[TC] Civcraft SC

Very ambitious, and very surprising. I really like what you've done, but unfortunately I was unable to test it out effectively. I moved my drones to another continent to attack an enemy with a Targetted Turn Attack and Civilization 4 stopped responding. I guess my AMD Turion 64 ML-32 processor with 1 GB RAM cannot handle your system-taxing additions :(
 
Thanks for Compliment :D and feedback, Its gonna be useful to gerikes. I personally dont know what caused this, again as gerikes said, its in its infancy stage, and well soon have everything patched up and even more features with later versions.
 
Shqype said:
Very ambitious, and very surprising. I really like what you've done, but unfortunately I was unable to test it out effectively. I moved my drones to another continent to attack an enemy with a Targetted Turn Attack and Civilization 4 stopped responding. I guess my AMD Turion 64 ML-32 processor with 1 GB RAM cannot handle your system-taxing additions :(

Goodie! A bug report! I think I've figured it out, pretty silly error really. Can I take a random stab that you were playing against a zerg ai opponent? If so, I think I know the problem.

I know for awhile there might be some problems with the game going into seemingly infiinite loops because the ai tries to do something, can't, thus it has to try to do it again. I've tried shutting down most of the AI's ability to "do stuff", but I think there was one more outlet I missed. Next update coming out in a few days.

BTW, that "system-taxing" addition is really more of a bug. In fact, due to the nature of the mod, there should actually be less stuff to think about (especially since I'm trying to "turn off" the AI until the mod reaches v1.0, when I'll rewrite it). It should actually play smoother than normal Civ4.
 
keldath said:
wow!!!

this is the most interesting mod that yet to be released!

i salute to this project - it without anymore words - amazing!!!

im looking forward for this mod's developing!

well done!

Well thank you!:D It was all gerikes hard work, and soon as the tools become available, new graphics will be available.
 
I must say this has to be the most inovative mod ever. I never would have never fully comprehend the posibilitys of modding this game, if it had not been for this mod.
 
I'm curious how you can combine RTS and TBS. Will be there Cities and there are the buildings? And your cultural borders will be creep?
And can you upgrade your mutalisks to guardians:)
 
Desert-Fox said:
I'm curious how you can combine RTS and TBS. Will be there Cities and there are the buildings? And your cultural borders will be creep?
And can you upgrade your mutalisks to guardians:)

Currently, every city works as a single "building". So, you start with the city "Command Center". You can't build any new buildings inside the cities (except for the Zerg buildings that can morph into greater builings).

The creep problem, although probably one of the last to be implemented due to it's scope, will probably use the traits of the cultural borders, but you will never see the cultural borders. Instead, checks are constantly made to determine if the cultural borders have expanded or retracted. If they have, then the terrain value of the plot changes from, say, "Grass" to "Creep." So, viewing the creep will be viewing the graphical difference in the terrain. This also makes it easy to force buildings onto the creep by just changing the terrain values in the XML that it can be built on.

A similar problem is probably going to be that of showing the protoss user it's pylon and building range. That shouldn't change the value of the terrain, show the cultural borders will probably be shown (but probably only if a probe or pylon is selected). I don't know if I'll show the varying intensity of pylon energy overlap, it seems like a lot of work for a not-so -important detail.

And actually, in this latest version, the mutalisks are able to evolve into guardians or devourers once the greater spire has been produced, with a couple of turns in the "morph" stages as cocoons.
 
I want to see it :) I remember WC3 had Starcraft scenario but that wasn't complete.

But how players can make new buildings? Command centres will produce settlers(Drones/Probes/SCV-s) and they will have option to be city(new building)... Also how you make city building times? And then how you make mineral fields and gas chambers?
 
Desert-Fox said:
I want to see it :) I remember WC3 had Starcraft scenario but that wasn't complete.

But how players can make new buildings? Command centres will produce settlers(Drones/Probes/SCV-s) and they will have option to be city(new building)... Also how you make city building times? And then how you make mineral fields and gas chambers?

We have it all, but the rate and resource cost will be in constant change to see whats the best for balancing. Once we playtest the game after game, we will find the best set of balancing and change what needs changing. We should set up an online game, soo we can fully test. Just contact me if you wanna play, since the AI is not functional yet, because like I said before, were constantly chaning the rules to meet the need for perfect, or near perfect balance. Soo till we reach a good stage, in which the not much changes occur, We will implament An A.I. that fully understands the situation. And yes, all this can be done, Thanks to Gerikes!!!:D
 
Desert-Fox said:
I want to see it :) I remember WC3 had Starcraft scenario but that wasn't complete.

But how players can make new buildings? Command centres will produce settlers(Drones/Probes/SCV-s) and they will have option to be city(new building)... Also how you make city building times? And then how you make mineral fields and gas chambers?

