Kael
Deity
1) Can you Add a Team Sequential Turn option, as is coming out with Beyond the Sword, that lets all players on a each team move/attack at the same time? As it is, Sequential Turns are almost never used. However, with some of the powerful spells available in this mod, who can click first can make the difference between winning and losing the game. Even MORE usefull would be an option that can allow players/game hosts to switch from simultaneous to sequential timer, say at some point late in the game just before a climactic battle. There is an editor program that allows saved files to be edited... but could this be done in game, to avoid having to reload? Perhaps if the majority of players vote for it?
We plan to convert to the BtS code, so hopefully we can take advantage of its features.
2) Can you Add or Alter the Team Research so that players can be on the same team, but do their own research? Seems to me that many civs should jealously guard their secrets from potential clan rivals... This would REALLY help scenario makers who want to ally different races/civs, so that they can see what's going on in their allies' territory, but want them to have their own unique techs/research tree. Better yet, just change open borders so that players can see what's going on in the territory opened, but not see city production. I made a WWII scenario where I had Churchill, Roosevelt, and Stalin at permanent peace, aligned against Germany and Japan, but, as in real life, I didn't want them sharing tech secrets. America didn't volunteer Nuclear weapons to anyone.... And soon afterward the former allies became rivals...
Probably not, this seems like a long way to go just to be able to see into your allies lands. Techs are tracked on the team object, not through player objects so breaking research off from teams would be a lot of work.
3) Can you add a teleporter? I would like to create little 'side quests' where a teleporter represents a cave entrance, for example, that teleports units to another part of tha map which is blocked off by impassable terrain, which could represent another dimension.
Probably not, just because the AI wouldn't undertsand it. But we will be doing scenarios in "Ice" so we may try to come up with some features like this.
4) More Ambitiously: Add a separate mini-map that represents underground, with a tab to toggle back and forth between the surface and underground. Then, cave entrances could be made that essentially teleport the units to the surface and vice/versa. Players could maker terrain that represents impassable stalagmites, etc.
No, I've tried to do this, as have people more talented than I am and no one has been able to get it to work with the graphics engine (or even consider getting the AI to understand it). I would love to have this too, but I dont think its oging to happen anytime soon.
5) Quick Suggestion: for ring of fire and other powerful spells/abilities: How about use a max_damage instead of maximum damage percent? This would help powerful units when faced by spells that do a percent damage, which of course is much higher if the unit has a much higher strength. Also, if players are stacking units with powerful area spells, in addition to toning down the spell, increase the cost of the units by 50% or so... so that these units become more of a vital support unit, like artillery or aircraft, rather than the core of an army.
Percent and damage are the same thing. In Civ4 every unit has 100 hit points, from the lowly scout to the late game mechanized infantry. So when I say 3% or 3 points of damage, its the same thing.
Also, why can mages lob spells at enemies, but catapults can't? Can Ranged bombardment be brought back for ships and catapults? If you do, you'll also have to increase cost of them accordingly, of course....
Yeah, we may do this.