V29 Plans

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 ;)

Not possible I'm afraid. That's game engine functionality, not DLL functionality, and we have no control over that.
 
There is some evidence that Firaxis thought about having one then gave up on the idea. It may be possible in Python but would require a lot of graphics work and would slow down turn times since it would have to check for the next trigger point every turn. It would require quite a lot of Python work also. Each stage would need its own "movie" and hover over areas to identify what could be selected next.
 
It may be possible in Python but would require a lot of graphics work and would slow down turn times since it would have to check for the next trigger point every turn.

Then there is NO way, no more sacrificing turn times for anything over 5%.
 
thanks for answering my question shame it opens a big can of malicious worms :(

after thinking about it as Turn time thinking is the point of trouble (and yea i know the artwork is also tons of work) maybe an With Tech X you get an option of expansion or with Building X (good example is the Capital only city hall [excuse me i forgot it's name]) with those kind of triggers the game doesn't need to think and as it is player only would restrict it to only those Triggers

i am no modder and only have a limited knowledge about it
also what came to mind was the fact my idea could be worked out similar like Somnium in Rife and such (my brain probably already gone to bed...) although Somnium only has a link to Diplomacy points and my idea is a feed into only thing (triggers go in and nothing gameplay wise)
 
Question for every C2C personnel"

Do "we" really need to do a V 29 or prolong it, as like in v 27 was done??

Right now looking through at the d/l area, we only has LESS than 2000 d/l, that is WAY to low for another version so soon, IMPO.
 
Didn't we just release the last version on Jan 29, 2013? We need longer before another release. Maybe like an Easter release (March 31st 2013) or something. Get like 2 months of work in. Have the freeze the week before.

Close, see my signature
 
Didn't we just release the last version on Jan 29, 2013? We need longer before another release. Maybe like an Easter release (March 31st 2013) or something. Get like 2 months of work in. Have the freeze the week before.

I've wanted for a while to go back to the old way of releasing almost once a month or so. I just don't really like these 2 or 3 month cycles, as we sort of get defocused in development goals. Even if we've only had 2000 downloads of V28, that would mean that it isn't too popular and that we should make a V29 even earlier.

In terms of specifics, I'd say once Koshling has finished with most of his AI work for this cycle we could start the freeze, and hopefully release in the second week of March.
 
Honestly... I feel that each release should have some impact, some good solid reason to ask the public to download again. I always felt the earlier rapid releases were too quick usually to make that happen and give us some time for debugging in there as well.

Either way, the team seems to always get a decent amount of stuff done overall in each release. So whatever you guys want to do. But my vote would be to wait a few months between each release rather than trying to squeeze everything into a monthlong cycle. There's simply not enough time in that to get much done.
 
Honestly... I feel that each release should have some impact, some good solid reason to ask the public to download again. I always felt the earlier rapid releases were too quick usually to make that happen and give us some time for debugging in there as well.

Either way, the team seems to always get a decent amount of stuff done overall in each release. So whatever you guys want to do. But my vote would be to wait a few months between each release rather than trying to squeeze everything into a monthlong cycle. There's simply not enough time in that to get much done.

Turn times are down by 33% already?
 
I've wanted for a while to go back to the old way of releasing almost once a month or so. I just don't really like these 2 or 3 month cycles, as we sort of get defocused in development goals. Even if we've only had 2000 downloads of V28, deleted not nice to even mention.

In terms of specifics, I'd say once Koshling has finished with most of his AI work for this cycle we could start the freeze, and hopefully release in the second week of March.

Turn times are down by 33% already?

Now see, this is a really good reason to do one then!!:)
 
True... but how much further are they likely to fall with Koshling's continued work on that area? Would the majority of further benefit be reached by delaying a few more weeks or does he feel we're pretty much there for now?
 
I would like to get the changes to slavery out and Orion veteran's Immigration mod back in. However even with the tooth fixed I a not well and sleeping to much. I need to change the missions on the various captives and the immigrant plus add some text. However there will be need for people to play with it as I balance the capture chances. So maybe it should wait.

I also have a large list of terrain changes and new improvements to add. Although since the automated sea workers don't build most of the sea improvements they seem a cheat to me. Current ones that are not built are beacons, lighthouses, kelp/seagrass harvesters and later the submerged towns and extraction facilities (although the latter should be working as they are resource based.)
 
I would like to get the changes to slavery out and Orion veteran's Immigration mod back in. However even with the tooth fixed I a not well and sleeping to much. I need to change the missions on the various captives and the immigrant plus add some text. However there will be need for people to play with it as I balance the capture chances. So maybe it should wait.

I also have a large list of terrain changes and new improvements to add. Although since the automated sea workers don't build most of the sea improvements they seem a cheat to me. Current ones that are not built are beacons, lighthouses, kelp/seagrass harvesters and later the submerged towns and extraction facilities (although the latter should be working as they are resource based.)

Is there any change then to make it a SUB-modmod, and put it in and just let people know what is going on?? Or is that too much, because i DEFINITELY know what it is like with pain killers and the teeth (tooth) problem.:blush:
 
It is a python mod, which is turned on/off in the config section. As long as I don't accidentally turn it on in the SVN I can just keep working on it. I was about to give it a try after checking what was happening in the Abandon City mod.
 
It is a python mod, which is turned on/off in the config section. As long as I don't accidentally turn it on in the SVN I can just keep working on it. I was about to give it a try after checking what was happening in the Abandon City mod.

Yeah, i dont understand that Abandon City mod were it is not CURRENTLY working, because before it was working great, As far as i know. . .
 
True... but how much further are they likely to fall with Koshling's continued work on that area? Would the majority of further benefit be reached by delaying a few more weeks or does he feel we're pretty much there for now?

I don't know how much more he wants to do. I've laid out my reasons for wanting the faster release schedule, but I'm willing to wait if he has more stuff he wants to add before V29. I would certainly like to release before the 20th of March because we will want to start integrating GeoRealism at the end of the month.

From the perspective of a player at the time I remember that even with the SVN the quick release cycles made things more modular and concise. Now I think one of the problems is that we change so much in 3 months no one really can keep track of it. V27-like cycles tend to lose steam down the line.
 
I don't know how much more he wants to do. I've laid out my reasons for wanting the faster release schedule, but I'm willing to wait if he has more stuff he wants to add before V29. I would certainly like to release before the 20th of March because we will want to start integrating GeoRealism at the end of the month.

From the perspective of a player at the time I remember that even with the SVN the quick release cycles made things more modular and concise. Now I think one of the problems is that we change so much in 3 months no one really can keep track of it. V27-like cycles tend to lose steam down the line.

I think you need to put what WE talked about here, so everyone can see what timeframes we came up with before, thx.
 
I think you need to put what WE talked about here, so everyone can see what timeframes we came up with before, thx.

So, we released on Jan 28 this time around, after a cycle of 3 months(!) I am in favor of bringing the cycles back to the 5 week or so period they were through much of 2012 until V26. That would mean releaseing V29 in the second week of march and starting the Freeze on March 1st or so. I also like this because Primem0ver says that GeoRealism will be ready by later in march, so releasing then will give us a good time period to integrate that for V30. Then V30 could be sometime in mid-April, all contingent on how well GeoRealism goes.

The only caveat there is how much AI work Koshling wants to do. If he wants more time we could easliy push back release until the third week in march (the 20th or so) and then release V30 at the start of May. That though would mean 2 six-week cycles, which is not optimal in my mind.
 
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