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Killamike718 said:
NICE great job! You really got the Main system planned, but it seems complicated. Cant we just give everything Hitpoints to help us or is that not possible? I also wanted it to have Cities, Actual Cities,like remember in the original starcraft after you finished the Terran missions how they showed us that movie of that news report showing the terran Cities and remember in the protoss Brief hall, they have that Protoss city in the background. Is it possible to make another class or somethng like it to include cities?

Well, it's not planned, it's just ideas. :P

The hope is that if you can destroy anything (i.e. it has hit points), it should be one of two things:

A.) Unit
B.) City

If it's a unit, then we can either use the Civ4 battle system or tweak it. If it's a city, you can't really have hit points, unless you make a "city" unit that stays inside each city that counts as it's city's hit points. Kinda' gimmicky, but effective (I haven't checked out many other mods to see if others do it any differently). We could always make cities be actual cities, just like civ (just make any time you build a "city" rather than a building make it have a ton more population or do other things to make sure it's graphically bigger and different), and allow other "buildings" like a barracks to be "cities" (with smaller size).

Also, you can make the cities just cities, and all the "buildings" are improvements that when complete turn into "Building Units". These building units are actually units (like worker units, can build "improvements") that allow for different things to be built/researched inside of them. I like this idea best. The trick is that every time one of these guys wants to build something, the user is actually asking them to build a fake "improvement". When the "improvement" finishes, a script will tell the improvement to be destroyed, and at the same time a unit is placed on the tile (or upgrade is made / variable is changed, etc.), corresponding to what the user actually thought they were making /doing.

In the third way, you can make the cities build everything just like civ, and the only "buildings" you'd see are defensive structures.

Anyway, How would we have the Mineral and Gas collecting System done? Will the player need to build millions of SCV's or will they have one SCV per tile with resources?

I think aiming on getting away from the micro is better. Even though I'd like to see a mod try and get as close to the original game as possible, I don't think playing it would be fun (even though making it would be. Maybe when the project is finished I'll use a lot of it and make a mod of the mod). I was really hoping on input from others for how this would be done. Where there's a will, there's a way, so find out what will be more fun and later we'll find out how to do it in the code.

we are going to allow burrowing for the Zerg unit and Hydralisk unit, and every other unit that burrows?

Why not? :P First off, create an order for it, just like how Fority or Heal is an order. When it's burrowed, make it invisible, and changes it's animation to just that "patch of black" color. Not being a graphics guy, I'm not sure how easy/hard this is. Making a lurker attack while burrowed could be fun, and would be much like how a defensive structure worked as above, or any other way a seige unit like in Civ3 would work if we go that route. We could possibly also make the unit see only it's square or something to that effect. The possibiilties are endless.

Edit: how do i sign up for the Wiki? I tried signing up and didnt see it.

Just head to a page you want to edit, and click the button that says "Log in to edit". Then, use any username and email you want, plus the password "Terran". There should then be a cookie made for you so you don't have to keep doing that. You can then edit any page you'd like just by clicking the "edit this page" button at the top of the page.
 
Thank you soo much man, I would have not done this without you!!
Anyway concerning protoss shields, how are we going to implament that?
As for the Lurker animationill find a way to do it!;)
 
Killamike718 said:
Anyway concerning protoss shields, how are we going to implament that?
As for the Lurker animationill find a way to do it!;)

Here's a new one for you. I have no idea. :P

I'm keeping it in the back of my head, but if worse comes to worse, there can be some serious mods to the sdk. Right now, I'm trying to limit that in any ideas I come up with, hopefully only exposing stuff to python and do the rest there. Suffice to say, keeping track of the actual shield and health points is the easy part, it's changing the graphical user interface to show that there is a difference between shield and health points that would be tough.

Edit:

Also, I was thinking about what I said earlier for resources. I think it's better to somehow have workers "stay on" a resource in order to be able to gather it. That way, you allow for the possibility of attacks on the "worker line", which was always a very fun strategy for both WC and SC. Just imagine the look on your opponents face when you place down a reaver/dragoon next to his 10 workers at his main :P
 
Gerikes said:
Here's a new one for you. I have no idea. :P

I'm keeping it in the back of my head, but if worse comes to worse, there can be some serious mods to the sdk. Right now, I'm trying to limit that in any ideas I come up with, hopefully only exposing stuff to python and do the rest there. Suffice to say, keeping track of the actual shield and health points is the easy part, it's changing the graphical user interface to show that there is a difference between shield and health points that would be tough.

Edit:

Also, I was thinking about what I said earlier for resources. I think it's better to somehow have workers "stay on" a resource in order to be able to gather it. That way, you allow for the possibility of attacks on the "worker line", which was always a very fun strategy for both WC and SC. Just imagine the look on your opponents face when you place down a reaver/dragoon next to his 10 workers at his main :P

GREAT, THE WORKER IDEA IS PERFECT!!!! (If you can do it.)
Concerning the Shields, can we have double health, or even two units onw witha shield and one normal. Wow im blank minded on this. By the way, just out of curiousity (some simple stuff) are there going to be any wonders or religions or Civics?
We can add the Nydus canal and its function right?
 
Killamike718 said:
GREAT, THE WORKER IDEA IS PERFECT!!!! (If you can do it.)

Concerning the Shields, can we have double health, or even two units onw witha shield and one normal. Wow im blank minded on this. By the way, just out of curiousity (some simple stuff) are there going to be any wonders or religions or Civics?
We can add the Nydus canal and its function right?


