Rise of the Homos(Development Thread)

Gigantopithicus is not listed there.

How about a thylacine (Marsupial Wolf)?
 
That's quite an ambitious list of animals you have there JS. :goodjob:

I am wondering though, since you will be travelling around nomadically for the most part in this mod, what will be the point of moving? And what will the strategy involved be like for things like wars and competition and stuff?

Personally, I think you should have less food going on on the map (since they are hunter-gatherers) and you should rely on hunting to get food, whcih would give you motivation to move. It should be relatively easy to starve to death I think.

I am not going to probably have all of them, but I would like the animals to have some AI. So different types of animals are grouped. For example herd animals, or pack animals. Prey or predator. The point of moving would be the animal moving. The animals need to make you follow them, and again some need of serious SDK.

The one thing that will make you want to stay still I think is improvements built. So you want compete for control of a plot that is significant. For example a cave with art done or a Stonehenge like improvement.

Their will be a significant difference on the amounts you get of food. Yes I need more animal killing, but also resources coming from the animals that you can not get from the land. Yes should be easy to starve. More food from animals till you begin to learn agriculture.

Again the animals are there to brainstorm how they should be grouped really. I will need new AI for them. Again doubt this will get done, but who knows maybe someone wants to try. I just want to get the idea worked out in general.
 
Some possible commerce symbol replacements.

Gold
Spoiler :
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Research
Spoiler :
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Culture(I do not even know how this will work in game yet with no cities.)
Spoiler :
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Espionage(I plan to add some color to it. I am just thinking the all seeing eye symbol)(I do not even know how this will work in game yet with no cities.)
Spoiler :
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Tell me if they are bad ideas please, and if you have a better suggestion post an image that I could work with please.
 
1) Your resource symbols are not showing up.

2) Here's an idea: food resources start (wheat, rice, etc.) with an improvement on them that disappears after you use it (possibly via harvesting, like a worker chops a forest, possibly from being worked by your camp for some number of turns - assuming it works tiles like a regular city), regrowing automatically with some smallish random chance per turn. This would also encourage moving - after the wheat you were working is used up, you'd want to move to someplace that still has a food resource. Discovering agriculture would allow you to build the regular improvement, which doesn't go away.
 
1) Your resource symbols are not showing up.

2) Here's an idea: food resources start (wheat, rice, etc.) with an improvement on them that disappears after you use it (possibly via harvesting, like a worker chops a forest, possibly from being worked by your camp for some number of turns - assuming it works tiles like a regular city), regrowing automatically with some smallish random chance per turn. This would also encourage moving - after the wheat you were working is used up, you'd want to move to someplace that still has a food resource. Discovering agriculture would allow you to build the regular improvement, which doesn't go away.

The file posted does not have them in it. I uploaded an extra file that needs to be added for the yields. I will update it not too long for the yields. Was going to redo them I mean completely which ones are available.

I was thinking something like you suggested. That would work for anything for gathering food from the land. But how would it be done I have no clue. I mean the used up and regrowing part I am lost what to do to get it to work. I will need to add some resources before grains though and have the grains come in later. A really good suggestion.:goodjob:
 
I worked on the commerce icons. Please give votes down or up on them.

Gold
attachment.php


Research
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Culture
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Espionage
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Of course the black around the symbol will not show in the game. Just can not display the image with the alpha channel here.
 
I like them. Very nice!
 
Here is how the commerces look in game after putting them in the gamefont files.

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The attachment changes just the commerces to the original CampRoH.rar file. If we wanted the game could be reloaded with changes to the art for commerces and yields and the save game would be compatibility. Just an idea anyway.
 
For culture, maybe you give some culture to other tribes when you meet them, or leave a culture trail everywhere you go.
 
well JS, you've been busy I see. I like the animal list and your ideas. There are several unit_AI's you could try. I know if you use the unit_AI_reserve the AI will generally keep those units together. The camp unit that your using, comes like that, as per my suggestions to Firebras. The AI usually can stay alive for quite sometime like that even at war with only a camp and a couple defensive units. There may be other combo's that could be used in order to avoid writing a bunch of new unit_AI's, though I haven't looked into it or tested it out in quite awhile.
 
I got a crazy idea today. What if all of the food to gather and stone types to work were features instead of resources like the trees.

For example you wonder upon a fruit feature that is used like removing a forest, or a flint feature that is removed like a forest. I wonder if the AI would use it. Anyway then perhaps having something that can remake features randomly. I mean I will need something for ice and flooding anyway.

Later on the agriculture you would need access to a resource like say for example wheat. Which I am thinking would be seeds obtained from gathering a something from a feature once you have the proper tech. Then you could build a wheat farm improvement.

Also I was wondering if anyone new a way for the map to not be kept. I mean you can only see the map of the area of where your units presently are, the areas previously discovered return to black space.

Just ideas. I have not tried to make new features yet to the map. I am wondering how hard it would be to do.
 
Maybe after you leave, the map gets fuzzy and inaccurate, to simulate forgetting what the place was like?
 
Maybe after you leave, the map gets fuzzy and inaccurate, to simulate forgetting what the place was like?

Yes. I was thinking the map would change as well. I mean they don't make maps then. I also want to explore the idea of exploration units as well that gain something from revealing map spaces.
 
well there's got to be some tag or variable or something to define unexplored territory. I'd imagine its in the depths of the SDK and something I'm unfamiliar with, but if you latch onto it and tie it to the visible area, it actually might be easy, that is if your good with the SDK.
 
I had some ideas on possible different specialist. It was an old idea I had sorta of, but rethought about it again here. Anyway would it make sense for instead of using GP points to create great people...using commerce to purchase great people? Regardless I need to rethink the great people if anyone has an ideas.

I played Spore a little bit now, and just realized how the idea in Spore of picking a path my be good to apply here. More defining traits that are with your through the whole game. Like for example you gain something based on how you complete an era.

The unrevealed map function I heard now is used Rhye's mod. I may need to look into some features from Rhye's mod. Would using a particular map be bad or good for this mod? I could use some help on finding the largest possible map available to play based on Earth if a map wants to be used. Rhye's default map is too small if wanting to use it. I mean the primary thing in the beginning is the exploring I think. Well just give me input please if someone has any ideas for this.

The AI_reserve might be a good idea to use as a base modify. There is stuff in the SDK already done for Predator and Prey AI by faichele, and also hunter, gatherer, and herder. I just need to figure out what is there so far by testing more. Again I am just trying to make this a project that I do when I get time. I don't want to turn it into work(like I usually did before on mods).

I am thinking of merging some of the FfH stuff next into the dll. Well if anyone has any better ideas let me know please. Since there is no AI for the camp I am thinking at this point just it would be good to make the mod without AI at this point, and hope someone comes around that knows better than me to help. If anyone has ideas or wants to help just post.
 
NotSoGood is working on a modcomp for me right now, in it I am adding a roaming Horse, Deer, and Elephant animal unit to the early game. If you kill one of them and have the animal husbandry civic a resource for that animal (i.e. Horse, Ivory, Deer) will show up on the tile. They can't attack you and have the ability to withdraw/escape from being attacked, and they have two moves so you'd have to use a little bit of tactics with a warrior to kill one (to simulate hunting). But I figured this could be modified to work for your mod too.
 
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