I think that it's high time we implemented multiple maps in CCtP in order to add a new dimension to the game. We should try to implement something analogous to the viewports and multiple maps concept of our spiritual predecessor Caveman 2 Cosmos, as it seems the best way of doing it while avoiding the graphics problems inherent in multiple maps.
We will also need new terrain textures for multiple maps (which should be used, of course, for multiple planets and for space); if anyone is good at graphics it would be excellent if they could make the necessary 3D models of stars, planets, et cetera required for this. Switching between viewports and maps could be accomplished by Lua events; this will not be as hard.
If anyone knows how to program the DLL here, it would be good for them to get started. Once that is done, we can implement underwater cities (doable in Lua, but needs to be modified for playability) and space colonization. In order to implement the latter, multiple maps should be tiered, with switching affected by Lua events; this would serve to eliminate masses of wasted compute time created by tremendous numbers of space tiles and the AI planning. New maps could even be created and deleted on demand for the purpose of space battle; these tactical maps may even be applied on planets themselves. Furthermore, to add three dimensions to the game, maps may be "stacked" on top of each other, and made to feel continuous through the action of Lua events activated by a "camera-rotation" tool.
There are myriad uses for multiple maps, but it is important first to create the map-creation, switching, and deletion systems, and the Lua events that activate all of them. Only then can multiple maps be implemented.
We will also need new terrain textures for multiple maps (which should be used, of course, for multiple planets and for space); if anyone is good at graphics it would be excellent if they could make the necessary 3D models of stars, planets, et cetera required for this. Switching between viewports and maps could be accomplished by Lua events; this will not be as hard.
If anyone knows how to program the DLL here, it would be good for them to get started. Once that is done, we can implement underwater cities (doable in Lua, but needs to be modified for playability) and space colonization. In order to implement the latter, multiple maps should be tiered, with switching affected by Lua events; this would serve to eliminate masses of wasted compute time created by tremendous numbers of space tiles and the AI planning. New maps could even be created and deleted on demand for the purpose of space battle; these tactical maps may even be applied on planets themselves. Furthermore, to add three dimensions to the game, maps may be "stacked" on top of each other, and made to feel continuous through the action of Lua events activated by a "camera-rotation" tool.
There are myriad uses for multiple maps, but it is important first to create the map-creation, switching, and deletion systems, and the Lua events that activate all of them. Only then can multiple maps be implemented.