Well, like I said, come up with what is the most interesting thing you can think of (Religions, civics, etc.) and it can be coded. I just enjoy the challenge of putting things together.

For the workers, either we can be like Civ and have every land give some units, but putting workers on mineral or vespene gas gives you bonuses (big enough that people will actually want to do it), or have the minerals and gas be the sole income, and putting workers is the ONLY way to get resources to make the units.

Decide which way we want to go, and we'll figure out how it's done later :P

As for the shields, I've been pondering that myself. The trouble lies with showing the user that the shield and health of the protoss unit are seperate entities. Typically, Civ just has the power rating. Even if we were to split this up into a shield and hp rating, we'd have to change the interface to show each. If this CAN be done, then it's not a problem, but I've never messed around with the interfaces aside with making my own little screens or adding tabs to the option menu. At some point in the project, if someone else hasn't covered this, I can take a look at it. Like I said earlier, keeping track of the unit shield and hp should be easy, it's just displaying it on the screen that I'm not sure of. Edit: I took a quick peek at 12Monkey's Plot List Enhancement mod, so it's quite clear that the Info Pane can be modded. Also, it appears that each health bar you see in terms of units can be modded once again using the CvMainInterface.py file, so it should be possible to implement having two seperate bars (health / shield).

For the time being though, I'd suggest we make every protoss unit have for HP the sum of the HP and shield, and later on split the two.

Perhaps another thing we could be thinking about in the future is combat. Should we use a Civ style combat, where the units fight to the death? Should it be a Starcraft style, where each unit has it's attack rating and HP, and whenever two different units fight you just subtract each units attack from the others HP (along with unit size and ammo type modifiers). If one dies, fine, if not, they're both alive, just weakened (unless one is cloaked (invisible) and there is no detector, in which case the defending unit is just weakened with no damage to the cloaked unit).

Edit: Wow, lotsa' stuff been flying around over the last few days. I think my excitement may be swerving this project off the road, however. Perhaps we should just work on taking a Civ game and giving it a Starcraft feel for the first version of this mod. This means religions, civics, graphics, terrain, etc. Then, after we get that, add on stuff that doesn't have Civ-equivilent gameplay, like stand-alone attacking defensive structures or units that can produce their own units (reavers, etc). If we do something that changes the gameplay around completely, like change how resources are done, perhaps we can make another sister mod for that.
 
Gerikes said:
Well, like I said, come up with what is the most interesting thing you can think of (Religions, civics, etc.) and it can be coded. I just enjoy the challenge of putting things together.

I Actually started on this and I have been organizing everything before I continue with the Graphics. I will try to input everything on the Wiki and you can change it or add to it to your likeings. By the way

For the workers, either we can be like Civ and have every land give some units, but putting workers on mineral or vespene gas gives you bonuses (big enough that people will actually want to do it), or have the minerals and gas be the sole income, and putting workers is the ONLY way to get resources to make the units.

Actually im in favor of the starcraft version but this is one of those things that will have to be playtested to see which is funner.

As for the shields, I've been pondering that myself. The trouble lies with showing the user that the shield and health of the protoss unit are seperate entities. Typically, Civ just has the power rating. Even if we were to split this up into a shield and hp rating, we'd have to change the interface to show each. If this CAN be done, then it's not a problem, but I've never messed around with the interfaces aside with making my own little screens or adding tabs to the option menu. At some point in the project, if someone else hasn't covered this, I can take a look at it. Like I said earlier, keeping track of the unit shield and hp should be easy, it's just displaying it on the screen that I'm not sure of. Edit: I took a quick peek at 12Monkey's Plot List Enhancement mod, so it's quite clear that the Info Pane can be modded. Also, it appears that each health bar you see in terms of units can be modded once again using the CvMainInterface.py file, so it should be possible to implement having two seperate bars (health / shield).

For the time being though, I'd suggest we make every protoss unit have for HP the sum of the HP and shield, and later on split the two.

Great, Sounds terrific!!

Perhaps another thing we could be thinking about in the future is combat. Should we use a Civ style combat, where the units fight to the death? Should it be a Starcraft style, where each unit has it's attack rating and HP, and whenever two different units fight you just subtract each units attack from the others HP (along with unit size and ammo type modifiers). If one dies, fine, if not, they're both alive, just weakened (unless one is cloaked (invisible) and there is no detector, in which case the defending unit is just weakened with no damage to the cloaked unit).

Again this is one of those things that will require us to playtest and find which is funner, but to me both sound fun. hard to decide:mischief:

Edit: Wow, lotsa' stuff been flying around over the last few days. I think my excitement may be swerving this project off the road, however. Perhaps we should just work on taking a Civ game and giving it a Starcraft feel for the first version of this mod. This means religions, civics, graphics, terrain, etc. Then, after we get that, add on stuff that doesn't have Civ-equivilent gameplay, like stand-alone attacking defensive structures or units that can produce their own units (reavers, etc). If we do something that changes the gameplay around completely, like change how resources are done, perhaps we can make another sister mod for that.

I totally agree!!! we should get down the foundation of the game then talk more about actually Modifying the game. thats what i was going to propose but decided why dont we get down all the fun ideas then do the foundation. But we will need the foundation to modify on.
 
