Can I say i'd love to help and I've got some ideas but I don't actually know much about SMAC?
Check your PMs loki.
Can I say i'd love to help and I've got some ideas but I don't actually know much about SMAC?
I wonder if it would be possible to include orbital stuff in the gamemap(s). What I mean is could the energy satellites, skyfarms and so on from SMAC be depicted on the global view if they will are to be included in the mod? Like the "dots" on the planetary view screen in SMAC?
Would be nice if a sort of "orbital war" concept was included and viewable.
The problem with the globe view is that it's not a real-time view of the world. It takes a "picture" of the world, makes it a texture, and then puts that texture onto a globe, and that's the world view. Thus, any changes made to the map screen (such as highlighting a plot or showing the path) doesn't change the globe view. You need to at least change the plot type (water->land, for example) before the globe view texture is updated.
Of course, it would be very possible to place stationary satellites over plots and just use a "Satellite view" (similar to a "military view") to show the little thumbnails on those plots. It just might not be as much as I would want it to.
I have another plan in mind, but want to test it out first and make sure it'll work before getting people all giddy with excitement, only to have it fail.
Edit: But, as snipperrabbit!! said, yes, that would be for a much later version.
well, if you'll recall call to power, it had a second orbital layer with colonies and the like up on that. I do think that would be very difficult/impossible to impliment in civ4, however.
I think just sticking with the SMAC solution of having an "orbital" advisor/menu, showing all your various orbitals would be the way to go. Course, if someone could find out a way to impliment a more substantial space screen, that would be spectacular.
I agree, and I think many would agree with you, that the SMAC air power was pretty overpowered. I also agree that we don't need to come up with anything definitive as of right now, just "eventually"There are also some other ideas I've been mulling over, so I thought I'd share.
First off, I think we need to decide on how we want to impliment airpower and the like. SMAC used a much more civ2 solution with air units being able to travel everywhere, and having fuel constraints. Personally, I think this is not the greatest solution for conventional aircraft, as the scales the game operates on makes this unrealistic, and using the civ3/4 method of having them based from cities/bases is much more realistic, IMO.
Eventually, air power will have to be determined.
However, I think that the same solution is not really as great for helicopters/hovertanks. I would think those two units could operate as normal units, but with certain restrictions/advantages. One of the ideas I really like is giving helicopters a higher movement(5+) with the ability to cross all terrain but ocean. Ths way they can cross costal/seas/mountains, but not do things that would normally be unrealistic. Hovertanks on the other hand could have a high movement (say, 3 or 4) and the ability to cost all terrain, but at the same time be late in the tech tree, and very expensive. Another alternative would be allowing helicopters to cross all terrain, but have them destroyed if they're somewhere they can't be at the end of the turn (water/mountains) this would also allow for actual range/fuel constraints on choppers, if they don't end the turn in your territory (where it can be assumed there would be readily accessible fueling facilities) or in a neutral/enemy square with the appropriate logistics unit (or any unit, I dunno) the would be destroyed. Perhaps have the "land anywhere in your territory" effect be tied to a tech so they start out almost as restricted as aircraft, but gradually gain more versatility as your infestructure grows.
Another idea I've had is that of how cities "harvest" terrain. I've written some thoughts about a more interesting solution in the past, here is a link to the ideas. I think something akin to that might be good to think over, and perhaps be modified to better fit as well.
In addition, I think we need to look at resources, and how we want them implimented. I've been considering needing more of one resourse, or having variable strength resources, or even better, having consumption so to make having rare resourses more relevant, not just needing to secure one, but as many as you can.
I recognise this conversation from apolyton. There are loads of people chiming in.. and then when it comes to any action, its left to three people to do the work. I suggest you decide on a team and let the team go forward with it....
@Gnome - Religions can most likely be set up in civics. A column heading of Values could have Power, Religion, Knowledge, Wealth, ect. From another civic column you could then differentitate between Sister Miriam's vision of religion and Cha Dawn's.
Please feel free to ramble. Plenty of good ideas come out of it.![]()
Maybe think of it more as a philosophy than a religion. Miriam's orthodox religion, Cha Dawn's extreme environmentalism, Morgan's materialism, Lal's secular humanism. Granted, this makes the religions more faction-specific....
I thought about changing the name of religion to infiltration with spreadrate tied to the probe value.