Multiple Maps

johny smith

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Mar 10, 2007
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Ok. You guys are getting my attention more and more. I may consider throwing my hat back in the ring if I am understanding where this is going.

Did you guys really figure out how to run multiple maps at one time? As in multiple planets, planes, maybe hell real tactical battles sequences in the future, Barney's dinosaur fun planet running at the same time as Darth Vader's galactic trip?

Probably a false alarm:hammer2: No, reason to get aroused:eek:
 
Interesting

I would just say that the idea of just being able to save the current map and reload a new in with some of the plot info would be nice. I mean if it ends up being a graphic's issue that the game can only handle one map a time. Anyway sounds neat I hope it gets working.
 
Well the Civilization Tactical Combat Development Thread is the place working on the code. We just want to use their code for our stuff when they have it working. Less work for us.

However that doesn't mean we cannot still plan ahead for when the multi-maps do work. And if worse comes to worse there is already a mod which has 3 maps on one map. It would mean re-doing our map generation but we have already done that before with all the new terrain types we have.
 
Well if works great, but I have my doubts that it will honestly. At least more than one at a time.

Just was curious because of sea cities for example. I never saw a good example of the cities looking underwater. If someone got the cities to look underwater I would love to see it. I played with some WoC stuff trying to bring in the g-era, but besides a few code bugs the cities always looked like crap to me no matter how much I played with the water heights and transparencies.

I hope to see the multiple maps work. It would be awesome indeed.
 
Interesting

I would just say that the idea of just being able to save the current map and reload a new in with some of the plot info would be nice. I mean if it ends up being a graphic's issue that the game can only handle one map a time. Anyway sounds neat I hope it gets working.
Saving and loading will not be needed unless you want to have the different maps to have different sizes as there is currently no way to tell the engine that the size has changed.

More or less the only real remaining question is how fast the switch will be when it is optimized which mainly depends on the Civ graphics engine.
 
Oh ok.

I understand better thanks AIAndy.

Well I just want to throw a line of thought out. It can be tossed if not interested. The camp unit that acts like a moving city idea was not meant to only be used for the beginning of the game. You can change the model around but needs some tweaking.

The python switch for the camp to change to settlers and back to a camp was something apparently in the exe just for the mongol mod in Warlords.

But anyway I was thinking of applying the moving city to later stuff as well. For example a moving space colony, spaceship, airship, floating cities, maybe aircraft carriers, and etc. Anyway disregard this if not wanting it, but I think could practical uses for it.
 
Oh ok.

I understand better thanks AIAndy.

Well I just want to throw a line of thought out. It can be tossed if not interested. The camp unit that acts like a moving city idea was not meant to only be used for the beginning of the game. You can change the model around but needs some tweaking.

The python switch for the camp to change to settlers and back to a camp was something apparently in the exe just for the mongol mod in Warlords.

But anyway I was thinking of applying the moving city to later stuff as well. For example a moving space colony, spaceship, airship, floating cities, maybe aircraft carriers, and etc. Anyway disregard this if not wanting it, but I think could practical uses for it.

Can you discuss your camp in this thread. We have been wondering about the RoH Nomadic Camp.
 
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