Okay, long post. The first section is a quick response to you question, the second is what I think a general plan should be for the overall design. It's a semi-comprehensive strategy to go by, so hopefully if you like the idea it can be the end-all/say-all and we won't need another big post like this again. If it works I'll post it on the wiki.

Killamike718 said:
Hey Gerikes, Can we add new traits to Civ leaders, like militeristic...etc?

Not sure what you mean. Are you trying to say that you want to create new traits, such as a "Horder" trait for possible zerg leaders (All zergling eggs hatch three zerglings rather than two) or "Covert" trait (All ghosts always cloaked, cloaking takes no energy). Yes, this is possible. We can change the Assets\XML\Civilizations\CIV4TraitsInfos.xml file. I'm not sure if we can implement all these styles of traits in just the xml, I'm sure somewhere in the python there will need to be checks for if a person is of a trait. Luckily, that's what the PyPlayer.hasTrait() function can be used for. For example, at the start (or end) of a persons turn, there might be code saying...


Code:
ZERGLING_UNIT_NUMBER = 23
ZERGLINGS_SPAWNED_WITH_HORDER_TRAIT = 3
ZERGLINGS_SPAWNED_DEFAULT = 2

# Spawn Zerglings at point iX, iY for player p, where iX, iY are the map
# locations of where a zergling egg finished spawning.
if (p.hasTrait(HORDER_TRAIT):

   # If the player's leader has the "Horder" trait, they get a different number
   # of zerglings on a zergling unit spawn.
   p.initUnit(ZERGLING_UNIT_NUMBER, iX, iY,
      ZERGLINGS_SPAWNED_WITH_HORDER_TRAIT)
else:
  
   # If the player's leader does NOT have the "Horder" trait, they get the
   # default amount of zerglings on a zergling unit spawn. 
   p.initUnit(ZERGLING_UNIT_NUMBER, iX, iY, 
      ZERGLINGS_SPAWNED_DEFAULT)

This isn't actual code, just something I wrote as an example, obviously, so it might have bugs or whatever. But it gives you an idea. Even if what we want can't be in the XML files, just give the trait a name and we can make sure to do whatever the hell we want to do with it.

(BTW, these ideas were just some I used to prove a point. I'm pretty sure that a "Horder" traited leader would kill a "Covert" traited leader, considering that ghosts probably wouldn't be in the game until long after the Horder rushed the Coverter : P)

------

Ok, so here were my more higher-level design ideas. It's generally a way that we can hopefully follow to make the transition step-by-step from a Civ4 with Starcraft graphics gradually into a full Starcraft-like mod. This way, in the end, we'll have multiple products that all work, one more SC-like than others, with the concentration for maintanance being on the version(s) that gets the most attention (most likely the vey first one and the most SC-like one at the time.. the "extremes"). The same goes for Warcraft, but since I'm not as familiar with it, I might need some documentaiton in terms of build trees and what buildings make units, etc.

We start off with a Civ4-like mod. There are only cities and units (no unit-building combos like I've discussed earlier). Every unit is built in a city, and every unit can be built from the start. The units have no special features or whatnot, they just have their looks, production costs, attack strengths, and the like, just like if you were making any typical mod civ. Cities grow in population just like always, using the normal terrain values. Keep religions and whatnot (you can change their names and such, but the idea of what they do should be exactly the same as Civ4 with little change other than to establish that you're using starcraft units and stories. Rule of thumb: change the XML files more than the python). We can even have a full tech tree, or if we're lazy, just make the tech "tree" all the upgrades that a player can do in starcraft.

Infantry Weapon Upgrade 1 -> Infantry Weapon Upgrade 2 -> Infantry Weapon Upgrade 3
Infantry Armor Upgrade 1 -> Infantry Armor Upgrade 2 -> Infantry Armor Upgrade 3
Stim Packs
...etc...

The graphics don't have to be great, since I know those can take awhile to develop. Instead, just take normal units (Worker, Axeman, Spearmen, etc.) and rename them to the units we want them to represent.

This stage will be less than alpha. It's our starting point. Later on, we can come back to this as a seperate project and update the graphics or tweak whatever we want, since it's still playable. When the graphics are finished, it can be declared an official mod. However, for the sake of what is happening once the first version of this mod is made, from here on, we make small, minute, incremental changes, and make the results as a seperate mod. We pick one or two things out of a list of changes, and focus on getting those implemented until it's how we like. Then repeat the process with one or two new things. For those who this seems familiar to, it's straight out of the "Extreme Programming" paradigm. Anyway, here is a list of changes that can be made during each iteration:

  1. City Use: Cities no longer grow, or even do tile collection like normal. This can 'prolly be achieved by setting the population of a city to one, and the citizen becomes a specialist like a typical citizen specialist, where all it does is add hammers to the production of the city. These productions make the unit, just like a unit is created in Civ. Now, a city no longer works like a civ city. Rather, it's only purpose is to make units and mark territory with culture.
  2. Income and Expenditure (Minerals): Since the civs will no longer be recieving income, they'll have to use workers to do it. By getting the worker unit to stand on a tile with a "mineral" improvement on it and hit fortify (which we can rename to "Mine"), the worker unit can then collect the minerals by checking at the end of each turn for all "foritfied" workers that are on mineral patches and adding X amount of minerals to the players mineral reserve. Also, whenever you start to build a unit, the unit's cost is deducted from your mineral reserves (and late on, vespene gas reserves, when gas is implemented)
  3. Zerg Unit Building: Change the code so that zerg towns don't build units, but however, every five or so turns since a city's creation, a "Larvae" unit is spawned in a plot adjacent to the city (so long as the city doesn't already have three larvae around it). Allow this "Larvae" unit to be spawned into any zerg creature (barring in mind what buildings have been built. This should be for ANY city, not just the adjacent one. For example, if the player has two cities, called Main and Expansion1, and Main has a Hydralisk Den in it, then any larvae at Expansion1 can be spawned into a Hydra).
  4. Combat: Completely revamp the combat system to the way we like, or at least pretty damn close. I'm going to post my idea for how combat could work on the wiki, so check that out).
  5. Race-specific Construction of Buildings: Allow for "buildings" to be made. These can just be improvements on the terrain or whatever, but just make sure that these guidelines are followed:

