bluepotato
Prince
- Joined
- Dec 11, 2018
- Messages
- 321
Thanks, merged.
A nice thing about this RFGW version is that this isn't necessary. The number of max players is already one lower than the actual number of players, as the DLL can simply recycle player slots.I recompiled the DLL with the only change in CvDefines.h to make the number of max players higher.
Well they do, it's just that not every tile is stored in scenario files because not every tile has stuff on it. Also map data is separated from scenario-specific data, so you don't have to edit two files just to change one tile. But generally the JSON representation was never meant to be edited by hand (except for me moving stuff to the new format), it's just that I still haven't made GUI editors for everything in the worldbuilder.the coordinates are really weird, they show no representation to the ones on the map
And that's precisely why, this version of python has no built-in JSON parser, so it's parsed by simplejson. And while it works, it won't tell you where the problem is when it doesn't like something (well now that I think about it, it isn't so much different from the default scenario parser after allit gave me an error when I click select on the 4400 BC scenario
I'm not planning to add them, and there's tons of other things I do plan to do. But if I ever run out of ideas I might consider it.But I do have a question, do you plan on ever adding corporations? If you ever add corporations you could use the mechanic in DoC, that corporations auto spread themselves and disappear sometimes.
Yeah, code-wise at this point there's not much left in the way of a fully functioning 900 BC, so I'll finish it sooner or later. However it might take a while due to real life.So you are planning to implement the 900 BC scenario fully?
A few more RFGW-specific interfaces for the WorldBuilder (unit, city and civilization editors), but other than that & bugfixing I don't have much more planned for 2.0. After that, 2.1 will be the AdvCiv merge, we'll see how that goes.Do you have any plans for what you might do after that?
I am pretty excited for the 900 BC scenario to work! I finally won't have to wait an eternity to play as the Huns.
I have an idea though, when playing with the Byzantines or Huns it says in the corner of the screen about 50 Turns Left! Well that is very annoying because it just reminds you that you might build a huge empire as the Huns/Byzantines and then the game ends. So an idea could be to remove it or maybe give a little more time for the Huns to conquer what they conquered.
I encountered an issue in one for-fun game where the game went into an infinite "Waiting for other civilization" loop the turn after Hammurabi captured Babylon (which he already owned) and declared war on himself.
I have an idea though, when playing with the Byzantines or Huns it says in the corner of the screen about 50 Turns Left! Well that is very annoying because it just reminds you that you might build a huge empire as the Huns/Byzantines and then the game ends. So an idea could be to remove it or maybe give a little more time for the Huns to conquer what they conquered.
I know this is a huge ask, but it would be fun to have a scenario that starts with Byzantines spawning on Turn 0. Definitely part of the appeal of RFGW is to just burn everything as the Huns, and it sucks that we have to wait so long to get that gratification. Likewise for the Byzantines game
This all sounds kinda complicated
The easiest way would be to copy paste the Civ Selection Screen from RevDCM and edit it to be able to choose any civ, even those that are not alive.I don't think it is? It's not even new, RFC does the same thing, except there's no civ selection screen (well ok we're switching to not alive civs but that doesn't really make a difference). Though you can't copy-paste this kind of stuff and expect it to work, but that wasn't my plan either.
Currently I'm more interested in what this feature should do/how it should work than how I should implement it.
This thought had actually occurred to me previously playing RFC style games. I've played DOC games from start to finish, while switching between civs, but this only works as long as none of your Civs collapse. If you were able to add it, it would be a nice featureMy idea is to instead add a button to the You have been defeated!!!/The End of History popups. This would bring up a screen where where you could select any civilization which has not started yet. After choosing a new civ, you'd be put in autoplay as normal and you'd spawn as the civ you selected on the appropriate turn.
By the way when do you plan to release 2.0?