Things you would like to see or changed in BNW

Gilgamesch

Ancient Alien
Joined
Dec 15, 2010
Messages
2,228
Location
good old germany
Hey all,
this thread is only a suggestion for BNW changes and missing features,
So if you have any ideas or suggestions of features that could fit nice with CCTP please post it it here.
 
.............:p
 
Would like to see Gedemon's extra civ DLL incorporated.

The idea I had for the Zoo being like a culture building that exhibits animals like how great works are displayed in culture buildings.

Air trade routes

Underwater cities

An alien invasion event that works like Spatz' Alpha Centari mod's breakout event

More future era stuff
 
Would like to see Gedemon's extra civ DLL incorporated.

The idea I had for the Zoo being like a culture building that exhibits animals like how great works are displayed in culture buildings.

Air trade routes

Underwater cities

An alien invasion event that works like Spatz' Alpha Centari mod's breakout event

More future era stuff

The big problem is that you always can only use one dll mod at a time. This means a complete overworked dll for CCTP or the import of a changed dll with some limitations. Anyway this will take much work, but its one of the thinks we all like to see.
Just for me i play with whowards dll mod and his sub modes, its great how the game can be changed.
I also thought about a new trading mechanic, and of course the air trade routes, is, something i like, i hope its not hardcoded, like much stuff in BNW.

About the alien event, there is a CCTP event generator in the vault, we need to reanimate it)

About Great Workes, i would like to see new kind of art like scientific artifacts, Great Work Movies, and so on. Also the big problem is the Great Work will running out in a big game with lot of civs. A big firaxis bug, i would call that.:rolleyes:
 
Ok while workin onj CCTP, i found out you can avoid the shoshone scout bug.
Anyway i planned to let each civ start with a scout, worker and a free technology.
So every Civ could get a good start at there bias, and to fix firaxis dumb handycaps.
Also i removed the free techs for the ai.
The problem now is when i try to avoid the shoshone bug, the ai will also start without a warrior(scout instead), so on higher levels there would be a scout rush. The best way would start with a scout, warrior and worker. Since the game is CCTP, you will need all pupport you can get.
 
ok another idea, while digging game files, i fond the resource manpower (MP).
I think this would fit well for a wonder limit in the erly eras.
*Wonder antic* 1 MP
*Wonder classic* 2 MP
*Wonder Medievel* 3MP
*Wonder Renessance* 4MP

Any thought, btw the MP will generated by infrastructe buildings, that are already included into CCTP.
 
Just like Call to power! Fantastic future technology,cities underwater or on air.
I know it's quite difficult, I hope you become another Sid Meier. :)
 
Just like Call to power! Fantastic future technology,cities underwater or on air.
I know it's quite difficult, I hope you become another Sid Meier. :)

Cheers.:beer:
First we need a good working basis, so that will be done soon.
Then we can discuss about deep dll and C++ modding.
 
My feeling is to hold off on asking for any more changes until the next version of CCTP is working smoothly.

I have played CCTP with whoward's "DLL - Various Mod Components" and then used a large number of "WHoward's Pick 'N' Mix Mods" to further customize the game.

My suggestion is to give players options as to how they play the game. A list of which other mods do and do not work with the game might be the best way to improve the players' game experience.
 
My feeling is to hold off on asking for any more changes until the next version of CCTP is working smoothly.

I have played CCTP with whoward's "DLL - Various Mod Components" and then used a large number of "WHoward's Pick 'N' Mix Mods" to further customize the game.

My suggestion is to give players options as to how they play the game. A list of which other mods do and do not work with the game might be the best way to improve the players' game experience.

The problem with big mods, and playing with other mods too, is that you will be in conflict at some point.

CCTP needs to replace some core lua files for example, this causes that every other mod that also change this files will be incompatibe or can create bugs.
For that reason we included in the past severel tweaks to avoid this.
In many cases you only need to fix some line of code, but thats the problem not all lnow that and this create problems.
So i can suggest some mods that should work without conflicts, also for there near future we could add some new mechanics to the advanced starting playup, so that every can choice with what i would like to play.
But this is hours of coding away, without support fires, horem and not at least myself are struggling to get this project alive.

Hope this helps.
 
Atomic Theory should be split up into several techs - each tech representing a different model the atom.
 
