Wonder Ideas for C2C

Yes, but forts have unintended (and MASSIVE gameplay wise) side effects if we were to artificially plant a line of them from a wonder (defense bonus + ZoC).

Magino Line would be a good use for wonder-generated forts though (not a solid line, but every other tile), though it would probably be OP due to the huge, huge benefit from the ZoCs.

I wanted that for "Ther Great Wall", but the claim territory and bad AI was the reason people did not like the idea. Doing something like that would solve the other problems we have with the great wall. If we had different types of fort it may be viable.

In regard to mega-canals we could have a new improvement that acts like a fort but without the defense or ZoC elements, which then COULD be planted coast-to-coast by wonder code. We don;t have any way to genetrate a good graphic however - sopmeone would just have to come up with something that could be plonked down as an improvement graphic that served the purpose, but because such graphics are indpeendent of the surrounding tiles it couldn't link uuop and actually draw something canal-like (a la great wall) unfortunately.

The reason forts can act like a canal joining two bodies of water is because they are tagged as being like city. Two forts is the maximum size for this type of canal.
 
I did!

I'm a writer and game designer by trade. Tabletop game design, though, so when I see any code more complicated than HTML or basic JAVA my eyes tend to glaze over. :) In addition to The Fox Who Stole Hong Kong, you can see some of the roleplaying game books I wrote for Green Ronin Publishing and Mongoose Publishing on my Amazon author page. I also have a free online serial.

Very cool. I saw your profile on Amazon. You seem like a very talented person. :goodjob: Surprised you have time to play C2C.
 
I'm a writer and game designer by trade. Tabletop game design, though, so when I see any code more complicated than HTML or basic JAVA my eyes tend to glaze over. :) In addition to The Fox Who Stole Hong Kong, you can see some of the roleplaying game books I wrote for Green Ronin Publishing and Mongoose Publishing on my Amazon author page. I also have a free online serial.

You should contribute to this thread: http://forums.civfanatics.com/showthread.php?t=463320&highlight=stories ;)
 
@Vokarya

I think your woodstock wonder is groovy but I think it should cause some air and/or water pollution. Possibly even disease. It was very messy and tons of trash was created. So ironic since many Hippies were pro-environment.

I don't think the festival itself lasts long enough to justify a pollution change given the time scale involved. Once the festival is over and the trash is cleaned up, Woodstock remains as a shrine/symbol/tourist attraction (thus the culture, happiness, and instability) but under better management so there isn't as much trash thrown around.

Why not make a new wonder for the Autobahn too? I don't see why we can;t have both (with different stats though).

I can probably do an Autobahn, but as I said, it needs either a new improvement type or an XML tag to enhance movement speed over particular routes. It would probably be just a tech later than Route 66, because Route 66 is pre-WWII, while the Autobahn wasn't completely finished until after WWII, but it doesn't have to be that way.
 
Does Route 66 overwrite railroads with highways? If the former are better, this could end up being one of those wonders that actually hurts the player (or, more likely, the AI) to build.

I haven't actually coded Route 66 yet -- I have created the button and movie graphics, but that is all I have done so far. The code that I was planning on doing is for it to identify the building city and the next biggest city on the same continent, then lay down a Highway between them and overwrite any other route on the squares.

Unlike the Via Appia and Golden Spike, the roads provided by Route 66 would not be its major effect. It would need a different effect to be its major ability.
 
I haven't actually coded Route 66 yet -- I have created the button and movie graphics, but that is all I have done so far. The code that I was planning on doing is for it to identify the building city and the next biggest city on the same continent, then lay down a Highway between them and overwrite any other route on the squares.

Unlike the Via Appia and Golden Spike, the roads provided by Route 66 would not be its major effect. It would need a different effect to be its major ability.

Extra trade route, and/or trade route modifier in the two end cities?
 
I kind a like the idea of a new type of faster road. However what if it just made all modern roads faster speed? So you would not have to put in a new road but enhanced existing roads. Thus one could build both Route 66 and the Autobahn and still get different effects. That even work in synergy if you build Route 66 first.
 
I kind a like the idea of a new type of faster road. However what if it just made all modern roads faster speed? So you would not have to put in a new road but enhanced existing roads. Thus one could build both Route 66 and the Autobahn and still get different effects. That even work in synergy if you build Route 66 first.

The faster movement on roads is exactly what I was suggesting for Autobahn. I will keep it in mind, but as far as I can tell from the code, there is no XML tag to do this. I was thinking Route 66 instead gives bonuses related to travel buildings (like Hotels and such) in some way. Basically, the feel of Route 66 is freedom and adventure, while the feel of Autobahn is speed.
 
Extra trade route, and/or trade route modifier in the two end cities?

Trade routes is one thing I am considering. Another idea I am speculating on is increasing population in the city that builds the Route, possibly event-based.
 
Who's in charge of the wonder videos/stills? I'd be more than happy to lend a hand - I don't know about others, but I love to watch those little clips as an extra 'reward' for completing a wonder, and there's some wonders now that don't even have a still image on them.
 
I could be speaking out of turn here but I'm sure we could use the help. I noticed your assistance in the audio dept too... maybe we should bring you onto the svn as out Audio/Video guy... if you'd be willing to assist us with a variety of things there, including those gaps in vids you mentioned, I'd be all for it.

Do you think you'd be able to find me some sound effects for a small list of actions/combat outcomes?
 
