chrusion
Chieftain
Hello all,
Thank you 12m for setting me up to join all of you!
I am a C++ programmer with experience in diff tools, complex data structures, and pseudo-random algorithms.
I must confess that Civ IV shares my favorite game shelf.
Currently on the shelf are:
Civ IV, Galactic Civ II, Space Rangers 2, Pirates!, and X3:The Reunion
I am a die hard fan of Fallout and have been playing a multitude of diverse computer games since the amazing Super Pong Pro Am Ten! (1976).
Let me know if you need help somewhere.
Sub-Map
So, my first sub project idea is to enable Sub-Map for each Civ IV tile. This functionality would allow mods to include tactical levels of detail from combat to sim cityish building management to RPG sub-quests to ...
I have only had a little time till now to survey the SDK to find the places to start. I would appreciate any pointers anyone can give me.
My first rule is that I use as much current functionality as possible to implement this.
The Sub-Map is able to use a derived hierarchy of the classes that govern the current map and AI.
The mini map for each tile is small with as little persistent data as possible.
To see a Sub-Map the player "zooms in" to the tile. The Sub-Map is generated with tile details on the fly at this time in a manner similar to the way the world map is generated. Coordinate cacheing is implemented for persistent data. Wandering persistent data will be pseudo-randomly distributed based on last time seen by the player and current "job" of the object.
To get this running with baseline civ objects is the first major milestone.
Thanks for your help.
Again, let me know where you need help.
Chrusion