    A.) When a Zerg drone builds a structure, the zerg drone is consumed, and the construction begins. If the construction is cancelled, then the zerg drone reappears on the map.
    B.) When a Terran SCV builds a structure, the SCV must stay within the tile where the building is being produced. When the building is finished, the SCV is allowed to move.
    C.) When a Protoss Probe starts to "warp" a structure, the probe can move on and do as it wishes immediately after starting the warp.
  6. Defensive Structures: Using either the idea for defensive structures that I came up with or another way, allow building of Photon Cannons, Sunken Colonies, Spore Colonies, and Missile Turrets. (This will probably have to be done either with or after Race-Specific Construction of Buildings above)
  7. Buildings: Instead of building all buildings within cities, each building, when under construction, becomes a "construction" unit of some kind. When complete, that unit is replaced either by a city (with the name of the type of building it is. Like, "Alpha Squadron Starport", "Beta Squadron Starport". Then, that city can only build the types of units it typically builds (Transports, Wraiths, etc.
  8. Economy (Gas): Allow worker units to build their gas-extracting buildings and allow workers to collect just like minerals.
  9. Protoss Shield/HP: Split all Protoss units into shields and HP. Allow the protoss shield to heal every turn VERY slowly.
  10. Zerg healing: Allow for zerg units to heal a bit every turn, very slowly.
  11. Terran medics heal units and SCV's heal armored units: Self-explanatory.
  12. Units create/store units: This would probably be the central idea around how the more powerful seige units (Seige Tanks in Seige Mode, Reaver, Gaurdian, Carriers) can operate. Make all these units transports as well, and their cargo will...

    A.) Attack something and die. Most likely, these will be typical units. (Siege Tank Shell, Reaver Scarab, Gaurdian Spore).
    B.) Attack something, then return to the original unit of origin, much like a fighter or bomber in civ (Protoss Carrier)

    Things like the Siege Tank can have one ammo shell appear per turn / per 2 turns / per x turns while it is in seige mode. Reavers can build scarabs while on the move for minerals. Same with carriers and their interceptors.
  13. Allow the user a very simple way to select a tile when asked: This would pave the way for things such as Templar Storms or Science Vessel Emp Shockwaves, or Queen ensnare. Then, obviously, implement each of those moves.
  14. Allow the user a very simple way to select a specific unit as a target: This would pave the way for things such as a Ghost's Lockdown, Science Vessel's Defensive Shield, etc. (I'm thinking build on whatever happened for the last one, but then have a popup where they select one of the tiles that displays all the units on that tile, which they then must click on).
  15. Economy (Advanced Economic Gathering): This might be fun, but we can save it for MUCH later. Instead of a unit just standing on it's collection point, it collects for one turn, then moves to the closest Command Center / Nexus / Hatchery, just like in real SC. When it gets there, it drops its load, adding to the reserves, then goes back. Quite frankly, I don't even want to think about this for a LONG time, but I might as well put it down.

Obviously, we can add/remove/change items to this list as we go.

So, for example, we finish the first part of the mod. The xml files are changed, some unit graphics are implemented, and there are fill-in graphics for those that aren't. Great. This is Civ4-Starcraft mod.

Then, we change what we have to this and implement the first change (say, City Use and Mineral Income and Expenditure). Great. Now save a copy of this for safe keeping. Perhaps throw a version number on it. (Version 0.1)

Then, we take what we have so far and make the next changes to it: Zerg unit builds. When this is finished, save again. (Version 0.2)

Next, make another change. Let's find out how we want to do Combat, and implement it. Great, that's changed. We're now at (Version 0.3).

Now say that at the completion of Version 0.3, some more graphics are completed. We can throw these graphics into both the original mod that we created first (replacing the temporary "spearman is a hydralisk" nonsense), as well as the Version 0.3 mod and future versions.

Continue on this path, and you have two seperate mods forming. One is the normal Civ4-like experience, and the other is the total conversion mod. And, in the end, what we've actually done is only create one mod, then build slowly to the other, rather than be building two mods seperately.

I can explain more if this rambling doesn't hold very well explanation-wise, but I think I'll stop here. Sound good?
 
First all i hace to say is WOW!!!!:eek: Second thing i have to say is YOU GOT IT ALL DOWN!!!!THIS IS AMAZING, I LOVE ALL THE IDEAS AND THEY SOUND SOO GOOD!! this will also work with the warcraft mod as well but we night need to change very minor stuff!!! Gerikes, YOU ARE MY HERO!!!
oohh by the way, concerning graphics, we got a new team member, and this guy had his art sold on the internet!:D . soo me and him will finish the graphics soo quic we might have it all done in about version .3 if not faster. I got alot of models down and he will professionally texture them and all i have to do is animate the models which im still learning!!

