Steph's next great project announcement

I think we need to wait for the coder first... heheh :cool:

I tried writing my own program once (not even any graphics). Totally disaster! C++ is not my bag, but then again, I also did it without any formal teaching.

I'm basically just offering help on ideas and graphics as well.
 
Nor is it mine, although I'm willing to be a part of the design team...

I think that if we make the supply units... well, units, it might become too cumbersome. What I think could work well is something like in CtP2.

If you've ever played that game, you know that when trade routes are established, there is a line connecting the trader city with the buyer city. Similarly, you could have a line connecting the port city of the main continent with the beach head, or occupied city across the water... and rather than have a commodity icon running along the line like in CtP, you'd have a picture of a merchant vessel.

The same could be done for land supply. Have a train running along the tracks to the front. A cart along the roads... and an air plane or helicoptor with maybe the line going up over the map and coming back down on the place selected by the player.
 
I haven't played the second one, but I played CTP, and I do like how easy it was to edit - well, not easy, but you could edit so much.

I was thinking of some things, but I decided I won't go into them. You just didn't get it, I guess.

In any case, my idea was not for internal trade or anything of the sort - it was strictly a combat-based unit for the frontiers, wilds, and enemy territory.

And, well, sorry, haveing a single extra unit invisibly supplying the potential 8 other units around it, is a lot less "cumbersome" then all the cute animations of trains and trucks delivering the same objective to a unspecified "front."
 
Hey, there's no need to get upset now... :)

I wasn't trying to be insulting. I'm sorry if it sounded that way. It's an intellectual discussion here... exchanging thoughts and ideas. If I didn't understand you correctly, then please, explain further.
 
I don't have to much time right now to answer all Dom's excellent ideas. However, here is a very early version of the game design document (Word XP)

It's a bit messy, as I just write ideas as they come.

About the name of the game, the code name is SSS for Steph's Strategic Simulation.

I will try to answer in details during the day, or at least this evening.

I think we have some very good concepts here.
 
What are you crazy posting it here! :eek:

THEY'LL get their hands on it!


:p



EDIT: From what I see here..... this is far more elaborate than what I had envisaged in terms of the division of gameplay... I think some of my ideas could thus be incorporated without overloading the player (or you). I wasn't sure if you'd be able to code all of that, but if you think you can handle what you've already got, the rest should be within reason as well.

I like how you made it the Enlightenment Age and not the Gunpowder Age. I think that its great to classify the eras more by thought and development than by weaponry. I don't need to tell you about the philosophes.

Also....... a South American civ.... big lump of Brazil and Argentina........ :hmm:

:nono:

Only if we can lump together Britain, France, and Germany into the European civ... :)

In spite of being trading partners, Brazil's and Argentina's relationship has been strained ever since Juan Perrone put the Brazilian flag out as a doormat at one of his big political balls.
 
One more thing... in the case of Knights, I don't think they should be "produced" in the cities. I never particularly liked the idea of "producing" units especially in cities, but I suppose it makes some sense...

The production time represents getting the equipment, looking for enlisting soldiers, or conscripting if necessary even from the countryside, bringing them into the city, the time and energy put into training them. And for every era except the Medieval Ages, this makes sense...

In the Medieval Ages, (and maybe only for Knights because this need not apply for Archers and such), but I think that it should be determined by your cultivated land and your noble class. The more manors you have, the more Knights you get...

I mean, for many cultures, from the Japanese, to the Europeans, to China, to South Asia... there's usually been an elite class that could be tapped into as support for the military... and even if they were not necessarily doing the fighting themselves, they had the resources to call up armies. And even if for some civs they are not necessarily the elite, there have still be sort of independent forces a ruler could call upon for aid.

But maybe they should only appear when called upon in times of civil war or war against another civilization? And sometimes even, it is these ambitious nobles who start the civil war... and those knights rise up from your cultivated lands, and you must have loyal knight followers to subdue them.
 
Originally posted by Dom Pedro II

Also....... a South American civ.... big lump of Brazil and Argentina........ :hmm:
:nono:
Find me enough animation for flavour units and you can have different civs.
 
Originally posted by kryszcztov

500k lines of code !!! :eek: :eek: I must say I am impressed ! Did you do this on your own ? I can't see if it's really much, but from my point of view, it is !
I was not alone, it's a team of 3-4 persons, but I'm the team leader, and as I was not happy with some parts I did them myself again.

