V29 Plans

For V29, maybe look after the new ressource of the past 3-4 version (Kangooroo, Indigo, Vanilla, ...). They have neraly no bonus effect from buildings and no "cross-building" when 2 ressource are in city vicinity.

And yes, a focus on AI can be good. They now play well in prehistoric but ancien/classical era, they jeopardize themself too much about copper and iron. Then they play well in medieval era, but are behind the human.

Balance culture can be a good thing : if you look, nearly all nuilding add have a culture bonus. Now, you can win with culture during Renaissance...
Balance gold and science are OK for me (maybe too much gold on Renaissance?)

Future era can wait, the past era must be totally finish and balance to start to build the future
 
Can you have toggles for single core/multi-core solutions?
Or is coding this too much trouble?

I actually take back what I said earlier, it may be easier than I thought. We could potentially call the winAPI to give us the environment variable which tells us how many cores you have, then use that to determine how multi-threaded it is.
 
For V29, maybe look after the new ressource of the past 3-4 version (Kangooroo, Indigo, Vanilla, ...). They have neraly no bonus effect from buildings and no "cross-building" when 2 ressource are in city vicinity.

And yes, a focus on AI can be good. They now play well in prehistoric but ancien/classical era, they jeopardize themself too much about copper and iron. Then they play well in medieval era, but are behind the human.

Balance culture can be a good thing : if you look, nearly all nuilding add have a culture bonus. Now, you can win with culture during Renaissance...
Balance gold and science are OK for me (maybe too much gold on Renaissance?)

Future era can wait, the past era must be totally finish and balance to start to build the future

What do you mean no bonus effects?

Kangaroo
- Aborigine Culture
- Kangaroo Hunters Camp
- Diprotodon Hunter's Camp
- Zoo

Indigo
- Hausa Culture
- Indigo Farm
- Indigo Gatherer

Vanilla
- Vanilla Plantation
- Ice Cream Parlor
- Candy Maker
- Soda Factory

I am sure there is more but that's just off the top of my head.
 
You should really try to see if you can repair the OOs problem with multiplayer games!! I would really like playing a internet game or lan game or direct ip game with friends... but we can't because of OOs synch problem! :)
 
I don't have plans but this is a list of things I am supposed to be working on:mischief:

  • Era Start and buildings free at tech. This is probably the most important as it bugs me how long it takes to get a new city up and running.
  • UI
    • New Hero page for pedia
    • Extra column for more specialists in the main screen
    • Graphical representation of the properties on the City screen showing you if things are getting better or worse and how bad they are.
  • Religions
    • New wonders for Jain and Sikh religions al la hotrodlincoln
    • Sevo "Faces of God" mod - python and working with "base" religions first
    • helping create a module by phillipschall
  • Terrains
    • Find out why are work boats not building improvements like beacon and lighthouse?
    • Better way of doing beacons and lighthouses so that they reduce the movement cost and damage done by the terrain feature they are on.
    • Terrain Features - Sun, Planet (Gas Giant, Terrestrial and Dwarf), Asteroids, Solar System....
    • Improvements - Greenhouse, Farmscraper + ls's
    • Goody Huts - first just improving what we have. Then the bigger issue.
  • Subdue Animals
    • Map issue when the zero meridian is not in the middle of the map - eg GEM
    • Removing herd buildings for resource animals (stuck - see below)
    • redoing the kill, study etc. returns
    • Split into minimum group for low end machines. Will have the minimum number of animal units to still get all the variety of C2C.
    • New ones from Hydro
  • Stuck because I have done something wrong with the Outcome system (a couple also new requirement for game speed adjustment)
    • Replace slaves with captives
      [*}OV'S Immigration mod
    • Extra diplomacy includes Indigenous People, barbarian Diplomacy, and more diplomacy options with other players. (Includes Tsentom1's - now Stolenray's - Great Statesman mod)
    • Fix Story Teller line.
    • Fix Trade Caravan line so that the hammers from unit can go across buildings, ie extras are used on the next item in the queue.
  • Natural Wonders mod merge - waiting for tags to be added to terrain features.
  • Stone Age events with rightfuture

I think that is it.
 
How about the Immigration Mod, if you want i can see if i can get it working (but more than likely not).

:hmm:What are those other ones i want to get to from that Tsentom1 guy??

Immigration and Great Statesman mod added to list. Both are stuck while I wait for AIAndy to tell me what I have done wrong.
 
Ok because I saw something similar used in an another mod. They had the mines as immobile self destructing units. And then they had a land and sea mine layer unit that the immobile units would "ride" in. I also think they were set to invisible so only mine detecting units could see them.

Mod name pls?
 
I don't have plans but this is a list of things I am supposed to be working on:mischief:

  • Stuck because I have done something wrong with the Outcome system (a couple also new requirement for game speed adjustment)
    • Replace slaves with captives
      [*}OV'S Immigration mod
    • Extra diplomacy includes Indigenous People, barbarian Diplomacy, and more diplomacy options with other players. (Includes Tsentom1's - now Stolenray's - Great Statesman mod)
    • Fix Story Teller line.
    • Fix Trade Caravan line so that the hammers from unit can go across buildings, ie extras are used on the next item in the queue.
I have added the possibility of a direct Python callback to outcomes and made some changes to the story teller in your folder to showcase it (and integer expression Python callback).
 
I have added the possibility of a direct Python callback to outcomes and made some changes to the story teller in your folder to showcase it (and integer expression Python callback).

So why didn't Story Teller work but Lawyer did? Immigrant, Captive - Civilian, Captive - Military, Statesman, Diplomat and others have the same problem the button shows up right until I add in the event.

If there was an option on the Outcome to convert yield for game speed there would not need to be any python for the Story Tellers (or Trade Merchants) at all.

Added to list stuff I am working on with phillipschall (religion spread mod) and rightfuture (Stone Age events).
 
OV moved the code into the dll so it would be better if one of the dll modders did it.

And its on my list of things to do that currently lies between finalizing the leader/traits system work I have to do still and a full return to the combat mod development.
 
I'm also going to try and do some development of multi-maps this cycle (at least anything I understand). I'm not making garauntees, but I think with help I can hash out something useful.
 
I'm also going to try and do some development of multi-maps this cycle (at least anything I understand). I'm not making guarantees, but I think with help I can hash out something useful.

As Groucho Marks used to say "Now your talking."
 
I have an idea for an alternative to the multi-maps. I'm not sure if this has ever been suggested or even if it will work. So here goes. What if the tech tree ends with a one world governement? Or if you win your victory condition and all the civs submit to your rule? And just as this happens Earth makes contact with aliens. A new scenario automatically loads and now you're on a galaxy map such as the Final Frontier mod. Now you are the ruler of earth and your competition is the alien civs! It may not be what you guys originally intended but at least we'll finally be in space. :D
 
Something like that has been proposed and rejected unless we really have no other alternative. I'm very confident we will eventually provide multi-maps... it'll just take us a bit to make it happen is all ;)
 
as i never gotten a response about my question about Civ Palace decorating i state it again (the feature i loved in the older civ's) is it possible to add those it would add a lot to my experience of the game and also gives me a carrot to run towards with pleasure ;)
 
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