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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:22
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Having followed the entire discussion in this thread, I'll try to give an summarise and answer to some of the questions I posted myself (in non-sequential order )
2) Listening to the MP players, it's quite obvious our current build of the AE is unsuitable for MP play. Therefore, if we are to release an official version of the AE anytime soon, we should at the very least inform potentials users of the MP problems and include clear instructions on how to have 2 seperate installations of the game: one for MP, one for SP.
Of course, the ideal solution would be to not release anything until MP is done, but there's no point in delaying a release if noone is even going to begin working on MP anytime soon.
3) It's becoming clear that there's still quite a bit of work to be done before we can release: a lot of people seem to agree that changes to the text files should be made to accompany the changes to the EXE, effectively creating a new mod similar to the SAP and making it the default option. In the minds of these people, the official release should not just fix bugs, but also offer more balanced gameplay and a more challenging AI. I concur that this would be a good idea.
Putting such a 'mod' together and properly testing it will require some time though: remember that each of the major mods that exist today took many months to develop. Even if most of the changes for our 'mod' are copied from existing mods, it will take time to decide on the details and to playtest and balance it extensively. This is not a bad thing, as in the meantime it would also give calvitix and others working on the AI in the source files a chance to do some good work there.
I also agree with LDiCesare and others that fully functional in-game mod support (i.e. the scenario selection setup) should be included in the AE. For one thing this could be used for puritans who insist on wanting to play with the original out-of-the-box gameplay (read: Tamerlin ) But more obviously of course to make playing with Cradle, MedMod, CTC, etc easier with the AE. So the time that's required to work on the textfiles and AI of the default game could also be used to make sure this setup works 100% bug-free (Martin said something about bugs with quicksaves?) and to release new versions of the existing mods that are fully compatible with it (i.e. at least repackage them to extract to the scenario folders, so no manual moving around of files is required by the lazy and/or inexperienced).
1) Based on the above paragraphs, it's quite clear that we can't release now (as in within a few weeks) if we wanted to, there's still too much work to be done. So I say let's just continue working on improving the game further for a while longer, but let's extend our efforts to the text files as well. By the time we're satisfied the text file changes are (more or less) complete and the AI is sufficiently challenging, we can reconsider the option of a release. Personally, I certainly don't see this happening before early next year.
In the meantime, hopefully someone (either of the existing team or someone new) will start to work on fixing the MP bugs as well. That would bring a 'complete' release (i.e. SP and MP) a lot closer, which I think we all agree would be the best solution. But if there's still no improvement whatsoever in that area by the time the SP game is ready for release, I think it would be folly to expect that to change then. So in that case we should IMO just release the SP improvements seperately and hope that the publicity that that will generate will attract some new programmers.
Last edited by Locutus on 06-10-2004 at 14:03
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:22
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quote: Therefore, if we are to release an official version of the AE anytime soon, we should at the very least inform potentials users of the MP problems and include clear instructions on how to have 2 seperate installations of the game: one for MP, one for SP.
Of course, the ideal solution would be to not release anything until MP is done, but there's no point in delaying a release if noone is even going to begin working on MP anytime soon. |
Fully agree. Especially with the part that delaying a release because of MP is pointless at this rate.
quote: Putting such a 'mod' together and properly testing it will require some time though: remember that each of the major mods that exist today took many months to develop. Even if most of the changes for our 'mod' are copied from existing mods, it will take time to decide on the details and to playtest and balance it extensively. This is not a bad thing, as in the meantime it would also give calvitix and others working on the AI in the source files a chance to do some good work there. |
Yes, but if we are going to use SAP2 as a base for our new mod, we can get this done considerably faster. We may be needing a new thread soon or several even, to discuss what kind of changes we want in the mod generally, and specific discussion on those.
quote: By the time we're satisfied the text file changes are (more or less) complete and the AI is sufficiently challenging, we can reconsider the option of a release. Personally, I certainly don't see this happening before early next year. |
Agreed, too. With luck, we may have something like a beta-version of that this year.
quote: In the meantime, hopefully someone (either of the existing team or someone new) will start to work on fixing the MP bugs as well. That would bring a 'complete' release (i.e. SP and MP) a lot closer, which I think we all agree would be the best solution. But if there's still no improvement whatsoever in that area by the time the SP game is ready for release, I think it would be folly to expect that to change then. So in that case we should IMO just release the SP improvements seperately and hope that the publicity that that will generate will attract some new programmers. |
One of the problems currently is that there's not much chance new people will come, as the project isn't going to get any more publicity. It was mentioned quite a lot on the initial source code release, but the chances of some programmer suddenly finding this place are pretty slim.
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:22
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quote: I assumed we'd be creating seperate threads for each area we decide needs changing, governments, units/combat, buildings, wonders, of which we then use the mods and mainly SAP2 as a base for ideas, make some suggestions and see how we end up. |
Yes, my idea was one thread also for general stuff - that is decide, what areas we want to change, as well as other general questions about that mod, to go together with the threads on specific feauture changes.
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