Dancing Hoskuld
Deity
I know this is a bit late but... Why not just put a mask over the model so the ocean graphics stay on top of the model no matter how far the model rises above the water level?
uh.. because we don't know how to do that!
I know this is a bit late but... Why not just put a mask over the model so the ocean graphics stay on top of the model no matter how far the model rises above the water level?
uh.. because we don't know how to do that!
The main one (disadvantage) being that multi-maps will prevent travel from one continent to another without moving through an ocean map. I think this is a terrible inconvenience. For example, moving land units from Spain under the Straight of Gibraltar to Morocco should not require switching to the underwater map. Even if the move takes multiple turns to get from one continent to another using a tunnel or someone wants to just move to a specific point under the ocean for a turn, I think requiring the switch in order to move to a space underwater is too big a price to pay, even with the graphics issues.
I have a few things to say (and repeat) in regard to the recent comments.
- I don't know why people keep bringing up the AI. As I have explained previously, the AI issues being discussed have been taken care of. We may need to adapt it to certain conventions used in C2C but the AI for the Genetic Era Mod worked solidly in regard to not allowing attacks that did not make sense. In the Genetic Era mod, ships/air units could not attack units in underwater cities or in sea tunnels and units in tunnels/cities could not attack ships in the sea. The only exception to this was to pillage the tunnel where a unit existed. If that happened, any land unit on the plundered plot (using the tunnel) would die (in the area pillaged).
- The only issues with the AI was it choosing to place underwater cities at all. And that issue occurred only after making additional requirements for placing them. Without the methane restriction we eventually placed the AI did just fine creating under-water cities. I also don't ever remember having the AI attack one of my underwater cities. But I am not sure if that was an issue with the AI or if it was just that the AI found other cities more worthy of attacking. So the only improvements that would need to be made to the AI is making sure that the AI placed cities to its advantage and making sure that the AI knew how and when to attack sea cities. The "How" is the tricky part since ships cannot officially occupy the city beneath once the attack won by a foreign entity. We may need to come up with a new kind of unit (a field unit that can occupy a city, yet still move through water).
- There are many advantages to having the underwater maps as a multi-map. However there are many disadvantages as well and personally I think they may outweigh the advantages.
- The main one (disadvantage) being that multi-maps will prevent travel from one continent to another without moving through an ocean map. I think this is a terrible inconvenience. For example, moving land units from Spain under the Straight of Gibraltar to Morocco should not require switching to the underwater map. Even if the move takes multiple turns to get from one continent to another using a tunnel or someone wants to just move to a specific point under the ocean for a turn, I think requiring the switch in order to move to a space underwater is too big a price to pay, even with the graphics issues.
- Can anyone think of a compromise to the last issue? Keep in mind that the only reason for building the under-water layer would be for graphical purposes since the AI is already capable of handling the other issues.
I'm amazed that in all this discussion that nobody has brought up the Planetfall Mod. It's a Civ4 adaptation of Sid Meier's Alpha Centauri, with some elements from Alien Crossfire, including aquatic cities and an entirely aquatic faction. Well, they can build land bases, but their focus is aquatic.
Anyway, you guys might be able to get some inspiration from how they did things, and can probably just use what they have by giving proper acknowledgement. You can find it here:
http://forums.civfanatics.com/forumdisplay.php?f=278
I've been championing the idea of underwater cities for awhile here on C2C.
Please share your love for them.
The Planetfall mod uses them.
http://forums.civfanatics.com/forumdisplay.php?f=278
The Genetic Era mod (long since dead) developed them differently I believe.
http://forums.civfanatics.com/showthread.php?t=184182
the other ideas and code here is probably somewhat useful as well.
There is a lot of potential in developing the oceans, from underwater zoos, to sea colonies, to harvesting methane, rare minerals, to growing kelp, algae for food, exploring the depths, like the television series Seaquest DSV.
http://en.wikipedia.org/wiki/SeaQuest_DSV
Spoiler :
I would suggest some other good sources to pull ideas.
The Millennial Project: Colonizing the Galaxy in Eight Easy Steps
www.amazon.com/Millennial-Project-Colonizing-Galaxy-Eight/dp/0316771635
Great book by the way. I own it.
The material here would be fascinating to use for the Transhuman through Galactic eras.
The Aquarius sea colonies alone are interesting for the Transhuman era.
The OTEC or Ocean -Thermal -Energy - Conversion technology shows great promise in changing energy and food production for the world. Darpa is currently building a major project with the technology today.
http://en.wikipedia.org/wiki/Ocean_thermal_energy_conversion
http://nextbigfuture.com/2010/11/ocean-thermal-energy-conversion-otec.html
Most of the ideas in the Millennial project are based in real science.
