Thoughts on the port to Civ 5

The good news is that a lot more effort seems to be going into the AI in Civ 5, if reports are to be believed. Just being able to remember things it's seen on previous turns would be a very good start.

Civ IV's AI was very good and remembered things from previous turns. It had state machines if I remember correctly which is reasonably sophisticated for a video game.
 
Agreed, the Civ 4 is excellent compared to previous games in the series. A massive improvement. That doesn't mean I can't still wish for more. ;)

Having spent a fair amount of time digging through AI code, I do think that a proper memory, particularly of unit/city positions within the fog of war, would help it out a lot. At the moment, it often tends to cheat by seeing up to date information on things it shouldn't see, and when it doesn't cheat you get things like the invisible spider problem.

It's good, but could be better. I'm interested to see what they do with it.
 
Well, as far as wild speculation goes:

Has anybody else noticed that Kael and the rest of the FfH2 team seems to be much less engaged in these fora lately? Almost as if there was something else occupying their time. Maybe Real Life, or maybe... a new project? Maybe something related to Civ 5?

Just speculatin' (and hoping!).
 
Personally, I like the idea of an early industrial era in Erebus. Kael has often stated that the diminishing power of mana would result in technology achieving parity, if not dominance, to the more arcane and divine forces.

Sounds like the Mechanos in Orbis / RiFe.
 
The good news is that a lot more effort seems to be going into the AI in Civ 5, if reports are to be believed.

Well, I am still unconvinced - they promised us as much for Civ IV and look what we got. :crazyeye:
 
Like alpha centauri 2: far from heaven? Because I would PLAY that.

Green Gaians:

+1 planet
+1 efficiency
Can build improvements in forest
Gets life, inspiration, and body mana at the start
Can capture mind worms...
 
I think the main problem for experienced Python coders will be the fact that, even though LUA is an object oriented language that allows functions tied to each object, then LUA does NOT inherently offer traditional Class structured code (although it seems possible to emulate Class functionality - at least in part).
 
Notwithstading the programming/scripting language, there are some other "minor" issues like the absence of religions from CivV.

So no point in porting FFH2, better work on FFH3.

My guess is that we will get, at first, a barebone Civ for "suckers". Then, in due time, all the cool features like religions, corporations etc will crop up in successive expansions.

So why bother starting working in six months on FFH3 when the needed mechanics are two and half year away, at least?

I think that for the moment it would be better develop FFH2's modmods, while trying to define together, as a community, what we would mod in FFH3 in an year or two. Units, unit lines, resources, civs, balancing issues, religions, etc. Implementation should wait until CivV has the two or three "expansions" required by today's marketing standards (*).

(*) CivIV had two expansions. EU3 three. StarcraftII bridges the difference between expansion and franchising. Duke Nukem 4ever will rewrite the very meaning of the word expansion. And yes, Duke Nukem 4ever is a turn based strategy game, too. You just switch to a 1st person shooter for every single unit combat action, and to a real time tactical game for mass battles. Whenever you build a city, a city simulator will pop up for you to decide the street layout and the zoning of residential and workshop areas. Anytime you finish a city building, the simulator will query you for its position. Whenever you build a wonder, you switch to a wonder building simulator where wonder pieces fall from above, which you need to rotate and translate into their right positions. Of course, spying missions will be first person infiltrations in the urban environments you and the AI developed, and the sims you meet will be generated by buildings, civics, religion present etc. Be wary when exploring cemeteries late on friday nights and never move close to carps during golden ages.
 
(*) CivIV had two expansions. EU3 three. StarcraftII bridges the difference between expansion and franchising. Duke Nukem 4ever will rewrite the very meaning of the word expansion. And yes, Duke Nukem 4ever is a turn based strategy game, too. You just switch to a 1st person shooter for every single unit combat action, and to a real time tactical game for mass battles. Whenever you build a city, a city simulator will pop up for you to decide the street layout and the zoning of residential and workshop areas. Anytime you finish a city building, the simulator will query you for its position. Whenever you build a wonder, you switch to a wonder building simulator where wonder pieces fall from above, which you need to rotate and translate into their right positions. Of course, spying missions will be first person infiltrations in the urban environments you and the AI developed, and the sims you meet will be generated by buildings, civics, religion present etc. Be wary when exploring cemeteries late on friday nights and never move close to carps during golden ages.

:rotfl:

don't do that to people who are at work !
 
Notwithstading the programming/scripting language, there are some other "minor" issues like the absence of religions from CivV.

So no point in porting FFH2, better work on FFH3.

My guess is that we will get, at first, a barebone Civ for "suckers". Then, in due time, all the cool features like religions, corporations etc will crop up in successive expansions.

So why bother starting working in six months on FFH3 when the needed mechanics are two and half year away, at least?

I think that for the moment it would be better develop FFH2's modmods, while trying to define together, as a community, what we would mod in FFH3 in an year or two. Units, unit lines, resources, civs, balancing issues, religions, etc. Implementation should wait until CivV has the two or three "expansions" required by today's marketing standards (*).

(*) CivIV had two expansions. EU3 three. StarcraftII bridges the difference between expansion and franchising. Duke Nukem 4ever will rewrite the very meaning of the word expansion. And yes, Duke Nukem 4ever is a turn based strategy game, too. You just switch to a 1st person shooter for every single unit combat action, and to a real time tactical game for mass battles. Whenever you build a city, a city simulator will pop up for you to decide the street layout and the zoning of residential and workshop areas. Anytime you finish a city building, the simulator will query you for its position. Whenever you build a wonder, you switch to a wonder building simulator where wonder pieces fall from above, which you need to rotate and translate into their right positions. Of course, spying missions will be first person infiltrations in the urban environments you and the AI developed, and the sims you meet will be generated by buildings, civics, religion present etc. Be wary when exploring cemeteries late on friday nights and never move close to carps during golden ages.

You do realize that religions can quite easily be readded, right? We'll have access to the source code. :p
 
I doubt Religions can be added easily. One thing is Interface, the other AI. I am sure it will be added by modders but a decent version will take some time ;)
 
definetly. I guess you already have a lot of ideas. My point is that it isn't easy. It's a whole new game mechanic. So needs some pioneering to see what's possible and what works and writing the AI will probably not be easy either. The new CiV 5 AI is supposed to be a lot more better and a lot more complex.
 
Does this mean that Valkiron got an advanced version of Civ 5 to work on as well as the FfH team and FF team ( and prehaps Orbis and Wildmana as well...):eekdance::popcorn::eekdance:
 
Shush, play along.

Yeah, Valkrionn has an advance copy of Civ 5. He doesn't have much time to play it, though, in between all those Duke Nukem Forever marathons.
 
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