Gerikes said:
Okay, long post. The first section is a quick response to you question, the second is what I think a general plan should be for the overall design. It's a semi-comprehensive strategy to go by, so hopefully if you like the idea it can be the end-all/say-all and we won't need another big post like this again. If it works I'll post it on the wiki.

Not sure what you mean. Are you trying to say that you want to create new traits, such as a "Horder" trait for possible zerg leaders (All zergling eggs hatch three zerglings rather than two) or "Covert" trait (All ghosts always cloaked, cloaking takes no energy). Yes, this is possible. We can change the Assets\XML\Civilizations\CIV4TraitsInfos.xml file. I'm not sure if we can implement all these styles of traits in just the xml, I'm sure somewhere in the python there will need to be checks for if a person is of a trait. Luckily, that's what the PyPlayer.hasTrait() function can be used for. For example, at the start (or end) of a persons turn

What I meant is, Leader traits like, for example julious caesar might be AGGRESSIVE AND EXPANSIONIST. can we add another Civ trait similar to that? I was thinking of doing that to add more variety to the mod.
------

Ok, so here were my more higher-level design ideas. It's generally a way that we can hopefully follow to make the transition step-by-step from a Civ4 with Starcraft graphics gradually into a full Starcraft-like mod. This way, in the end, we'll have multiple products that all work, one more SC-like than others, with the concentration for maintanance being on the version(s) that gets the most attention (most likely the vey first one and the most SC-like one at the time.. the "extremes"). The same goes for Warcraft, but since I'm not as familiar with it, I might need some documentaiton in terms of build trees and what buildings make units, etc.

We start off with a Civ4-like mod. There are only cities and units (no unit-building combos like I've discussed earlier). Every unit is built in a city, and every unit can be built from the start. The units have no special features or whatnot, they just have their looks, production costs, attack strengths, and the like, just like if you were making any typical mod civ. Cities grow in population just like always, using the normal terrain values. Keep religions and whatnot (you can change their names and such, but the idea of what they do should be exactly the same as Civ4 with little change other than to establish that you're using starcraft units and stories. Rule of thumb: change the XML files more than the python). We can even have a full tech tree, or if we're lazy, just make the tech "tree" all the upgrades that a player can do in starcraft.

Infantry Weapon Upgrade 1 -> Infantry Weapon Upgrade 2 -> Infantry Weapon Upgrade 3
Infantry Armor Upgrade 1 -> Infantry Armor Upgrade 2 -> Infantry Armor Upgrade 3
Stim Packs
...etc...

The graphics don't have to be great, since I know those can take awhile to develop. Instead, just take normal units (Worker, Axeman, Spearmen, etc.) and rename them to the units we want them to represent.

That is a very good idea , to change all the XML files and morph them to the starcraft universe, than start the "extremes". by this time we might have some Graphics buldings to add.

This stage will be less than alpha. It's our starting point. Later on, we can come back to this as a seperate project and update the graphics or tweak whatever we want, since it's still playable. When the graphics are finished, it can be declared an official mod. However, for the sake of what is happening once the first version of this mod is made, from here on, we make small, minute, incremental changes, and make the results as a seperate mod. We pick one or two things out of a list of changes, and focus on getting those implemented until it's how we like. Then repeat the process with one or two new things. For those who this seems familiar to, it's straight out of the "Extreme Programming" paradigm. Anyway, here is a list of changes that can be made during each iteration:

City Use: Cities no longer grow, or even do tile collection like normal. This can 'prolly be achieved by setting the population of a city to one, and the citizen becomes a specialist like a typical citizen specialist, where all it does is add hammers to the production of the city. These productions make the unit, just like a unit is created in Civ. Now, a city no longer works like a civ city. Rather, it's only purpose is to make units and mark territory with culture.
My only concern, which actually really concerns me, is will we be able to build different cities and all of them have an identity, soo we can build a barrack and that produces marines and soo on, how will you change it soo that the next city is what you want and lets say i want a command center. Are we going to be able to allow buildings each seperately build different units like a barracks-infantry and a starport- spacecrafts and a factory-mechanized infantry. are we going to give each city its own identity? Can we do that?? also concerning tech buildings like the evolution chamber, engineering bay, academy or forge and soo on... can you program those reaserch buildings to allow them to build the proper techs for each building? and how are you going to do that?

Income and Expenditure (Minerals): Since the civs will no longer be recieving income, they'll have to use workers to do it. By getting the worker unit to stand on a tile with a "mineral" improvement on it and hit fortify (which we can rename to "Mine"), the worker unit can then collect the minerals by checking at the end of each turn for all "foritfied" workers that are on mineral patches and adding X amount of minerals to the players mineral reserve. Also, whenever you start to build a unit, the unit's cost is deducted from your mineral reserves (and late on, vespene gas reserves, when gas is implemented)
I LOVE THIS IDEA!! and the one you late presented where the scv or worker later becomes able to return to the SCV!!!

