoRestrictions>
<SpecialUnitCargoRestriction>
<SpecialUnit>SPECIALUNIT_YIELD_CARGO<SpecialUnit>
<iMaxCargoSlots>5<iMaxAmount>
<SpecialUnitCargoRestriction>
<SpecialUnitCargoRestriction>
<SpecialUnit>SPECIALUNIT_COLONIST_UNIT<SpecialUnit>
<iMaxCargoSlots>4<iMaxAmount>
<SpecialUnitCargoRestriction>
<SpecialUnitCargoRestriction>
<SpecialUnit>SPECIALUNIT_MILITARY_UNIT<SpecialUnit>
<iMaxCargoSlots>3<iMaxAmount>
<SpecialUnitCargoRestriction>
<SpecialUnitCargoRestriction>
<SpecialUnit>SPECIALUNIT_TREASURE<SpecialUnit>
<iMaxCargoSlots>6<iMaxAmount>
<SpecialUnitCargoRestriction>
<SpecialUnitCargoRestriction>
<SpecialUnit>SPECIALUNIT_FORCED_LABOUR<SpecialUnit>
<iMaxCargoSlots>5<iMaxAmount>
<SpecialUnitCargoRestriction>
<SpecialUnitCargosRestrictions>
This would result in a Ship that could:
1. Carry max. 5 Goods
2. Carry max. 4 Colonits
3. Carry max. 3 Military Units
4. Carry max. 2 Treasure (which needs 3 Cargo Slots each)
5. Carry max. 5 Slaves (or Criminals)
@Nightinggale
I am aware that leaving out entries in the Info Array would be equal to "no restriction".
In this case I however wanted to have all of them in there for better understanding.
---
How to make @Mr. ZorG happy:
@Mr. ZorG will thus get a tool to create a very diverse and interesting Cargo System.
Specialized Treasure Transports, Troop Transports, ... will become possible.
---
How to make me happy:
Well, first of all I can have fun modding it.
But even more importantly for me, ist that I can create a challenging system for micromanagement and gameplay.
---
How to improve gameplay:
First of all the "Galleon" will not be the "One Ship that rules them all" anymore.
Depending on what you want, you will want to buy / build / use different Ships.
1. Some Ships will be better for Goods (considering costs vs. cargo space)
2. Some Ships will be better for Civilian Units (considering costs vs. cargo space)
3. Some Ships will be better for Transporting Goods (considering costs vs. cargo space)
4. Some Ships will be better for Treasures (considering costs vs. cargo space)
5. Some Ships will be better for Forced Labour (considering costs vs. cargo space)
Each Ship could become a bit more unique and diverse already by its cargo balancing.
(In the future we will of course also change other balancing, like costs and also Promotions.)
We would visualize it by Mouse Over and in Colopedia.
There will simply be much more strategic choices considering which Ships you use for Transportation.
---
Will it be easy to implement:
After what I have seen yesterday, yes it will.
InfoArrays of @Nightinggale will save a lot of time.
Will it be a problem for AI:
AI should be no problem either if I balance it correctly wihtout overexagerating.
(Cargo Rules balancing and AIWeights for Ships will get adjusted.)
If necessary, I will of course adjust AI logic.
(But AI should mostly just need to be taught if it can still load or not.)
---
Will it be complex enough for micromanagers:
Well, this is no "Railroad Tycoon", but the transportation aspect of the game should get more fun.
It is just no stupid "buy only Galleons" anymore ...
Is it going to cause issues for beginners:
I do not think so, because there will be a Mouse Over and Colopedia for it.
But to be sure, we will make the "Cargo Overhaul" a Game Option.
---
So my last questions is simply:
Do you guys want to have it?
---
Comment:
Please let us not waste time to discuss single XML values now.
(We will create a good balancing for this with our partners.)
---
@Nightinggale:
Do not worry, this is just the first of many "Overhauls" and new features to use your InfoArrays.
You inautiously called for the "feature devil" and now he is here! <evil laughing sound>
Last edited: