V19 TODO's

Koshling

Vorlon
Joined
Apr 11, 2011
Messages
9,254
Just starting this thread as a reminder for myself on high priority stuff I want/need to do after V18 goes out the door and the freeze lifts. Feel free to add requests to it, or (modders) your own plans.

  • Do something about fixed borders (and the AI's evaluation of civics that provide them)
  • Revisit city plot assignment by AI
  • Take account of leader traits properly in civic evaluation (currently it only factors favorite civic in)
  • Improve AI empire stability under REV
  • Continued work on turn time reduction
 
My plan for v19
  • ship wrecks
  • malaria and possibly smallpox
  • more documentation. Possibly a how to add extras for users. Movies and optional terrain to start with.
  • subdue new animals, new subdue mechanic for sea critters.
  • more specialists in city screen

Overflow
  • sort option buttons for buildings etc in city screen
  • alt-timeline improvements
  • Orion Veteran's Immigration mod - reintroduce
 
My plan for v19
  • ship wrecks
  • malaria and possibly smallpox
  • more documentation. Possibly a how to add extras for users. Movies and optional terrain to start with.
  • subdue new animals, new subdue mechanic for sea critters.
  • more specialists in city screen

Overflow
  • sort option buttons for buildings etc in city screen
  • alt-timeline improvements

I'd like to vote this one up if possible ;)
 
Ok I will try to play this game ...

Current Goals
  • More Civ Culture Buildings (Especially Hero Related Ones)
  • More converted Zoo Tycoon 2 Animals
  • Continue to Tweak Gold for "Civic" buildings.
  • Apply Flammability and/or Crime tags (If the programing is made for it)
  • More Crafting and Good Buildings
  • Giving "Goods" stats again (Maybe)
  • More Sports Buildings
  • More Martial Arts Buildings
  • More Law Buildings (Especially Sheriff's Office)
  • More Craft Promotions (ex. Rhino Hide Armor)
  • More Bonus Resources
  • Inventor Wonders (ex. Benjamin Franklin's Workshop, Tesla's Laboratory, etc)
  • New Dance/Music Techs
  • Elite Unit Promotions
  • Requesting more Events
  • Planning out more Elite Units
  • Ordinances
  • Anything Else I Forgot

Note that anything that I get done from this for v19 will be an accomplishment. I cannot possibly do all of these for v19.

Back Burner
  • Galactic Era Stuff
  • Alternate Timeline Stuff

When making this list i was looking through all my old TODO lists to find stuff I had forgotten and I just realized how much stuff I have already accomplished. Man I have done a lot!

No wonder you guys say I do too much. lol :faint:
 
V19 goals

  • Complete Building audit for commerce balances.
  • Cultural Building restructure
  • Defensive Building diversifications
  • New Guilds/Trade mechanism (probably a v20 goal but if I work fast enough here... ;) )
 
@ Hydro, can you reduce the beaker cost for those dance and music techs as well as the existing art techs in relation to their contemporary techs? It's taking me forever to slog through art history class to get to mass media:lol:
 
@ Hydro, can you reduce the beaker cost for those dance and music techs as well as the existing art techs in relation to their contemporary techs? It's taking me forever to slog through art history class to get to mass media:lol:

Post a list of new values you think they should be. Ultimately strategyonly is the one who changes them (though I know how to). Its too bad we cannot apply :culture: cost for them. Like :science:/:culture: cost for culture techs.
 
My list is more modest :)

Eldrin's To Do List

  • Tweak More Civics (short term solution)
  • Continue work on Civic overhaul (long term solution)
  • Find a Unit to come between Hunter and Sharpshooter
  • Additional Quotes
  • Text Document of Promotions (similar to Features/Terrain/Bonuses)
  • Play the Mod

For shame no one else has that last bullet point. :mischief:
 
Find a Unit to come between Hunter and Sharpshooter
I also think Explorers are too powerful too early right now and need a mitigating troop between...

And I assume we should all play a FULL game between version changes... just me. I often feel we push to the next version too quickly without enough testing as we go. If we were just a bit more patient we could balance and debug more effectively as we go which could actually make our progress come faster.

DH: I tried looking for those graphic files and I'm at a complete loss where to look and what to look for... not even sure I have the right method of unbundling to obtain them. Where can I find help with that? (Once I have them I can manipulate the heck out of em but I need to derive the originals to start!)
 
I also think Explorers are too powerful too early right now and need a mitigating troop between...

I suspect units will always need balancing as new things are introduced to the game.

And I assume we should all play a FULL game between version changes... just me. I often feel we push to the next version too quickly without enough testing as we go. If we were just a bit more patient we could balance and debug more effectively as we go which could actually make our progress come faster.

ROFL :lol: It takes me like two months of dedicated playing to finish a full game. Once more changes are implemented in modern to future times, we'll have to begin games in later eras to test. That's just the reality of the mega-mod that is C2C! :king:
 
I also think Explorers are too powerful too early right now and need a mitigating troop between...

