I_batman
Emperor
Let me first state some qualifiers, to give people an idea of my mind set:
1. I am not thrilled with CIV IV with its current graphics and presentation, but there is little that can be done about that, and it appears some talented people are making changes now in that regard now anyway.
2. I have done a fair bit of coding, primarily in C, Perl, HTML, and started fooling with Python about 6 months ago. I am struggling to get the SDK to work, but hope to successfully slug through it soon, and plan on picking up a C++ book as soon as I do.
I am not a great coder, but can fight my way through most stuff with tenacity.
3. I have been playing CIV IV off and on for about 3 months, now that I have a computer powerful enough to play it.
Now, there are a number of things I would like to alter within the CIV IV game.
Clearly, having source code to work with allows so much flexibility.
But I am wondering if the following concepts can be truly implemented, without tearing the core code completely apart, and driving myself mad with the effort.
That is why I am asking people who have already tackled the C++ and Python code.
1. Can other resources be tracked like food and gold production are?
Case in point: Oil.
I would like to set it up that oil patches produce X units of oil/turn, and that is added to the storehouse of a civ.
In a perfect world, then certain improvements (eg. factories) and certain units (eg. tanks) would use Y amounts of oil/turn.
Same concepts could apply to say iron, coal, uranium.
2. Nuclear plants produce spent rods, and X number of spent rods allows you to process enough weapons grade uranium or plutonium to produce a nuclear weapon. Therefore a civ's nuclear arsenal is based on the nuclear production capability it has.
3. Buying and selling of weapons grade nuclear material is possible, to get around #2.
4. Military surface ships and subs, some aircraft, and a new improvement (SOSUS sonar nets), can detect subs, but the ability to see the sub each turn is a % chance, and each type of unit has varying abilities to "see" subs.
Conversely, certain types of subs are more stealthy than others, and would have an improved base chance of not being seen.
I imagine this might be handled through the promotions XML tags.
4. Drastically increasing the firepower of nukes. I believe a number of people are working along those lines now, but I would like to see an nuked area incapable of supporting food production for X number of turns, and any units that enter the affected area would be sickened, or possibly killed.
I would also like to code in nuclear clouds that would move with prevailing winds (another idea I have) much like certain CIV III scenarios had Plague clouds that moved.
5. Seasons introduced: affects food production, and movement, and has a negative HP affect on units fighting or moving in winter. (only in enemy territory)
The HP affect would be a percent/turn, say 1%.
So a modern armour unit with strength 40 would lose 0.4 strength every turn, while in enemy territory. And his movement rate cut by 50%, minimum of 1 tile/turn.
Napolean and Hilter's armies both learned a hard lesson of moving/fighting in Russia in the winter.
I am not asking anybody to build a modpack for these, just want to know of these concepts are indeed possible to code, and won't kill me in the process of doing so, given my "sort of OK" coding skills.
1. I am not thrilled with CIV IV with its current graphics and presentation, but there is little that can be done about that, and it appears some talented people are making changes now in that regard now anyway.
2. I have done a fair bit of coding, primarily in C, Perl, HTML, and started fooling with Python about 6 months ago. I am struggling to get the SDK to work, but hope to successfully slug through it soon, and plan on picking up a C++ book as soon as I do.
I am not a great coder, but can fight my way through most stuff with tenacity.
3. I have been playing CIV IV off and on for about 3 months, now that I have a computer powerful enough to play it.
Now, there are a number of things I would like to alter within the CIV IV game.
Clearly, having source code to work with allows so much flexibility.
But I am wondering if the following concepts can be truly implemented, without tearing the core code completely apart, and driving myself mad with the effort.
That is why I am asking people who have already tackled the C++ and Python code.
1. Can other resources be tracked like food and gold production are?
Case in point: Oil.
I would like to set it up that oil patches produce X units of oil/turn, and that is added to the storehouse of a civ.
In a perfect world, then certain improvements (eg. factories) and certain units (eg. tanks) would use Y amounts of oil/turn.
Same concepts could apply to say iron, coal, uranium.
2. Nuclear plants produce spent rods, and X number of spent rods allows you to process enough weapons grade uranium or plutonium to produce a nuclear weapon. Therefore a civ's nuclear arsenal is based on the nuclear production capability it has.
3. Buying and selling of weapons grade nuclear material is possible, to get around #2.
4. Military surface ships and subs, some aircraft, and a new improvement (SOSUS sonar nets), can detect subs, but the ability to see the sub each turn is a % chance, and each type of unit has varying abilities to "see" subs.
Conversely, certain types of subs are more stealthy than others, and would have an improved base chance of not being seen.
I imagine this might be handled through the promotions XML tags.
4. Drastically increasing the firepower of nukes. I believe a number of people are working along those lines now, but I would like to see an nuked area incapable of supporting food production for X number of turns, and any units that enter the affected area would be sickened, or possibly killed.
I would also like to code in nuclear clouds that would move with prevailing winds (another idea I have) much like certain CIV III scenarios had Plague clouds that moved.
5. Seasons introduced: affects food production, and movement, and has a negative HP affect on units fighting or moving in winter. (only in enemy territory)
The HP affect would be a percent/turn, say 1%.
So a modern armour unit with strength 40 would lose 0.4 strength every turn, while in enemy territory. And his movement rate cut by 50%, minimum of 1 tile/turn.
Napolean and Hilter's armies both learned a hard lesson of moving/fighting in Russia in the winter.
I am not asking anybody to build a modpack for these, just want to know of these concepts are indeed possible to code, and won't kill me in the process of doing so, given my "sort of OK" coding skills.