Thunderbrd
C2C War Dog
Hmm...@Thunderbrd
Is there anyone on the team that knows how to do the stuff that Koshling can do? I honestly don't know since anything beyond XML modding is gibberish to me. If he is the only one that can then I think its understandable that "we" would want him to finish it. Since such a feature would benefit not only C2C but all Civ 4 mods. I hate to put him on the spot but a lot of other factors now depend upon multi-maps.
However if for whatever reason multi-maps never materialize there is a plan B. As I mentioned before with the Future Mod and having more than one map on the same map with it separated by impassible squares. We would have to make custom map scripts but it is within our collective skill level. Paired with the currently functional viewports it would work. However its not nearly as elegant as multi-maps. And all maps would be HUGE just to have a decent size Earth map.
I went through the last page of this thread and it seems we're stuck on something but Koshling seems to have lost us all as to what exactly we're stuck on.
He states we have the API (whatever that is) to switch between maps but we need the UI (user interface) to be developed. I'm not entirely sure what he's asking us here.
I actually am not entirely convinced, after reading back through, that we need python at all (except perhaps for a button that allows us to simply swap to a new map screen from the one we're currently on but I think he's trying to say, with the API comment, that we can already do this basically.)
I think what he's saying we need is to define how and when the new map would be unlocked and how units would move between it, not just in ideas but in code.
For the first question, I suppose I've always assumed we'd be unlocking (generating and maintaining its potential for use) the new maps whenever tech appropriate.
For the second, I think we can do that via the dll with popups. Popups are something I REALLY want to understand, though they are more fully explained on how to use them via python in the forums here. Seems though others on the site understand the use of them from the dll alone (including AIAndy) we don't have an effective tutorial to explain every step (which is what I'd need to really begin to understand how to go about it.)
Missions can be designed to take units from one map to another, each with their own unique filters as to when or why they can be enacted. These missions could be much like air drops or rebase missions except that in the process we get a popup to select the plot on the other map we are moving to, including the potential to enter battle at that plot (according to various qualifications to do so of course.)
I CAN do all that, provided I can understand the following:
1) How to pull a popup at all
2) How to get back the appropriate info from the popup
3) How to refer to plots on another map (I'm really not sure how this has been setup)
What I can't do, or can't foresee myself figuring out, would be the GENERATION routines of the new maps, calling them to be generated and then storing those maps.
We do have these skillsets on the team, or at least the ability to develop them, but we need to be patient for them to get the clearance to focus on this project.
So alls I'm really saying here to the previous comments is that when we pour on a ton of pressure coming at it from a rather selfish approach without putting in the effort to try to contribute to this complex project directly, we're only pushing away those who'd want to help by being demanding. Patience and trust is all I'm urging. The project isn't dead. It won't die until its completed. Same with many other projects on the C2C books.
The 'start from scratch' project is something that will take a very long time to develop and at the moment is more about beginning to dream big for the long term, but I don't think any of us (with the possible exception of one frustrated Koshling
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