Modder priorities v25

Joined
Jul 5, 2004
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Location
Canberra, Australia
This is my list of to do eventually and is just for information but comments on additions or clarificatons are welcome

  1. Comment on CivPlayer8's civics and which should be incorporated into C2C. plus simple civics set.
  2. some basic nomad stuff defining promotions, missions and outcomes
  3. new resources, features and terrains for non-earth maps
    • Space
    • Martian
    • Convert fossil feature and manufactured resource into a map resource
    • Kangaroo resource and Mangrove feature
    • Zebra and Turkey resources
    • Other animal resources like - Alligator, Bear, Wolf, Lion, Tiger, Boars, Cheetah, Cobra, and Lioness.
      I am not keen on these as resources perhaps as lairs - find out how Vintcentz did lairs. Mostly because we can't limit the way resources are placed the way we can animal spawning.
  4. new diplomacy with barbarians including indigenous peoples (thread)
    • merge Stone Age events that could come from IP
    • Store player-IP attitude
    • Add in IP missions - waiting for AIAndy to add expression system to missions
    • Diplomacy with barbarian - get the python working. Also need AI cde
    • Diplomacy with AI - new stuff like diplomatic weddings
  5. some simple extra religion mod mods
  6. Sevo's Faces of God mod converted
  7. Smallpox - get it early or you will suffer a big shock which will not be that bad since your neighbours will get it at about the same time as you anyway.:mischief:
  8. Look at Thunderbrd's suggestion for Tamed Animals, fast Canine and fast Mounted units being anti-Hunter and Rouge units being anti-Recon (here)
  9. Add new recon unit between Scout and Explorer and another before scout (pathfinder?).
  10. Readjust the Hunter line to better fit with the new prehistoric line.

Others
  • bug fixes - currently working on
    • Graphics fixes some units were unique until we merged them into the core. I suspect I forgot to ask SO to delete the old ones in his FPKs before putting the new ones in. Units are Panda, Wild Donkey and Work Elephant.
  • concepts pages
  • investigate a C2C options page that pops up when Custom Game is selected, just like the full of resources and any fun mods do.
  • improve pedia (may mean a rewrite of our current version for generic expansion)
  • diseases
  • extended "War of the Worlds" event - alien plants and art for tripod now on SVN
  • merge Orion Veteran's Mine Warfare mod
[/LIST]

Ongoing
  • Subdue Animals
    • Option - no longitude restriction - requested
    • Option - escort subdued animals home
    • Option - limited number of animals in game (minimum and all)
  • Slave line of specialists and units.
    • What you get when you kill a unit - currently may get a slave unit when at slavery civic, but what about before and after.
      • Capturing women and children to boost your population.
      • unfree workers - free except in what they can work on (see here)
      • indentured servants (see here)
      • prisoners of war (also diplomacy on prisoner exchange after war)
  • When you change a civic and have units and specialists not of that civic then you need to change them. EG slaves join as citizens at the moment but they should be special slaves. When you change from slavery you can "free the slaves" - slaves disappear OR convert slaves to workers/citizens at a rate of 3 slaves become one citizen/worker
  • Blizzards, earthquake - look at graphics and evaluate - tornado is OK but I don't like the others - blizzards because you cant tell which plot they are on and they block other lots. Earthquake because if you aren't looking at the area when it happens you don't see anything. Tornado is OK.
    [*]If Choose Religions option is selected do not obsolete 'early" religion buildings.
  • Slavery Civic?
 
What kind of readjustment for hunters do you have in mind? I notice in the last week or so my tracker mortality rate has gone way up, but the third gen hunters completely own anything in their path.

While I understand why some would want the more realistic method of escorting subdued animals back to your territory, from a unit management perspective, I'd like an option to go in the other direction and teleport them all back to my capital. Currently, the effort to get as many herds and whatnot out of them as I can means wandering around the edges of my little empire and through unclaimed territory (where there always seems to be a move 3 bird ready to pounce on them).

I thought I saw mention in the gold thread about making slavery an entire civic category-was that your idea and is it on the table?
 
What kind of readjustment for hunters do you have in mind? I notice in the last week or so my tracker mortality rate has gone way up, but the third gen hunters completely own anything in their path.

There has been a suggestion that there is a need for a unit between trackers and hunters.

While I understand why some would want the more realistic method of escorting subdued animals back to your territory, from a unit management perspective, I'd like an option to go in the other direction and teleport them all back to my capital. Currently, the effort to get as many herds and whatnot out of them as I can means wandering around the edges of my little empire and through unclaimed territory (where there always seems to be a move 3 bird ready to pounce on them).

The teleport was new in v23 and I got two posts in quick succession one praising it and the other wanting to go back to the old method. I want options on all three types of animals - land animals, tales of sea animals (these should teleport) and sea animals.