Zerg Unit Building: Change the code so that zerg towns don't build units, but however, every five or so turns since a city's creation, a "Larvae" unit is spawned in a plot adjacent to the city (so long as the city doesn't already have three larvae around it). Allow this "Larvae" unit to be spawned into any zerg creature (barring in mind what buildings have been built. This should be for ANY city, not just the adjacent one. For example, if the player has two cities, called Main and Expansion1, and Main has a Hydralisk Den in it, then any larvae at Expansion1 can be spawned into a Hydra).
are the larvae going to be units that also cant move, because actually its easy to simulate that they are moveing around in the same tile by changeing the stand animation to moveing around like in the original. What im scared of is how we will animate the zerg buildings while they are building and i will have to do some reaserch on that!

Completely revamp the combat system to the way we like, or at least pretty damn close. I'm going to post my idea for how combat could work on the wiki, so check that out).
Wow I want to do a revolutionary combat system because this is wha will make the mod or break it!!

Race-specific Construction of Buildings: Allow for "buildings" to be made. These can just be improvements on the terrain or whatever, but just make sure that these guidelines are followed:

A.) When a Zerg drone builds a structure, the zerg drone is consumed, and the construction begins. If the construction is cancelled, then the zerg drone reappears on the map.
B.) When a Terran SCV builds a structure, the SCV must stay within the tile where the building is being produced. When the building is finished, the SCV is allowed to move.
C.) When a Protoss Probe starts to "warp" a structure, the probe can move on and do as it wishes immediately after starting the warp.
I was thinking we should playtest with the protoss idea a bit, but the other ideas like the drone, we can assing its building animation which i still have to learn to do.

Defensive Structures:
Using either the idea for defensive structures that I came up with or another way, allow building of Photon Cannons, Sunken Colonies, Spore Colonies, and Missile Turrets. (This will probably have to be done either with or after Race-Specific Construction of Buildings above)
I LOVE THIS IDEA 100% go!

Buildings:
Instead of building all buildings within cities, each building, when under construction, becomes a "construction" unit of some kind. When complete, that unit is replaced either by a city (with the name of the type of building it is. Like, "Alpha Squadron Starport", "Beta Squadron Starport". Then, that city can only build the types of units it typically builds (Transports, Wraiths, etc.
As i mentioned earlier on this post, how are we going to change the City into different types. Is it not that a city in Civ IV is the same starting? How are we going to make them build the City to the appropriate building we need? Are we going to give these buildings hitpoints? or how wil they be destroyed?

Economy (Gas): Allow worker units to build their gas-extracting buildings and allow workers to collect just like minerals. for this idea, maybe we can change the mine graphics into a vespene gueser that way its very simply build a "mine" which we can name vespene gueser and have the graphics different.
Protoss Shield/HP: Split all Protoss units into shields and HP. Allow the protoss shield to heal every turn VERY slowly.
Zerg healing: Allow for zerg units to heal a bit every turn, very slowly.
Sounds perfect to me!!!!
Terran medics heal units and SCV's heal armored units: Self-explanatory.
how are we going to be able to do that ,is it possible, cuz i love the idea but is it going to work? Also it can heal damaged cities??
Units create/store units: This would probably be the central idea around how the more powerful seige units (Seige Tanks in Seige Mode, Reaver, Gaurdian, Carriers) can operate. Make all these units transports as well, and their cargo will...

A.) Attack something and die. Most likely, these will be typical units. (Siege Tank Shell, Reaver Scarab, Gaurdian Spore).
B.) Attack something, then return to the original unit of origin, much like a fighter or bomber in civ (Protoss Carrier)

Things like the Siege Tank can have one ammo shell appear per turn / per 2 turns / per x turns while it is in seige mode. Reavers can build scarabs while on the move for minerals. Same with carriers and their interceptors.
[*]Allow the user a very simple way to select a tile when asked: This would pave the way for things such as Templar Storms or Science Vessel Emp Shockwaves, or Queen ensnare. Then, obviously, implement each of those moves.
Allow the user a very simple way to select a specific unit as a target: This would pave the way for things such as a Ghost's Lockdown, Science Vessel's Defensive Shield, etc. (I'm thinking build on whatever happened for the last one, but then have a popup where they select one of the tiles that displays all the units on that tile, which they then must click on).
Sounds good to me!!!!!
Economy (Advanced Economic Gathering): This might be fun, but we can save it for MUCH later. Instead of a unit just standing on it's collection point, it collects for one turn, then moves to the closest Command Center / Nexus / Hatchery, just like in real SC. When it gets there, it drops its load, adding to the reserves, then goes back. Quite frankly, I don't even want to think about this for a LONG time, but I might as well put it down.
I LOVE THIS IDEA!!!! if we can do it, IT WOULD BE SOO COOL!

Obviously, we can add/remove/change items to this list as we go.

So, for example, we finish the first part of the mod. The xml files are changed, some unit graphics are implemented, and there are fill-in graphics for those that aren't. Great. This is Civ4-Starcraft mod.

Then, we change what we have to this and implement the first change (say, City Use and Mineral Income and Expenditure). Great. Now save a copy of this for safe keeping. Perhaps throw a version number on it. (Version 0.1)

Then, we take what we have so far and make the next changes to it: Zerg unit builds. When this is finished, save again. (Version 0.2)

Next, make another change. Let's find out how we want to do Combat, and implement it. Great, that's changed. We're now at (Version 0.3).

Now say that at the completion of Version 0.3, some more graphics are completed. We can throw these graphics into both the original mod that we created first (replacing the temporary "spearman is a hydralisk" nonsense), as well as the Version 0.3 mod and future versions.