Here are some other good sources:
http://en.wikipedia.org/wiki/The_Millennial_Project:_Colonizing_the_Galaxy_in_Eight_Easy_Steps
http://tmp2.wikia.com/wiki/Main_Page
https://www.google.com/search?tbm=i...l6437l0l6679l21l19l0l0l0l0l190l1597l17.2l19l0
Why we are on that subject. Here are some other great sources to consider:
http://www.thevenusproject.com/
https://www.google.com/search?q=the...QWzn9nmAQ&sqi=2&ved=0CGMQsAQ&biw=1920&bih=728
http://oceania.org/
http://en.wikipedia.org/wiki/The_Zeitgeist_Movement
http://www.amazon.com/Rifts-Underseas-World-Book/dp/091621172X
http://www.amazon.com/Deep-Underwater-Sourcebook-Roleplaying-Supplement/dp/1932374124
http://www.sjgames.com/gurps/books/atlantis/
I only have so much time,
Can anyone help me go through these for good ideas for C2C?
Doesn't the Planetfall mod use underwater cities just fine with AI? I've played it enough to think it works fine.
Are you going to by using any parts/ideas ported over from the Genetic Mod that PrimOver made? (not to say that anything is potentially useful) I know you used some from Dune Wars, Planetfall, and Mars Now! Now that PrimOver is involved, he might have some ideas. I know that you at least looked at his underwater cities.
Now that you are working on the future eras would it be a good idea to post a list of those features from the other future based mods to be considered? Then people could figure out the alternatives if better ones already exist.
Thread created on behalf of Strategyonly, Rightfuture is Thread Lead
Ongoing Priority List and Idea Library -
Priority List of Ideas to be worked on in the near future.
1. Strategic Rivers mod rework and integration
2. Multi-Maps and Viewports - to extend planetary and galactic eras ala Final Frontier. (integration of similar ideas and mods) - Koshling
3. Graded Invisibility / Vision Improvements - primem0ver / thunderbrd, etc.
4. Underwater Cities - primem0ver
5. Transhuman Era expansion - Hyrdomancerx, Ls612, Vokarya, Thunderbrd, MrAzure, CivFurhrer, and community.
..and more
To find a good underwater city picture for the tile graphic someone could do a cut and past from a underwater city picture that someone finds on google images. I'm sure it could be easily resized.
https://www.google.com/search?q=und...wWdmLH_Bw&sqi=2&ved=0CDsQsAQ&biw=1920&bih=728
and
Some more sea city inspiration
http://thevenusproject.com/technology/cities-in-the-sea
https://www.google.com/search?q=sea...QLft9TCDw&sqi=2&ved=0CDEQsAQ&biw=1920&bih=728
http://news.nationalgeographic.com/...seasteading-sea-buildings-pictures/index.html
http://weburbanist.com/2010/06/23/futuretecture-from-sea-cities-to-space-colonies/
http://www.freedomship.com/
http://articles.cnn.com/2009-03-09/...eading_1_floating-cities-platforms?_s=PM:TECH
mobile sea cities - great idea
I like the idea of virtual communities becoming beds of idea experimentation (non-geographic) as well.
If nothing else it is cool to look at. Hope some ideas inspire people for C2C.
What do you all think?
Caveman 2 Cosmos (ideas/discussions thread)
http://forums.civfanatics.com/showthread.php?p=11564507&highlight=underwater+cities#post11564507
-This argument is for expanding the elements of Exploration in C2C (as a major effort in some new C2C version). Please bear with me as I want to highlight era progression and different ideas.
I would love to see more relics also (and abandoned cities that become lost -to be found later). Their discovery / generation could tie into tech advances, surveying, and archeology with discoveries like ground penetrating radar, satellites. It would be neat to see more destroyed civilizations/ ruined cities in the early game (remnants of ones that didn't make it), They could be forgotten during classical history, slowly uncovered in the modern era, and massively revealed with advances in technology today. It could easily give some great discovery flavor to C2C during different eras..
Exploration is a major feature of civilization, and it should be different for the different eras. Exotic animals found, natives cultures, lost cities, relics, lost knowledge. These didn't just happen in the early ages. The age of discovery didn't just happen when we first explored the world. I'm going to break down the attitude and motive of exploration here as I basically see it.