Atomic Theory should be split up into several techs - each tech representing a different model the atom.

So we would have different techs representing the Daltonian, Thompsonian, Rutherfordian, Bohrian, Pauli, and Feynman models of the atom? Problem is that we would have to find names for these techs not named after people.
 
We could split up the techs into different facts of the atom, like protons/neutrons/electrons.
I tried to add a Bohrian tech earlier but I broke the text files doing so xD.

For example:

The Atom (Classical era?)

The Electron (Late industrial, early modern)
The Proton (Early Modern)
The Neutron (Mid-modern)
Atomic Orbital (Mid-modern. Requires Proton and Electron.)

Could also break Particle Physics up into different sub-subatomic particles like quarks, higgs boson, etc.

This would make the Molecules tech tree consist of more of the actual building blocks of molecules, instead of what you can build with molecules.
 
I will love to see unique 3d models for new units(new or imported of civ 4)instead of warhammer skins.that and all cool sci-fi stuff(underwater and subterranean cities,aliens,space exploration,etc)
 
We could split up the techs into different facts of the atom, like protons/neutrons/electrons.
I tried to add a Bohrian tech earlier but I broke the text files doing so xD.

For example:

The Atom (Classical era?)

The Electron (Late industrial, early modern)
The Proton (Early Modern)
The Neutron (Mid-modern)
Atomic Orbital (Mid-modern. Requires Proton and Electron.)

Could also break Particle Physics up into different sub-subatomic particles like quarks, higgs boson, etc.

This would make the Molecules tech tree consist of more of the actual building blocks of molecules, instead of what you can build with molecules.

They way i coded the techtree , is just unfinished now (still work as intented).
There where several technologies that needs renaming or replacing.
When splitting the nuclear tech, you should also comeup with some theories for buildings, wonders or what ever for this technologies.
 
I will love to see unique 3d models for new units(new or imported of civ 4)instead of warhammer skins.that and all cool sci-fi stuff(underwater and subterranean cities,aliens,space exploration,etc)

This is, of course, the ultimate goal. In fact, underwater cities may be just around the corner (if we get someone who knows how to program AI), and subterranean layers may be added to cities by means of certain buildings. We have no idea, however, how it may be possible to do multiple maps to add extraterrestrial life and galactic exploration to the game; however, it is probably doable in the DLL.

My own guess is that once we fix the graphics problems that plague any ability to do the above, we may be able to add multiple maps and the rest of what you would like. I don't know about 3-D models, though; nobody here has the expertise to do them.
 
I will love to see unique 3d models for new units(new or imported of civ 4)instead of warhammer skins.that and all cool sci-fi stuff(underwater and subterranean cities,aliens,space exploration,etc)

Me too, but iam not familar with blender stuff. So when any one comes up and create some of them, yeah:lol:

On the other side, the future eras need rework.
This on my list, have some nice future wonders, that are waiting for CCTP.
Also we should think of creating new resolutions and projects for this eras.

Also i would like to include a terraformer unit. Most of the code could be done, but it would bring some problems with it.
 
For the different Atomic Theory techs:

The Atom:
I'm thinking maybe a world wonder based on Democritus's work.

The Electron:
Discovery of the electron would allow more advanced chemistry to occur. Maybe have The Electron unlock a kind of scientific building?
The Proton:
The Proton would result in people figuring out that atoms have a nucleus, and don't consist of electrons floating in a positively-charged cloud. To be honest I don't know what technologies would include the usage of the proton specifically, maybe condense The Proton and The Electron to be The Nucleus instead?

So if we combined the neutron and the proton into a tech called The Nucleus, The Nucleus would be a prerequisite to Nuclear Fission (obviously). I think The Nucleus should reveal Uranium on the map, as well as unlock the Gold Foil Experiment wonder.

Nuclear Fission would unlock the Manhattan Project. You could then either make more techs for atomic bombs or put it under fission.
 
You need a Neutron tech as well, then, or just call the Proton and Neutron techs "The Nucleus". Leave "The Electron" separate.

You also need the Pauli/Feynman models (Quantum Electrodynamics and Quantum Chromodynamics) that unlock something I don't know.
 
Wait,if i read well,the underwater cities are almost ready?who are they goind to work?like alpha centaury ones?
 
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