Continue on this path, and you have two seperate mods forming. One is the normal Civ4-like experience, and the other is the total conversion mod. And, in the end, what we've actually done is only create one mod, then build slowly to the other, rather than be building two mods seperately.

I can explain more if this rambling doesn't hold very well explanation-wise, but I think I'll stop here. Sound good?

This is awsome!!, Like you said before this will be the MOD o the Century!
 
Killamike718 said:
What I meant is, Leader traits like, for example julious caesar might be AGGRESSIVE AND EXPANSIONIST. can we add another Civ trait similar to that? I was thinking of doing that to add more variety to the mod.

In that case, the example I showed above should be similar to what you are thinking.


My only concern, which actually really concerns me, is will we be able to build different cities and all of them have an identity, soo we can build a barrack and that produces marines and soo on, how will you change it soo that the next city is what you want and lets say i want a command center. Are we going to be able to allow buildings each seperately build different units like a barracks-infantry and a starport- spacecrafts and a factory-mechanized infantry. are we going to give each city its own identity? Can we do that??

The answer to every "can we do that?" question that relates to gameplay is a "yes". We can find a way. By thinking "What do everything allow us to do" and then making rules", we'd just be restricting ourselves. It may take some out-of-the-box thinking, but there can always be a way to issue many things, and even if it doesn't work, we can at least make it LOOK like that's what we're doing.

To the user, a worker is "building a barracks." Actually, in the background, it's building an improvement called "BUILD_BARRACKS_HERE_IMPROVEMENT", much like any worker unit would build a FARM_IMPROVEMENT". When any improvement finishes, there is a simple function in python that is called which can be used to do whatever we want on the tile that the improvement was built. In this case, we would immediately remove the building, add a unit that represents a "Building in construction" (or build a city right away if we want, but figure out how to make it take damage, see below). I hope to have a proof-of-concept demo mod with this idea available by the end of this upcoming weekend.

If the worker unit is told to create a "Barracks", then a script can be told to make a City, call it a "Barracks", then instantly build a "barracks" building inside this city. The interface to create buildings like granaries and courthouses will be removed, so as long as this "city" remains, it will only have a barracks. We can even remove the interface that shows the list of buildings inside the city, since it's obvious what WILL be inside them. Then, we only allow the building of units dependent on what "buildings" are located in the city. I still need to do a bit of research, but I'm 99% sure this can be done.

If that way doesn't pan out well, then there's always modding the SDK to make a variable that every city has that tells it what type of building it is. This variable will be set in the python script when the building is created. The other idea is probably better, since no SDK mod needs to be made. But still, there's more than one way to do things.

also concerning tech buildings like the evolution chamber, engineering bay, academy or forge and soo on... can you program those reaserch buildings to allow them to build the proper techs for each building? and how are you going to do that?

Same way as the units are made on a per-building basis, only now when the script is run that the unit "Upgrade Overlord Speed" has been produced in a city, rather than create a unit it will set a flag or change something that will change all overlord movements for that player.

are the larvae going to be units that also cant move, because actually its easy to simulate that they are moveing around in the same tile by changeing the stand animation to moveing around like in the original. What im scared of is how we will animate the zerg buildings while they are building and i will have to do some reaserch on that!

I was thinking of having them move tile-to-tile, but I like your idea better. Another is that they stay in the city tile for easy access, but I guess we can try out both and see what happens.

I'm not sure if the animation for how fighter units do a continuous move on the map when they're in "intercept" mode rather than a one-time animation might help in the animating zerg buildings (they might not be animated, but just be moving around). Until then though, if a zerg building is being built, the "building" will start as a unit, which doesn't need to be animated, but it would definetly add flair to the mod!

I was thinking we should playtest with the protoss idea a bit, but the other ideas like the drone

I've actually started doing test code, and it's not that hard to do the protoss probe build-and-leave. What I worry about is whether or not we should make it so you have to be within the range of a pylon to build the building.

As i mentioned earlier on this post, how are we going to change the City into different types. Is it not that a city in Civ IV is the same starting? How are we going to make them build the City to the appropriate building we need? Are we going to give these buildings hitpoints? or how wil they be destroyed?

how are we going to be able to do that ,is it possible, cuz i love the idea but is it going to work? Also it can heal damaged cities??
Sounds good to me!!!!!
I LOVE THIS IDEA!!!! if we can do it, IT WOULD BE SOO COOL!

I discussed the City's-build-only-what-they-should-build idea above. As for hit point, these are my three school's of thought:

1.) Make a unit inside each "City" that has the exact same model as the actual building. Any attack on the city is forced to go to that unit. Change the interface so showing the city's HP shows that units HP.

2.) Change the combat system so that even if a city is empty, an attacking unit doesn't capture the city, but rather reduces it's cultural defense (much like how a catapult would). When the cultural defense hit 0%, the city is destroyed. An SCV standing on a Terran 'city' can "heal" that 'city' by making a script where any SCV's doing this add to the defensive bonus of the city. Of course, the defense of the city would have nothing to do with the attack system other than be used as hitpoint.

3.) Add a simple variable in the CvCity.h/CvCity.cpp file in the SDK that keeps track of hit points, and the necessary functions to change this variable. Change the interface to show this variable on the screen at all times.


This is awsome!!, Like you said before this will be the MOD o the Century!