And I assume we should all play a FULL game between version changes... just me. I often feel we push to the next version too quickly without enough testing as we go. If we were just a bit more patient we could balance and debug more effectively as we go which could actually make our progress come faster.

DH: I tried looking for those graphic files and I'm at a complete loss where to look and what to look for... not even sure I have the right method of unbundling to obtain them. Where can I find help with that? (Once I have them I can manipulate the heck out of em but I need to derive the originals to start!)

Hahahahahahahha. Ok 6 monthes then.

Seriously - it took me the span of 3 versions to get to the modern era in the game I progressed the furthest. My current game (started at V17 release) is still in classical. A full game on snail is what? 5000-6000 turns? Personally I play snail/gigantic (and scale testing is important too) so turn times are not short (which is why I continue to spend time optimizing). For me a full game is just not going to happen on the requisite timescales. SO plays on smaller maps with a faster game setting, so I guess he has more chance, but a FULL game - I think that would have to be taken to mean up to the START of galactic right now right? (since galactic is essentually a placeholder currently)
 
A full game on snail is 9900 turns, eternal turns are 14000+.:eek:

As for to do in V19: please secure that the BUG-options are saved again.
The trick with double-saving the game file does only work if there are no asset changes at all, and with the pace you guys offer updates on the SVN i always have to adjust the options by hand.:goodjob:
But this is also my fault since i can´t resist to the offered updates and simply play one game without updating. :):cool:

Edit:
i think my suggestion should be more appropriate in the non-critical gameplay problems thread.:blush::yup:
 
A full game on snail is 9900 turns
vegeta042209.jpg


Good thing you guys aren't playing my scenario. It'd take you around 4000 turns just to reach the Medieval era, though it'll only take you 1000 to reach Ancient and 1500 for Classical (that is, 4000/1000/1500 turns from the start of the game. I'm not *that* crazy).

I figured I might as well ask this since the Wonder Civs thread really wasn't the best place to put it: Are there any plans to reintroduce the UN Units module that used to be present in ROM/AND? I noticed the UN Mission was still present as a functional building, and I thought that modded added a very interesting dynamic to the modern era's geopolitics, though you'd need to add a few new units to keep up with the later ages military technology.

The same thing goes for the Fundamentalist Guerilla, unless you plan on just giving a unit production bonus to Intolerant and having saboteur units with religious promotions fill the role.
 
As an idea you could post a tentative phase plan for development in outline form.

Example:
V19
Phase 1 - focus on Prehistoric Era
Maps 99%
Units 92%
finish Subdued Animals in C2C discussions - to be worked on.
Unit Promotions
civics
terrains - add new terrains -x person
Dancing Hoskuld:
ship wrecks
malaria and possibly smallpox
more documentation. Possibly a how to add extras for users. Movies and optional terrain to start with.
subdue new animals, new subdue mechanic for sea critters.
more specialists in city screen
Overflow
sort option buttons for buildings etc in city screen
alt-timeline improvements
Orion Veteran's Immigration mod - reintroduce
Fix various bugs.

Phase II - WWI and WWII additions
wolfhanze mod units
units mentioned by Mega Nix in the Integrating Mods thread
http://forums.civfanatics.com/showthread.php?t=439576
http://maxriga.civfanatics.ru/Units.htm
Phase III - Transhuman era expansions
alternative timelines
science fiction technologies
integrate other future mods
Phase IV- - Galactic era
add aliens and alien technology from other mods.
alien invasion era.

...and assign names and progressions to different sections
like thread#3 in world history mod
http://forums.civfanatics.com/showthread.php?t=262780
lays out basic plan and percentage completions.

This could also be good to attract people who have certain skills.
ex) looking for people to complete 3d models of buildings or animals.

and you could have a loose progression plan, based on what you want to tackle.
I also recommend threads for collecting ideas along these lines, so good ideas aren't lost or forgotten in threads. You can revisit them when you are ready to tackle ideas at your own pace.
It might open up discussion on areas that you want to develop later, and to start working out ideas for them, while you focus on what you all want to work on now.

Also each of you guys could have your own thread for proposed development so you can keep loose pieces and eventual ideas in one place. If two of you guys are thinking on working on the same thing it would help you both anticipate it.
What do you think?
 
Some of those organizational concepts aren't too bad. To interpret, it sounds like you're saying everyone on the team should have their own thread to post what personal projects they wish to accomplish for the next version, and SO should moderate an Outline Development plan thread so he can post what he wants to see developed before the next step and bring together our individual goals. We can all, in our own threads ask for various elements of assistance and SO can ask for skill gaps to be filled in the development plan.

Sounds like a good organizational shift away from the 'everyone decides what they want to do themselves based on what they've been asked to do balanced to what they want to do and hoping it will jive with what everyone else is doing' method we've had so far.

This would be an evolutionary shift into a greater 'planning and execution' methodology for the mod design. My only fear in such a change is the anarchy time it would cost us... lol.
 
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