"My" priortites for v24

Joined
Jul 5, 2004
Messages
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Location
Canberra, Australia
Where "my" = each modder. ;)

  1. balance existing resources and improvements
  2. move those that are currently features back to resources ie Date Palm, Coconuts and Prickly Pear
  3. replace current barrel cactus feature with better graphic (also change name) and add new Peyote resource.
  4. balance cottage improvement line to mine and farm line done by Hydro, although I may add in an earlier version in the line. ;)
  5. some basic nomad stuff defining promotions, missions and outcomes
  6. new resources, features and terrains for non-earth maps
    • Lunar - beta terrains on SVN one problem (dunes iirc)
    • Martian
  7. new diplomacy with barbarians including indigenous peoples
  8. some simple extra religion mod mods
  9. Sevo's Faces of God mod converted
  10. 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:
  11. Look at Thunderbrd's suggestion for Tamed Animals, fast Canine and fast Mounted units being anti-Hunter and Rouge units being anti-Recon (here)
  12. Add new recon unit between Scout and Explorer and another before scout.
  13. Readjust the Hunter line to better fit with the new prehistoric line.
  14. Make the alternate terrains a mod mod.

Others
  • bug fixes - currently working on
    • Privateer upgrading correctly inside the pirate line rather than outside it.
    • Hospital Ship either upgrading or being able to be built after the building Dry dock has been replaced. Just a quick fix for now.
    • Fix tame animals so that their trainer still appears after a game load. Also make Biodome create these and give them something to do in late game.
    • 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.
    • Missionary problem see thread for bug description and here for a possible solution.
    • Convert fossil feature and manufactured resource into a map resource
  • concepts pages
  • 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
  • look at the possibility of many upgrades to the work boat like the worker
    • Ancient Work Boat - as is now
    • Classical Work Boat - at sailing move and work twice as fast
    • Medieval - at tech piracy? three times faster than ancient
    • Industrial - at screw propeller? four times faster than ancient
    • Check against existing Modern Work boat and Constructor Ship

Ongoing
  • animals - currently extending the crocodile and bear families
  • 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
  • Theology Civic see here and here
  • Blizzards - look at and evaluate
    [*]If Choose Religions option is selected do not obsolete 'early" religion buildings.
 
Personally I would like to see you do new resources, features and terrains for non-earth maps, as well as the Disease mod. But that's just my opinion.

Also adding in the rest of the animals I provided you would be nice. You have left are ...

- Sea Otter
- Rat
- Alligator
- Nile Crocodile
- Giant Panda (Replacement model)
- Black Bear
- Grizzly
- Spectacled Bear
- Sloth Bear
- Sun Bear
- Moon Bear

Also the Taxidermist building would be cool.
 
Personally I would like to see you do new resources, features and terrains for non-earth maps, as well as the Disease mod. But that's just my opinion.

Also adding in the rest of the animals I provided you would be nice. You have left are ...

- Sea Otter
- Rat
- Alligator
- Nile Crocodile
- Giant Panda (Replacement model)
- Black Bear
- Grizzly
- Spectacled Bear
- Sloth Bear
- Sun Bear
- Moon Bear

Also the Taxidermist building would be cool.

Animals happen as they happen.:mischief: I almost have the bears working it is just the spawn locations and terrain limits that need to be done for the wild ones. I don't like the rat in game. Where is the taxidermist building described?

The replacement model for the Giant Panda is already in there. the fact that it is not working probably mans that we have a duplicate set of art or at least two folders with the same name in two of the FPKs.

No point doing new terrains yet and therefore no point in the resources for those terrains. Having said that I think I have started doing them. I expect we will have problems with peaks since they should look different on the different landscapes.
 
DH is entitled to prioritize what he contributes as he sees fit (as are we all).

When I am able able to get back to c2c (which wil be about three weeks) I will be concentrating on map view porting, and associated support for very large maps. That should include much of the underpinnings needed for multi maps also (possibly all), though that isn't realty my primary goal.