As Killamike alluded to above, where there's a will there's a way :P

But for a more detailed answer, every building has it's own improvement type. The worker, when wanting to build a building, builds the improvement (it takes effect immediately). A python script sees that the improvement has been built, and thus plants a city on that square, and automatically begins construction of the building within the city. The production time is controlled by the fact that all terrain, but default, have no production value, but each building improvement gives the terrain +10 to production, allowing for the city to produce units and buildings at 10 hammers per turn. Units and buildings have their costs in accordance to that number. A zergling or hydralisk takes 3 turns, so their cost is 30 hammers. A hatchery takes 120 hammers to build, or 12 turns.

As for resources, using the SDK I've created a new style of automation, similar to the "Build Route" and "Automate Improve Nearest City" that workers can do called "Automate Harvest". It can only be performed in plots with resources such as minerals and gas in them. All the automation does is, every turn, call a python function that gives the player that owns the unit the amount of minerals or gas based upon various factors, then ends that units turn.

Most of this has already been accomplished and is working. Just check out what's been done so far. And if anyone's interested in giving it a spin online, drop a message here or at the development thread!
 
Woa, this looks really cool. :) Too bad that I'm not near a comp that could run Civ4 at the moment... :/

Just one piece of advice: I don't know if you should sacrifice *all* the features in Civ in order to make a "mere" turn-based version of SC. Sure, mercilessly eradicate everything that doesn't fit the theme, but don't hesitate to take advantage of Civ's features to add entirely new stuff that never existed in the original Starcraft. That way you'll get a game that isn't just a turn-based total conversion but instead one that merges the best features from Starcraft and Civ. Just a thought. :)
 
Xuenay said:
Woa, this looks really cool. :) Too bad that I'm not near a comp that could run Civ4 at the moment... :/

Just one piece of advice: I don't know if you should sacrifice *all* the features in Civ in order to make a "mere" turn-based version of SC. Sure, mercilessly eradicate everything that doesn't fit the theme, but don't hesitate to take advantage of Civ's features to add entirely new stuff that never existed in the original Starcraft. That way you'll get a game that isn't just a turn-based total conversion but instead one that merges the best features from Starcraft and Civ. Just a thought. :)

Adding features (or in this case, keeping Civ4 stuff) to the mod is a possiblity. Another is taking the base code used to run Civcraft and make a completely new mod afterwards. Many of the changes made for Civcraft are controllable by an army of new XML tags. However, currently I'm taking the time to learn the SDK and different ways to manipulate it, so having a set goal in mind i just easier than also at the same time developing new game ideas, or how to combine game ideas. That's me being a mod programmer, not a very good mod designer. Perhaps after Civcraft I'll have a change of heart. But thanks for the feedback.
 
Hey, good luck with this. A good way to generate excitement is to provide screenshots as you work.
 
Well i dont know if these are screenshots but they are units in production, but alot of the stuff is not even show there.
Future Starcraft Units in game.

As for screenshots, we will have a bunch up when we get some up pretty soon. hey gerikes I have some actual starcraft terrain, that im gonna try to put into the game, ill try and test.
 
Good idea. I'll change the head post now to put some of those in the Screenshots spoiler. Maybe I'll make some screenshots of the unit-chooser.

BTW, Killamike, sounds good about the terrain! Just watch out, 'cuz the exact names of the terrain might be a bit confusing. I know I changed around the XML files to fit the needs of the maps but I haven't looked at them in awhile, so I'm not sure what terrain might be available. For example, the TERRAIN_JUNGLE pretty much uses all of the TERRAIN_GRASS art, so if you want to modify that, you'll have to modify the TERRAIN_GRASS art info, if you get what I mean. :crazyeye:

If you have any problems just contact me.
 
New version (v0.12) released today. Some battle bug fixes, but mostly changed the way buildings are built, cancelled, and upgraded. Also implemented Zerg rally points from the Hatchery. Check out the Changelog post for full details, files are on first post.
 
Q: What about Blizzard? Haven't they cracked down on Starcraft mods before?
A: From the Blizzard faq:

How does Blizzard feel about StarCraft Total Conversions, or Diablo mods?

We've seen some very polished and fun conversions for our games, and have no problems with total conversions, so long as they are for personal use and do not infringe our End User License Agreement included in our games, nor the rights of any other parties including copyrights, trademarks or other rights.

Sounds good enough to me :P

Hmm, a little confusion here on your part. This is talking about modding Blizzard games, that is changing a game Blizzard made into something else. Diablo Mods, Starcraft Mods, etc. This does not cover changing a NON-BLIZZARD game to look like a Blizzard game, so it does not apply to your mod.

However, I'm pretty sure Blizzard won't mind--this is non-commercial use after all.

[edit]: PS: I'm playing lots of CIV IV multiplayer, so I will eventually try this out. I'll just wait a few more versions :)
 
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