Spoiler :
The Prehistoric eras: the primary motive for exploration was survival (live where food/shelter exists), migration (follow the food herds), Gathering (live where food grows), and the dawn of agriculture. Superstition rained, and the struggle was primal and uncertain. Animals and other tribes competing for food, were just as much as a threat. There is much evidence that cities, civilizations and agriculture (just look at recently adjusted timing discoveries) existed before classical times. Many were abandoned for all sorts of reasons (climate change -drought - see Mayans, warfare, flooding events like the Black Sea, the underwater Egyptian cities, and tsunamis from volcanoes and other events, etc.) Superstiton was the primary method of control, shamans and legenday god kings, used survival fear to keep people motivated. Discovery was unintentional and a byproduct of reaction, moving towards or away from significant events / motivating factors. Canoes sailed the oceans, plagues and drought moved people, people walked the land, oral tradition moved culture. Everything was new.
The Classic eras: This was the age were cultures came alive and grounded in fixed cities, as the animals, and elements were tamed, agriculture and animal husbandry created stable food sources and warfare became more political. Discovery was in conquest, agriculture became an attractive target for the game of control .Religions helped dispell superstitions for the purpose of keeping people in line (unified civilizations). Exploration came in the form of trade, new territory to conquer, coastal sea networks, whole civilizations were absorbed and razed (Troy anyone). Now we have neighbors; Let's compete with them attitude. Written preservation allowed technologies to build on each other faster. Stone, Bronze, Iron, the elements defined progression. Discovery was defined by looking for neighbors. Archeology was ignored except for usable materials (gold, silver, metal) and food sources. Dinosaur bones lead to myths of giants, minotaurs, gods, and great beasts. Cities were built on top of other cities.
The Age of Discovery(more classic, and medieval); this really started when trade started becoming global, the silk road, the spice trade. The Phoenicians, Chinese, Polynesians supposedly started minor far reaching trade, traveling networks in classic times.
(American Indians, Eskimos, Vikings, etc. duplicated the same type of exploring traveling cultures at different times.) This didn't necessarily follow the era progression.
It really took off when explorers started traveling the globe, looking for riches and new lands (Marco Polo or the Vikings highlighted the start) , Columbus and the other great adventurers such as Magellan, followed coastlines and maps to see what was over that next hill. The motive here was wealth, with countries funding exploration. The world started to push back the binds of superstition and wanted to tour the neighborhood. Gold and silver were the focus, relics, and abandoned cities were just signs were gold could be found. The terrain of discovery was one of nearby new cultures (china, africa, the middle east), exploitable resources, spotting of sea serpents/whales. The start of global mobility.
The Age of Colonization(Renaissance , Early Colonial) a full force expansion of the Age of exploration, probably started with the European discovery of the New World and the ending of the fear of crossing oceans. The eras spanning these ages we defined by the race to discover and conquer fueled/motivated by wealth, and religion(missionaries and religious conversion). We are looking past our neighbors to conquer foreign lands to build empires. Finding relics, dinosaur bones (what are they?) and lost cities (like the 7 Cities of Gold), and the Fountain of Youth myth, made this time very exciting.
-My favorite video game from that age is 7 Cities of Gold.
http://en.wikipedia.org/wiki/The_Seven_Cities_of_Gold_(video_game)
supply lines to support colonies, fighting/ trading with the natives.
'You have discovered a vast land of land of canyons' (or landforms like trees, rivers, islands, swamps) is a great event item.
Resource discovery, like what is in Civ V and the Natural wonders mod could be a big focus in C2C. Heck both of Sid Meier's Colonization Games, both the standalone, and the CivIV remake highlight the importance of exploration and discovery as full game concepts.
In more modern eras, the dawning ages of machines, industrialization, science, and technology, space, information, and the future, all had significant changes towards our view towards exploration. Motivation is changing and different, survival, conquest, wealth, expansion, competition, cold war, space race. Discovery and exploration is different also. New resources become important, new techs unveil new desires, and uncover hidden treasures. Each can be exciting in different ways.
Tomb raiding could destroy artifacts, yield gold to scavenging thieves in mid eras. It could get worse over time as artifacts are valued differently. Natural wonders, discovery of new cultures, and now cities underwater and hidden by forests, can make C2C very interesting. Exploration is a very big deal, it can keep era progression fresh, and it has a major impact on history.
Anyone else feel the same?
Integrating Mods - Incorporating / Exploring Ideas from other mods.
http://forums.civfanatics.com/showthread.php?p=10922090&highlight=underwater+cities#post10922090
I still really like the idea of underwater cities from both the Genetics mod, and Planetfall mod.
Wasn't the coding done correctly in the Planetfall Mod??; It could be potentially used.
Caveman 2 Cosmos (ideas/discussions thread)
http://forums.civfanatics.com/showthread.php?p=10819516&highlight=underwater+cities#post10819516
and it is.As far as ideas go, there seems to be a lot of good mods out there. Are you incorporating ideas from the defunct Genetic Era for Warlords mod like underwater cities?