After that I intend to return to AI work for a number of weeks (great commander usage, maybe better hero usage, maybe surround and destroy)
 
DH is entitled to prioritize what he contributes as he sees fit (as are we all).

When I am able able to get back to c2c (which wil be about three weeks) I will be concentrating on map view porting, and associated support for very large maps. That should include much of the underpinnings needed for multi maps also (possibly all), though that isn't realty my primary goal.

After that I intend to return to AI work for a number of weeks (great commander usage, maybe better hero usage, maybe surround and destroy)

:rolleyes: Its just part of the joking "we" do back and forth at each other, like we do as "OLD" people:old:. Thats why at the end i put IMHO:deal:
 
Animals happen as they happen.:mischief: I almost have the bears working it is just the spawn locations and terrain limits that need to be done for the wild ones. I don't like the rat in game. Where is the taxidermist building described?

The replacement model for the Giant Panda is already in there. the fact that it is not working probably mans that we have a duplicate set of art or at least two folders with the same name in two of the FPKs.

No point doing new terrains yet and therefore no point in the resources for those terrains. Having said that I think I have started doing them. I expect we will have problems with peaks since they should look different on the different landscapes.

1. Yeah I figured they would come when they would come. However in never hurts to side track you to do them. :groucho:

2. You don't like the rat? Why? Without it I will have only converted 99 species. Guess I will have to do another if i want to claim I have 100 converted animals.

3. You can find the post about the taxidermist here.

4. Hmm weird. Yeah the old panda is showing up.

5. Well if they don't show up on the map I don't see why they could not be added and then tested through either custom made maps or adding in new map scripts for non-Earth maps.

6. Dune Wars has a non-snow Peak that can be used. I think Song of the Moon has one with no snow too.
 
My plans for V24 are going to be modest, as my finals at school are draining my modding time, and I will be gone for a week in early June. Currently, my priorities are;

1. More changes to the Gamespeeds and research rates, as well as game balance in general.

2. More Units. Specifically, I'd like to get the new war wagon chain in and working, as well as some more Heroes. We'll see how much of that I get done.

3. If Koshling and/or Lytning (the guy who made the multi-map modcomp in the first place) get the Multiple maps ported over to C2C, I would like to begin development of the content and balancing for the Lunar and Martian maps.
 
how about giving watermills a buff too mate? I personally think windmills deserve one as well but this is debatable. Watermills clearly need some love tho i think.
 
how about giving watermills a buff too mate? I personally think windmills deserve one as well but this is debatable. Watermills clearly need some love tho i think.

I am going to see if I can balance the lot. ;) But first I need to get rid of some duplicates and move some features back to resources.
 
As a player, not a modder, I just want to say that I have been excited by the diseases/health idea for a while now and am really looking forward to seeing it implemented ;) :)
 
Well, let's see. I've already done more than usual here.

I've got still on my immediate future plans:

1) I'd like to add an additional touch to the Unlimited National Units option, an exception for some units that still really need to be limited such as the tribes and great farmers. Completed :)

2) I've discovered a problem with the Manhattan Project as a National Wonder (Not only does it still open up nuclear weaponry for all players, not just the player that has built it, but as soon as more than one is built, it takes AWAY access for all players. I've figured out why and just need to convert it from an all around game qualifier to a qualifier by player. This is my primary project this weekend.) Completed though needing last minute adjustment during the next freeze.

3) Fix the bug with Limited Religions. Completed + a complete debug of all religious options!

4) Empower units and promos with some new tags for extra effects:
  • Give troops the capacity to reduce enemy withdrawal chances
  • Promotion and ability Interactions with Surround and Destroy (it'd be super cool if Koshling works out some AI improvements for this feature... maybe we should start a thread to discuss how AI's should recognize, take advantage of, and defend against, the element of Surround and Destroy.)
  • Add depth to Invisibility and Detection (completely rework the system here)
  • Capacity for increased attack strength when attacking opponents that do not have visibility on the attacker.
  • Ambush mission that allows a hidden troop to attack a troop that stands on the same tile.
  • Promotions that adjust the unit's combat abilities with each successive battle in a given turn.
Not sure how effective I'll be able to be here but its a research effort in process right now.