I thought I saw mention in the gold thread about making slavery an entire civic category-was that your idea and is it on the table?

I started the discussion and no I don;t have it on my list.
 
The teleport was new in v23 and I got two posts in quick succession one praising it and the other wanting to go back to the old method. I want options on all three types of animals - land animals, tales of sea animals (these should teleport) and sea animals.
For now you can at least make those global definies.
 
As always these are more of goals than promises. If I can do any of them this cycle then it will be an accomplishment.

- Review Proposed Techs
- Plan/Balance Units with ls612
- Plan Post-Apocalypse Units with ls612
- Plan Space/Future Units with ls612
- Make/Balance Crime stuff
- Make/Balance Disease stuff
- Add more Civic enabled Buildings
- Make more Sports buildings. (specifically martial arts ones)
- Make resources graphics (ex. Henna, Nutmeg, etc)
- Convert/Make more Animal graphics.
- Work on Guild Overhaul.
- Add Housing Civic (Maybe)
- Galactic Era Stuff (depends upon the multi-maps)
 
Will there be any emphasis on preventing a runaway effect? I enjoy later techs but by then I'm usually either hopelessly behind or far ahead. Actually this is quite a recent problem since in my previous games I found the AI was able to conquer other civilizations, allowing them to play catch up. In my past two games (Noble, then Prince) the AI has seemed inept at conquest. It could be just my outlier(?) experience though.
 
Will there be any emphasis on preventing a runaway effect? I enjoy later techs but by then I'm usually either hopelessly behind or far ahead. Actually this is quite a recent problem since in my previous games I found the AI was able to conquer other civilizations, allowing them to play catch up. In my past two games (Noble, then Prince) the AI has seemed inept at conquest. It could be just my outlier(?) experience though.

Well, hopefully something will come of the thread aiandy started specifically, bur generally I am definitely in favor of applying negative feedback effects whe we can. The negative gold changes in V24 are part of this, by increasing the costs of expansion at higher difficulty levels, via the effects of maintenance.

Also I plan on doing some AI work for V25 to help make it a little more competative.
 
I really like the idea of working out some of the spoils of war outside of slavery concepts you have there DH!

I also LOVED this idea... will help a lot I think:
If Choose Religions option is selected do not obsolete 'early" religion buildings.
I think it would nicely go hand in hand with limiting the power of later religions on the same condition.

also like this:
merge Orion Veteran's Mine Warfare mod
Been hoping to see that here in c2c for a long time.

Look at Thunderbrd's suggestion for Tamed Animals, fast Canine and fast Mounted units being anti-Hunter and Rouge units being anti-Recon
I'm doing a lot to set this up with my modding efforts right now too.

And pretty much seeing how long this stuff actually takes, I'm just hoping to have my current projects in place by v25. In a bit, I'll come back and post what, exactly, that amounts to.
 
1. Finish the Digital Era and review techs with ls612 and mod team.
2. Suggest and add buildings, units, transportation, and civics to Digital Era.
3. Finish the Cyber Era and review techs with ls612 and mod team.
 
Here are the things I'll be working on this cycle, in no particular order.

  • Add more units on Hydro's request.
  • Review the future eras (see my notes below)
  • Add historical techs.
  • Revise the transhuman Era units a bit more.
  • Work on balance issues.

@MrAzure: I still don't think that splitting up the future eras into five eras is a good idea. I think we can get two eras with 80-100 techs a piece with plenty of future content, including multi-maps, without much problem. I reduced your digital era (the first half or so of the TH era) to about 50 techs, so if we can keep the Cyber (or second half of the TH era) at 40 or so techs we'll be good. Could you please PM me a list of ideas you have for the Cyber era, so I can go through and genericize and revise them? Thanks.:goodjob:
 
It was mentioned somewhere else in passing that farms had gotten a review and a bunch of tech based boosts, and that some review of the other improvements, at least to give them some parity to farms to the extent that it isn't obviously a better idea to build farms on non-farm resources, was needed/considered. Also, a look at mine upgrades to make sure they are actually upgrades in all situations. I haven't seen any mention in a while, so I wanted to ask if that was ongoing.

Related to that there's been some discussion of issues with not all resources showing up on mapscripts properly, so maybe during the review of improvements, some thought might be given to making more of them available for discovery. Or not, as some other people mentioned they don't like all the discovered resources.

Alternatively, maybe we could use some events that fire with great probability when after a tech reveals a terrain resource, it is found that there are no instances of the resource anywhere in the world (or inadequately many by whatever can be considered a reasonable definition) and then place one (or more).

Also, I'd like it if the Tribal Guardian could upgrade to an Atl-Atl, just so it doesn't hang around forever.
 
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