It's not going to be easy, and it'll prolly take a while, but it'a project worth doing, so it's a project worth doing well! Hopefully it can be a crowning example of just what types of things can be done in mods.
 
hey Ploeperpengel, Soo you want 3 Orc heads? No problem! Do you want some random orc heads or do you have anything specific? I actually already have one made for you but its in .fbx format Which you can download the plugin from the autodesk website if your useing 3DS max studio. if your useing blender ill putit in obj format. Just pm me of the file type you need it in. I am not useing niether blender nor 3ds max studio and that is why i can not directly export for their formats. I sent you a PM but you probably didnt get it, soo im posting it here.
 
Killamike718 said:
EveryThing Sounds Perfect!!!!! I think we got most of it down. Now where do we start? Were going to do XML first??? or what should we do first?

I'm thinking the usual suspects in a quick and orderly fashion. The to-do list:

1.) Civilizations. Just make the three races, nothing else (don't worry, read below about what happens to all those other great ideas!)

2.) Leaders: Once again, for staters just put up three leaders (one for each Civ w/ no traits).

3.) Units: Let's start simple and just give them all some basic values for starters, all movement 1, power 5, whatever. Don't even worry about the allowing muta's to evolve ("upgrade") to gaurdians, or hydra's to lurkers. Just get the units so that they can be built. The graphics for each can just be a normal unit graphic from civ. Let a spearman be a zealot, tank be a seige tank, warriors can be zerglings and probably a few others, workers are obviously SCVs, drones and probe. Also, ensure that all the units can be built right from the get-go, no technology. Keep it simple!

4.) Buildings: Every building needs to go in the XML file. Like the units, just give them all the same traits. It's the names we're looking for! Also like the units, just make it so that all the buildings can be built right from the get-go, no techs required.

5.) Civics, Religion and Technology. This is that area where I might disagree with other people working on the project. In my idea, the end goal is a complete crossover mod, whereas others may think of sticking to a more traditional Civ4 feel, and just making our own Civics, Religion and Tech Trees. I say leave them as default, 'cuz we're just going to be ripping them out later in the project.

---

This should give us a "playable" game of civ with starcraft references. The idea is do it with as little fuss as possible. Once this is all done, we can do more fun stuff (ripping out or changing Religion, Civics and Techs. Also, adding the multiple Civ's per race and those Civ's Leaders as is shown in the wiki and first post of this thread).

While I'm not exactly a pro with the XML files, I can try to find my way around. If someone is willing to do the XML files who know them a bit more than I do, that would be awesome.

As it is, though, I'll do my part, hopefully with many of it done so I can use it in my proof of concept scenario demo I hope to have done by Sunday night. I'll start with the Civs and Leaders, then move on to the units. If anyone wants to, they can tackle all the buildings. These being accomplished should lead us generally to a good start.

Oh, BTW, next week for me is going to be "hell week" for me due to the play I'm in for that upcoming weekend, so my time will be limited. So, if it seems I start to slip with my responses, it's 'cuz my director keeps deciding to change the blocking on the fight scene EVERY DAY, and we need to hold more rehearsals :P


P.S. I like the Dragoon model! It's going to look great once textured!
 
Great Dragoon model, we all have to start somewhere.
 
Gerikes, I totally agree, If only I knew how to do XML i would of started this project earlier. I dont know any XML, but if you tell me what to type, I can help.
Should we start on Civilipedia entries? we can just cut and paste from the official Starcraft Wiki. Concerning Unit and building Button graphics, Remember those old starcraft sprite's*, well you team of modders for warcraft 3 have created a hi poly set of almost all the units and buildings, we can use their renders for buttons for units!
 
Welcome back Magma, We got an extremely talented programmer that will help set the MOD for both starcraft and warcraft, If you read the really long post by Gerikes, he has the idea all summed up and its AWSOME! we will definantally get the mods out sooner now.

EDIT: Check out this link REAL STARCRAFT!!!

Real StarCraft!!!!!


Another Video, Real Talent!
 
Killamike718 said:
Gerikes, I totally agree, If only I knew how to do XML i would of started this project earlier. I dont know any XML, but if you tell me what to type, I can help.
Should we start on Civilipedia entries? we can just cut and paste from the official Starcraft Wiki. Concerning Unit and building Button graphics, Remember those old starcraft sprite's*, well you team of modders for warcraft 3 have created a hi poly set of almost all the units and buildings, we can use their renders for buttons for units!

To be quite honest, I'm not too experienced with the XML either. I've used XML, but not for modding to this degree. I was hoping to kinda forge my way through, make sure it works, and if not, either keep trudging or find some help on it. So far, so good. I've gotten the civs and leaders set, but the units are another matter. Still, it's inspiring to be able to start a custom game called "Starcraft" and have the drop down give you three options (Zerg, Toss, Terran). Oh, and I'll probably hold off spreading around files since the XML files are so tough to tell if removing one part will kill fifty lines on another file. Just for kicks, I removed ALL the default civ units, and tried loading. Then I realized it wasn't really for kicks, since I was actually going to be replacing all the units with different ones, so I had to somehow change all those lines in other files referencing those unit and unit classes. There's probably a better way, but oh well :P

But yeah, if someone else who is more experienced with the XML part wants to push me aside and show me how it's done, I'd be more than delighted.

Also, we can put the Pedia stuff in whenever, so if someone said they'd do that than that's cool. Otherwise, the buildings could be done. I think the maps like these should be helpful if anyone catches this post and wants to jump on board.
 
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