5) Add a tag for the Culture Origin buildings to grant more resources at higher culture levels in the origin city. Possibly even add corporations: (Heritage Foundation that utilizes these for research, and Global Travel Agency that utilizes them for gold and culture.)

6) If other programmers can't find the time to tackle it, I'll take a look at making terrain changes savegame compatible. No promises on my capacity here but I have overcome some things I initially thought impossible soooo... perhaps I could pull it off.

7) Add some depth to the defensive buildings and make sure that defenses aren't completely obsoleted at high-explosives. Additionally, would like to add a city build option much like generating straight gold, research, culture and such, but for repairing damaged defenses such as walls. Defenders under attack could select the option in the hopes that they can keep their enemies stuck at the gates trying to break down the defenses longer, severely punishing any who invade with less than sufficient bombardment capacity.

8) Add depth to AI Religious and Nuclear strategies.

9) Gameoption for Uber-Nukes for those of us who feel that all WMDs are currently sorely underpowered. Simple fix that greatly enhances the damage such weapons dish out. Along with this, a bit more complexity in the UN banning of Nuclear weapons (give a couple more options including banning particular nations, individual forms of WMDs, etc...) and some more diplomatic negotiation options such as a Nuclear Disarmament treaty that removes half of all nuclear arsenals from the nations that agree to one. I'd also like to see how the Disease mods turn out to see if I can't implement some greater depth in biological weaponry, even early forms such as sending out lepers to infect your enemies.

I think I've got some more stuff in mind I'm not recalling at the moment, but at least my entry is here initially and I may edit it down the way (as I seem to continually be doing... this is my planning notepad here ;) ). With every goal I strike out I grow a hundred times more powerful as a coder and modder... this is getting more and more fun as it goes! (almost an obsession lately)
 
As always these are more of goals than promises. If I can do any of them this cycle then it will be an accomplishment.

- Add in MrAzure's Writing related buildings.
- Add Mushroom city vicinity buildings
- Fill in more prehistoric era stuff.
- Fill in techs that have nothing (ex. Mosaics).
- Plan/Balance Units with ls612
- Plan/Make War Wagon Units with ls612
- Plan Post-Apocalypse Units with ls612
- Plan Lunar Units with ls612
- Plan Martian Units with ls612
- Plan Galactic Units with ls612
- Plan Future Units with ls612
- Make/Balance Crime stuff
- Make Dieselpunk buildings.
- Plan Dieselpunk units for ls612.
- Add more Civic Buildings (specifically Garbage Civic)
- Do more Culture Wonders/Resources (the next set is half done already)
- Make more Sports buildings. (specifically martial arts ones)
- More new techs
- Work on Guild Overhaul.
- Add Air and Water Pollution Properties
- Make Air Pollution buildings.
- Make Water Pollution Buildings
- Add Housing Civic (Maybe)
- Galactic Era Stuff (depends upon the multi-maps)
 
1. Create a summary of C2C at Moddb.com

2. Create an "StrategyOnly Proudly Presents..poster"


3. Dig into Rise of Mandkind, A New Dawn, C2C and all the combines mods and make a list of all the features and post it to the Features page at Moddb and for StrategyOnly to use. Each feature will have one summarized sentence of what it does. Will start with C2C/Documents folder

4. Make a new title screen for C2C for my personal use, and give it to StrategyOnly with permission to use.

5. Make my own loading screen for personal use and then give to Strategyonly with permission to use.."will use Mark Churms art [Empire Earth artist]."

6. Continue to Learn the Civ 4 XML architecture for creating Techs, Buildings, and Units by reverse engineering C2C content and using the Modiki.

7. Create Stage 2 of my Transhuman Era: Expanded modmod with 20 extra techs and ~50 - 100 buildings for Transhuman Era. Stage 2 is auditing Techs.
 
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