The old Wolfhanze mod seemed to have a lot of new war units in it. Are you all exploring the ideas from other modpacks and the creation and customization parts of the forum? I would put out a call for new modders to help there.
My favorite mod historically was the Extra mod by Chiyu. It took ideas and units from all the official scenarios. I really like the way the tech tree flowed. The Planetfall mod by Maniac (remade Alpha Centauri) has all sorts of future technologies and underwater resources. The Dune Wars, and Mars, Now! mods seemed to have some ideas and units which also could be incorporated.
As far as new ideas go, I would explore all biome terrain types from atlases, such as different types of forest and marshes. Not all deserts are the same. Rain levels and altitude could make things interesting. There have been some seasonal mod ideas tossed around, like the World History mod idea in the creation forum. I liked the idea of keeping up with the perfectworld random map scripts, and maybe the GEM (giant earth map) premade map for scenarios.
Spoiler :
As far as prehistoric creatures, I offer giant ground sloths. As far as alternative world units, I recommend steam cars, and clockwork automatons. Science fiction, cyberpunk, and steampunk literature, as well as roleplaying games dealing with the future have a lot to offer as far as ideas. Would be neat to have ringworld, dyson sphere progression. Maybe plasma weapons could lead to chemical lasers could lead to particle weapons.
Diseases, like plagues, have shaped history and could be interesting as they spread like religions and corporations, especially with their effect on wars. Global events like crusades and other movements could be inspired by choice of technology/civics and could change the scope of a country's authority, i.e. democracy could affect ability to easily declare war.
Politics and points of view could change the shape of a countries progress. Books like Jared Diamond's Guns, Germs, and Steel as well as Howard Bloom's The Lucifer Principle have interesting insight into the progression of societies.
Somebody mentioned the Total War mod earlier, are you all incorporating any parts of these or other realism mods. Maybe you could attract other mod builders to contribute.
I did notice that you no longer have any active thread in modpacks since they created the subforum, some of the other projects still have threads, To keep up interest I would recommend that you try to restablish a linked thread to keep up interest. Not everybody knows that C2C has an active project! It seems tucked in amongst all the others in the project forum.
As this is the logical extension to AND/HAND, the ROM mod, the REVDCM mod, and the Revolutions / Dale's Combat mod mods / and BUG mods, have you made any attempts to reach out to their older members through their threads? I would make some attempt to contact Afforess, Zappara, Glider, Dale, and Jdog5000 , they may not be active but may throw you a few new ideas, comments, or problem solving. Even if they were busy they might have ideas worth exploring or a moment to dabble in their past love for civ iv modding. I would also reach out to Vincentz on his mod ideas, and Chiyu with his previously mentioned Extra Mod. I recommend that you make some attempt to reach out again. If you only can team up for a moment it would be glorious!
...
and also from others Here in C2C:
Underwater cites àla "Call to Power"?
http://forums.civfanatics.com/showthread.php?t=453571&highlight=underwater+cities
Revival: Genetic Era Mod
http://forums.civfanatics.com/showthread.php?t=348754&highlight=underwater+cities
Review of Civilization 6, published in March 2013
http://forums.civfanatics.com/showthread.php?t=390857&highlight=underwater+cities
http://forums.civfanatics.com/showthread.php?t=464579&highlight=underwater+cities
We've discussed the idea of adding water cities before, and another issue with them is that the cities render on top of the water, as opposed to under the water. That is most likely fixable, but it is another issue when adding that as a new feature.
http://forums.civfanatics.com/showthread.php?p=11889019&highlight=underwater+cities#post11889019
@Hydromancerx
Cool! Thanks for the contribution! And yes... the GeoRealism mod takes the affect that height has on a biome into consideration (the reason for the highlands tags in the Biome file)...
@EVERYONE!@
...We do have a lot of pet projects and we need to decide which ones are priority. I was originally going to focus on underwater cities and invisibility. But people (including SO) wanted me to focus on this so I did....
[/LIST]
http://forums.civfanatics.com/showthread.php?t=474613&highlight=underwater+cities
and here in CivFanatics:
Civ 6
http://forums.civfanatics.com/showthread.php?t=443645&highlight=underwater+cities
Okay, so I am a HUGE fan of civ 5 and even civ 4 loved them both. Also I am a very big fan of the game Spore. Now my first question is will there be a civ 6? and if there is what do you guys think will be changed, and what do you think should be changed, or upgraded. For me the biggest change in the actual gameplay would be, after you have reached the end, like the science path for instance, you build a space ship and that is the end of the game and you have "won".