I've personnally writtten about 2/3 of the code. FYI, it's a project with 40 DLLs, and about 250 different windows.

And it was done in C++, SSS will use C#, with that I code twice faster, and it's also a lot more fun.
 
Originally posted by Dom Pedro II
One more thing... in the case of Knights, I don't think they should be "produced" in the cities. I never particularly liked the idea of "producing" units especially in cities, but I suppose it makes some sense...
But maybe they should only appear when called upon in times of civil war or war against another civilization? And sometimes even, it is these ambitious nobles who start the civil war... and those knights rise up from your cultivated lands, and you must have loyal knight followers to subdue them.
I agree with you. Some units should not be built, but called. In case of war, they should appear spontaneously in your realms, and then you must gather them to fight.
However, I think they should still appear in city, even if they are made of peasants levy / local nobles, they do need to gather somewhere before representing a sufficient force.
 
This is just too cool! :love:
 
Whoa i love the explaination of a battle.....i love the idea of incorporating the attack/defense values w/ training, this could open a lot of options and strategy if there is enough units to go around.......and by training what do you mean...# of battles, and if been in a barracks for certain time???

actually consume the resource. It is thus impossible to grow to large armies. - but once they die the resource will not have to be sent to support them, and will come back unitl need to support another unit too right

And also steph are you going to include all the civ 3 units and the good units of civfanatics?
 
Originally posted by Incubus0223
and by training what do you mean...# of battles, and if been in a barracks for certain time???
To raise the training level, the units need to be in a barracks (slow raise), or to fight in battle (higher raise). You can also give a unit an elite status. It means you will select the best men to go there, give it better weapon / food. However, you can have only a part of your army with the elite status.
If a unit suffer casualties, then the training level will decrease when reinforcement arrives, as green soldiers replace battleharden guys.

Originally posted by Incubus0223
actually consume the resource. It is thus impossible to grow to large armies. - but once they die the resource will not have to be sent to support them, and will come back unitl need to support another unit too right
Exactly! If you want bigger army :
- Buidl units that don't need to much resource
- Conquer your neighbours to get more resources.
Don't forget resources can become depleted ;)

Originally posted by Incubus0223
And also steph are you going to include all the civ 3 units and the good units of civfanatics?
Well, not all the units, but most of them. The unit line should be very close to what I'm doing in Steph's mod.
I plan to include a unit editor, so you should be able to convert easily any unit from CivIII into SSS.
 
Once thing I'd like to stress : the game is only at the planning stage right now. Nothing is settled in stone.
So the final features may be a lot different to what is discussed here. It will depends of my actual hability to code what I'd like, and also testing. Something that may seem nice right now may be really dumb or boring when actually used in play.
And I will take no whinning if the game doesn't meet your expectation. Only constructive criticism ;)
 
LOL no worries man it'll be great.......the only thing that'll help is gfx but i guess that'll come around after a couple fixes and updates.......and by the way right now i'm working on getting pedia icons and civilopedia for all the units on the board so hopefully that can be of a great contribution to the misc. graphics of your game
 
Umm... it won't be problematic taking graphics that were originally intended for Civ3?

And secondly, yes, Steph, you're right about that... I mean, we may find that there is such a thing as TOO much realism and that it'll just be an agonizing experience for the player to deal with all the micromanaging.... (hopefully not though). I think, in some ways, this sort of mutually-agreed-upon model could actually cut down on the micromanagement in some areas such as expansion and city-development.
 
one question could u make the graphics up to 24 bit 16 million or whatever colors or something....256 colors is very limiting esp when it comes to making unit_32.pcx for all the units, thats like 4 unique colors per unit since theres at least 1000 by now or so
 
Originally posted by Dom Pedro II
Umm... it won't be problematic taking graphics that were originally intended for Civ3?
Do you mean technically speaking, or legally?

For the first part : no. In fact... it alreday works! I've created a small window with animated units inside. I now need to build an architecture that will be efficient, to unload graphics when they are not needed.

If you speak legally, I plan to make SSS compatible (almost) with CivIII, so we can use the graphics here, or so people can use their own CivIII graphics after conversion. But I do not plan to release CivIII graphics in a package
 
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