 |
|
Gilgamensch
|
|
France
Jun 2002 time: 06:34
|
|
quote: Originally posted by Locutus
Ermm, well most events take like at most 3 turns, I hardly think that's worth rush-buying over. I don't think I would do that myself, unless I had plenty of gold to waste (in which case I would mass rush buy stuff anyway). |
Even with only a short period, might make a huge difference. Let's say a human would have 10 cities, 5 of them without the appropiate building(s), but plenty of gold. What would he do, rushbuy.
For the AI in the same situation: I don't think the AI would handle it properly/accordingly. And having those 5 cities being hit, could make a huge difference on the long run.
|
|
|  |
 |
|
Gilgamensch
|
|
France
Jun 2002 time: 06:34
|
|
That starts to sound better. I just don't like a cheating AI or giving the AI advantages.
So if we can teach the AI to do it accordingly, and I mean accordingly, I don't see a problem anymore.
BUT (sorry had to mention it):
Teaching would mean for me that this shall not interferre with the AI's goal (what we still have to fix as well IIRC). In other words, would be silly if the AI would start to rushbuy those buildings if it is in dire need of military units. Can we cover this as well via SLIC?
|
|
|  |
 |
|
child of Thor
|
|
quote: Originally posted by Gilgamensch
''Id lean towards having it off for the AI.....etc''
Doesn't sound good for me, just hitting the human? Why? |
Because the human is too good at CTP2?
Or to add some fun unexpected/challanging things for the player to deal with? - if they choose to off course 
EDIT: I remember even 'Kingdom'(i think it was called!) on the BBC micro, a sort of ancient fore-runner to the Civ genre; It had a couple of random events for the player to deal with, and as it was a fairly basic game it added alot of atmosphere. It helped bring the player into the game by giving him adversities to overcome. And added an element of realism, so you realy felt like the ruler of a kingdom.
Last edited by child of Thor on 12-03-2004 at 15:51
|
|
|  |
 |
|  |
 |
|  |
 |
|
Maquiladora
|
|
quote: Originally posted by Gilgamensch
One thing which disturbs me with those random events: Can the AI handle it? No doubt that the normal player can handle it (most of it, at least) For MP games it could be fun |
Well they wont be on in any MP game i play. A little randomness is good but these disasters would have to be really weak for me to turn them on. Wonders are unbalancing enough.
|
|
|  |
 |
|  |
 |
|
Gen.Dragolen
|
|
After having quickly read this thread, a couple of ideas occurred to me:
- natural disasters have two types: the one off like a volcano or tsunami and the repeating events like floods and droughts
- El Nino y La Nina have been happening since forever
Human history has been continually shaped by weather events and cycles. So what is needed for CTP2's reworking is the addition of global weather effects and localized disasters. Since it already does pollution, why not make it so that terrain can be changed as the global weather just like it was a pollution effect.
Localized disasters like floods can be relegated to only destroying improvements in the immediate area. The AI would need to assess just how severe the event was, and then destroy improvements that should be affected.
Disease events make for a far more complicated problem since they are related to both weather and city design/improvements. Part of what ended the Roman Empire in the West was a plague that came out of central Africa. The plague was carried by rats on Arab trading ships that picked it up from infected mosquitoes? along shores of Tanzania. The plague made its way out of the jungles in the Congo when a volcano errupted in Indonesia, and caused the global climate to cool for several years. Roman records said the setting sun was turning blood red - ash in the Statosphere.
So disease events need to include any improvements made to a city for Sanitation, water distribution, food supply and siege conditions.
Ancient Rome had sewers that are still partly in use today. London used to have cholera outbreaks in the poorer areas because some wells were contaminated. Granairies were used to store food for when cities were besieged in a war. All of these should have significant impacts on the population and happiness in a city.
Granted the epidemiology shows that diseases usually don't have a huge impact in terms of actual deaths, they sure can take morale down a few pegs. Only two recorded pandemics have ever had huge numbers of casualties: the Black Death and the Spanish Influenza. They were about 400 years apart. If the game is going to reproduce these events, then there has to be some preconditions for it's happening.
Plagues need a means of travelling. In the medieval era's, that could mean having trade routes, lots of jungles or marches in the area of a city, and no sanitation improvements. In modern times, it would mean the presence of a port, airport, and huge population densities.
I'm not a coder, and do mostly intuitive thinking, so don't ask me even where to begin to add any of these features to the source code. I have't looked at the SLIC in a really long time, but I will check to see if there is any simple way to add any of these ideas.
D.
|
|
|  |
All times are GMT. The time now is 05:34. Apolyton Time is 00:34. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|