I think it would be really sweet, if they added another level , which would totally change the game. After you reach the level of research that you can get a space ship, you should be able to slowly explore the universe, like spore, but not exactly. For example to start, we could start putting up satellites, and then the race to the moon, and then even farther then the human race has in real life.
Such as exploring our solar system's most out most reaches, and then out of our solar system, and eventually the entire universe. They should put their own civ twist on it though, like you could colonize certain planets, or take over current ones on other planets. this is just a rough idea so far, but I really think this would be a GREAT idea. What are your thoughts?![]()
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TOT had two games with four levels of maps that could be explored and conquered with portals of different types allowing units to move from one map to the next, or units with the ability to do so on their own.
The game was limited to 255 cities though.
Right. The sci-fi one had a weird name . The other multi-level one was a fantasy one where you could populate air, surface, underwater and underworld realms. I think I still have the game. Hmmm....where did I put that? Probably wouldn't run well in 7 anyway![]()
http://en.wikipedia.org/wiki/Civilization_II:_Test_of_Time
Offworld Colonization
http://forums.civfanatics.com/showthread.php?t=474347&highlight=underwater+cities
http://forums.civfanatics.com/showthread.php?t=479339&highlight=underwater+cities
http://forums.civfanatics.com/showthread.php?t=361834&highlight=underwater+cities
http://forums.civfanatics.com/showthread.php?t=472364&highlight=underwater+cities
GEM: Sea Armies
http://forums.civfanatics.com/showthread.php?t=473786&highlight=underwater+cities
The "Does This Exist?" Thread
http://forums.civfanatics.com/showthread.php?t=470929&highlight=underwater+cities
Atlantis Civilization
http://forums.civfanatics.com/showthread.php?t=456659&highlight=underwater+cities
Procylon's Call to Power Project
http://forums.civfanatics.com/showthread.php?t=393706&highlight=underwater+cities
Moderator Action: Colonization: 2071
http://forums.civfanatics.com/showthread.php?t=349050&highlight=underwater+cities
Community Call to Power Project
http://forums.civfanatics.com/showthread.php?t=432802&highlight=underwater+cities
etc.
I do think that Underwater Cities (done right) should be a priority very soon.
I think it deserves at least some ongoing pre-multimap/underwater/ground discussion and focus to open up the ideas here.
Both Planetfall(Maniac) and the Genetic Mod (PrimOver) explore this area well, though Planetfall does underwater cities better. That alone makes importing the Planetfall code directly as an addition to C2C as a potentially great idea since it is so well developed and part of the extended CIV vision (completely based on Sid Meier's Alpha Centauri(SMAC)!
At the very least the Planetfall mod is a help to AI, underwater cities, and a bridge to Multi-maps, and the Galactic/Trans-human Eras, as well as the civilizations, units, terrain, and apocalyptic flowing counter.
I think it's time to fully consider and start the discussion of including all the useful material from both mods, to help finish the Trans-human and lay the groundwork for the Galactic Eras, as well as inspire solutions for movement on the multi-maps.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
Completely agree.Well I personally think that if the city is on the surface map then we should call it a Marine or Floating city. This could be enabled at Marine Architecture tech. While truly underwater cities would be on a multi-map and would be on the sea floor. This would be enabled at Marine Colonization tech. Likewise the Underground city could be enabled at Subterranean Colonization tech. Which would be a new tech that comes after Subterranean Exploration.
I probably shouldn't go here, but...
@rightfuture: Um, wow. Those posts were a bit excessive. Not only do you repeat yourself a lot, but some of your facts are wrong. The biggest one is that despite the fact that Sid Meier's name is on both Alpha Centauri and Alien Crossfire, he had nearly nothing to do with the development of either game. If I recall correctly, Brian Reynolds was the lead developer for those games. So saying that it's Sid's vision for the game is a bit skewed, much less that it's his vision for C2C.
To be clear, I am not asking for a full merge of the two mods. In fact, I think that would be a bad idea. There are several things that Planetfall does that would be harmful for this Mod, including and especially the flowering counter. I do think that there are useful things in it that could help the aquatic / underwater cities (possibly including AI for them), as well as possible futuristic units, but that's about all.
Having to take more turns to go from land to underwater to land again seems like a small price compared to the advantage of opening up the underground. Sure you could have so called "underwater" cities using the map we have. But if you had an underwater/underground map you would open up 3 new types of cities ...
1. Underground cities
2. Underwater cities
3. Floating cities (as in on the water surface).
And there could be even a 4th type if you made an orbital layer on the map for Orbital Cities.
1. I agree here, do you have a link for the source of Genetic Era?