'Size' of C2C

Koshling

Vorlon
Joined
Apr 11, 2011
Messages
9,254
In some thread recently (which I cannot now find) Hydro asked how many buildings we currently have. Here are the current stats:

Buildings: 2271 (includes pseudo-buildings like diseases and crime though)
Units: 1156
Civics: 132
Leaders: 155
Bonus types: 408 (includes cultures)
 
In some thread recently (which I cannot now find) Hydro asked how many buildings we currently have. Here are the current stats:

Buildings: 2271 (includes pseudo-buildings like diseases and crime though)
Units: 1156
Civics: 132
Leaders: 155
Bonus types: 408 (includes cultures)

Thx NOW added to Features of both the MODPACK and Development Forum area.
 
Impressive!
You might want to add the number of traits or are they counted as bonus types?
 
Love this!,
Are we even attempting to do a completely updated features list, that encompasses all versions and included mods?

I would love to see a massive list of as many of the improvements and features as possible.
Might give people a more accurate view of how impressive C2C really is.
I think we should summarize, then break down the list and layout the grouped features in more detail.
It is in reading the description of these that drew me into C2C in the first place.
Would have dived sooner if I saw more of.what is actually there but not listed.

For example, if we create posted lists of the features such as building qualities and technology placement, as some updated scoreboard to be tweaked, then we will encourage more feedback and interest.
Let's take a few buildings. What really makes them different or useful?
1. Granary - x gold/turns to build, x maint, x prod, produces - x food
2. Firepit -
3. Library -
If we had an easier way for the average person to look and critique these lists, then we would all probably have way more to say about it.
It would be nice if we could produce an embedded excel chart, that could be tweaked and grouped for each category of items.
If the chart was tweakable, we could play around with changing features to see their potential impact, without actually making permanent changes.
There has got to be a way of accessing and playing around with this information easier.
We shouldn't just have a list, because these aren't just vanilla CIV IV buildings.
If we had an adjustable/expandable list, we could easily look at and play with any set of features.
We would also be more inclined to keep them accurately updated and discussed.

I'm a big fan of documenting everything as possible, so that more discussion about improving things is encouraged.
I think that new players don't even realize the real extent and scope of C2C improvements, and ideas.
Gives a more detailed history for new modders and experimenters as well.
The more people see, the more discussion and activity is generated.
We need to convey the scope, quality, and quantity of C2C

I think the intended new features and approximate tackle timeline should also be part of the rundown,
to excite and motivate people as well create more of the productive conversations to start figuring these out.

If I was to do this myself;
I would start with the highlights, and the qualitative differences (this is why C2C rocks!)
and then lay out a complete scope of what has been improved, and features, as we can carve it out.
When someone remembers something has been improved, it should be be added.
The deeper something is, the more likely I am to spend my time there.
 
Impressive!
You might want to add the number of traits or are they counted as bonus types?

Bonuses are resources in codespeak. So no. Traits aren't tallied in his post yet.
 
I would start with the highlights, and the qualitative differences (this is why C2C rocks!)
and then lay out a complete scope of what has been improved, and features, as we can carve it out.
When someone remembers something has been improved, it should be be added.
Basically this is easier than it sounds on the first glance.
-> writing routines to get the information out of the files and make the result pretty (xml or html or whatever), easy to copy/paste/sort/excelsheet.... just doing this for the first time needs quite a time.
-> filtering to only the files/tags which were changed/added since last version for "update" - or complete for making sort of documentation

for example: get all entries with <Tag>TXT_KEY_BUILDING_*</Tag> = buildings [if one of the used files newer than last publishing date > if diff = true && ignore language tags], get all definitions of them -> make table -> copy/paste to prepared excel-sheet (or whatelse)

Its just... this would only work that easy for xml entries... the whole work on the dll and python which makes C2C that much better, is not to make visible in this way.
 
@Dancing Hoskuld:
Now again I prepared a list of duplicate / multiple Tags. This list is made of following criteria:
- all *GameText*.xml named files of the SVN
- where in the according <TEXT>-section exists a child <English>
- and the <Tag> is more than once occurring in the whole result
- including the path & filename, <Tag> and <English>, sorted by <Tag>​
Hope it helps to find possible deleteable entries.

@all: Please tell me, if you could need other filtered stuff out of the SVN, its quite easy for me to write such little programs.

edit: as far as I can tell, there are 643 Techs in the Techtree shown.
 

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