Do you think you'd be able to find me some sound effects for a small list of actions/combat outcomes?

I guess that'd depend on what the stance on copyrighted stuff is - creating effects from scratch is beyond me, but I probably wouldn't have much trouble finding appropriate existing ones from various sources.

I think SO mentioned earlier how music needs to be copyright-free, but I'd bet a lot of the pictures/videos currently used in the modded wonders are under copyright.
 
Regarding the Panama and Suez Canals, would it perhaps be possible to use the Strategic Rivers mod as a base? I know there's been talk of merging that mod outright, but even if that doesn't happen (which I kind of hope it doesn't; it's neat, but not something I would want all the time) perhaps it offers a way to make the canals work.

It's not exactly a Wonder, but one feature I really enjoyed in... er, an older modcomp for Warlords (Wolf's?)... was the World's Tallest Building. Only one could exist at a time, but anyone could build it at any time and it would replace the previous one. It was a neat way to represent the competition to stay on "top," as it were, with these prestigious buildings, without making every single famous skyscraper its own Wonder.

Very cool. I saw your profile on Amazon. You seem like a very talented person. :goodjob: Surprised you have time to play C2C.

Thanks!

Not gonna lie, I tend to play on faster speeds. That's just my preference, though. It's not like I work significantly longer hours than most, I just do different work during them.


Looks interesting, but I'm not so sure I want to spend my free time doing what I do in my work time. ;) We'll just have to see.
 
I guess that'd depend on what the stance on copyrighted stuff is - creating effects from scratch is beyond me, but I probably wouldn't have much trouble finding appropriate existing ones from various sources.

I think SO mentioned earlier how music needs to be copyright-free, but I'd bet a lot of the pictures/videos currently used in the modded wonders are under copyright.

Ok, I'll pm you with some requests later then. By later I mean in a week or two when I catch a moment to go through and identify all the new sound effects I'm looking for ;)
 
I guess that'd depend on what the stance on copyrighted stuff is - creating effects from scratch is beyond me, but I probably wouldn't have much trouble finding appropriate existing ones from various sources.

I think SO mentioned earlier how music needs to be copyright-free, but I'd bet a lot of the pictures/videos currently used in the modded wonders are under copyright.

I'd be careful, I think that in the way we are using things it would fall under 'fair use', but I (and I think this was what SO was getting at) would not like to be taking chances. There is plenty of CC music out there, especially for short clips.
 
I'd be careful, I think that in the way we are using things it would fall under 'fair use', but I (and I think this was what SO was getting at) would not like to be taking chances. There is plenty of CC music out there, especially for short clips.

Maybe a solution is to have an alternate mod-mod plugin/add-on pack(in mod-mod section of course) that is a less copyright friendly (but not illegal) as add-in folders or a collective package. This was done in the Planetfall mod by Maniac as instructions to allow people to bring in actual Alpha Centauri assets into the mod (if you owned a copy of the game if course). I think we should have a thread in the mod-mod section will allow those recommend resources(for those who own them) to at least be listed (by those want to) and all the grey or controversial stuff parked in that thread, until the grey is sorted out. This way the material will not get thrown away, and not risk the mod, yet still get considered. At least this way ideas will not get lost, forgetton, or unnecessarily avoided while a line of what is appropriate can be drawn. At the very least it would be a good place for discussion of what could be legally put in C2C.

Anything that brings concern of copyright, should probably put in 'quarantine' in the mod-mod.
Note: using idea material from popular games, movies, etc, should not trigger issues, assets directly takien woukd ;pics, sounds, soundtracks, etc. (example: 3d model of Enterprise from Star trek video game) would be an issue, but copying the ideas from the tech-tree, transporters, tricorders, galactic federation, even names ( like Vulcans, Klingons, etc.) , all the way up to details of stories.
Notice: the content and ideas of most Star Trek, Star Wars, Bablyon 5, and other Sci-fi games/movies/etc, and use of ideas from other games should be legal so long as it not copied directly (files ported) or sold. Use of the information should be fine, so stories, tech-tree, lists of ideas, locations, names, locations, even plot should be fine. Mods of poplular works shoulf be legal if you don't directly copy. This means you can Star Trek or Star Wars ideas in C2C but not videos clips, screen captures, or music. You are allowed to make a complete Star Trek mod with names, units, plotlines, and stories from the show and movies.

Parts from other mods are notcopyrighted but please politely ask (if possible); civfanactics considers all mods freely usable. The ideas are available for everyone.

This is just my understanding of 'fair use'. (note I have a degree in business admin and have made an 'A' in my 1 business law class, not that that makes me more than somewhat knowledgable.)

Simply separating the more questionable material and not making it an 'official' part of the mod, would probably help your concerns.
I would check things out before I would hesitate too much.
I also agree with being careful, but not paralyzed.
Let's not limit ourselves (more than reasonable).
I hope C2C explores as much as possible.
 
It's not exactly a Wonder, but one feature I really enjoyed in... er, an older modcomp for Warlords (Wolf's?)... was the World's Tallest Building. Only one could exist at a time, but anyone could build it at any time and it would replace the previous one. It was a neat way to represent the competition to stay on "top," as it were, with these prestigious buildings, without making every single famous skyscraper its own Wonder.

This was in RoM so it may be possible in C2C unless it used a "bug" that was fixed.
 
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