 |
|  |
 |
|
Son of moose
|
 |
Cape Town, South Africa
Feb 2004 time: 07:37
|
|
Please forgive a non-programmer posting at this hallowed forum.
However, in view of all the great mods (especially Stan Karp's AOM mod) that have already been created for CTP2 as well as some of the additional ideas that have featured in some of the Civ 3 mods (such as the widely acclaimed DYP mod), I was wondering whether the CTP2 Sorce Code project might be able to be adapted to somehow accommodate them?
Here is a (probably very bad) suggestion:
Once the basic CTP2 code has been amended (rendered bug-free, etc.) to everyone's liking, would it be possible for all the major components (especially the additive features) included in these user-made mods to be released as a series of separate (BUT COMPATIBLE) modules that could be added separately to CPT2. In this way, it should be feasible for the player to make CTP2 as simple (basic version) or as complex (with most of the available mod components) as s/he wants.
It has always been my regret (especially with Civ 3 and no doubt with the soon-to-be-released Civ4) that there are so many different user-made mods that (at least from a theoretical perspective) seem potentially compatible with each other. However, as they are all different products, it is sadly not possible to combine them .... although Stan Karp has seemingly come close to this with his massive (and magnificent) AOM mod.
Perhaps it might also be feasible to actually ADD new civilizations rather than have to SUBSTITUTE them as was the general rule for such Civ 3 mods.
Therefore, in summary, it would be great to be able to ADD these new features to CTP2 without having to LOOSE any other existing content.
Just a thought ..... 
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
Martin Gühmann
|
 |
Berlin, Germany
Mar 2001 time: 06:37
|
|
CTP2 can have up to 64 buildings and 64 wonders, more of the other stuff. The standart CTP2 doesn't reach these numbers, but adding them to the source code project means screwing up the indeces of the database, and would cause incompatibilites with old save games, so you have to make it as mod.
However if you just want to replace the graphics then there is no problem, but I am little bit reluctant about Civ3 graphics, because Civ3 graphics are just 8bit instead of 16bit, Civ3 units are samller then CTP2 units I think this holds also for goods, and Civ3 units and goods do not have tranparency, the consequence is that they look like stickers. So you have to put some work into them to make them really good.
quote: Originally posted by E
As for resources. I have already coded that you can build only certain units if a good is in the city radius but still have to work out what happens when you trade it, or set up a "sharing" of the good by using the oad network or colonies that civ3 does. So its still a ways off. |
Actual you just coded it somehow, but not well. And you have to answer my qestions. 
-Martin
|
|
|  |
 |
|  |
 |
|  |
 |
|
Protra3211
|
|
Maybe a combining of Cradle mod numbers to aidata file with many of the options from Apolpack mod to the finished patch for CtP2.
AI would be unbeatable at highest levels. The playtest shows promise ( thanks to the hard labor of some) but still there are odd moves of some units: settlers.
Ages of Man looks to be the best mod for CtP2 hands down.
The main thought with playtesting was to remove bugs and make the patch compatable to all mods. So everyone adds what they want after finished patch.
But latest playtest 8 02 05 shows AI is managing its empire better. Building more cities and using land resources to produce faster. In some ways playtests are showing a improved AI not just removing bugs.
|
|
|  |
 |
|
Son of moose
|
 |
Cape Town, South Africa
Feb 2004 time: 07:37
|
|
Protra3211:
Yes, from what I have read, the Cradle of Man and the Apolyton Pack seem to represent the best of the early CTP2 mods. However, as you so correctly say, the Ages of Man mod (add-on) is currently clearly THE CTP2 mod to have.
Certainly ai is an extremely important aspect for players who are looking for the ultimate challenge on the higher (more difficult) game settings. From what I hear, AOM certainly packs a considerable punch in this regard .... as the ai is virtually capable of "thinking" and effectively countering most player-based strategies.
However, Stan Karp (the developer of the AOM mod), notes that the AOM SLIC code is not compatible with the CTP2 source code (due to a problem with the SLIC Arrays). This is very sad .... but hopefully one of the talented programmers attached to the CTP2 source code project might yet be able to devise an elegant method of being able to introduce the 23 new concepts that Stan added to the AOM mod.
Therefore, in summary, I feel that it would be a great and noble goal for the CTP2 source code project to aim to develop (make available to the community) the ULTIMATE CTP2 MOD (ADD-ON) which incorporates:
# The removal of the vast majority of bugs that so negatively affected gameplay in the original (commercial) version of CTP2
# The incorporation of all the worthy user-made ADDITIVE features that appeared in mods such as the Cradle of Man and the Apolyton Pack as well as (imho most importantly) the Ages of Man mod (with its 23 new concepts)
# The possible incorporation of material from acclaimed mods for some of the other Civ games (such as the Double Your Pleasure mod for Civ 3)
# The possible inclusion of some of the well-beloved features appearing in SMAC for the futuristic CTP2 eras where this technology would belong. [I fully realise this is possibly the most contraversial suggestion as SMAC is one of those games that Civ fans appear to either love or hate.
It would seem that the release of the CTP2 source code has provided the Civ modding community with a seemingly unique opportunity to be able to create the "Civ game to end all Civ games". Sure, the advent of Civ 4 is exciting .... but the ongoing development of a version of CTP2 that effectively combines ALL the best features of the existing Civ games as well as the most appropriate community-based suggestions (wishes) would most surely "knock the socks off" Civ 4 (or, indeed, a future Civ5).
THIS IS THE CHALLENGE ....
|
|
|  |
 |
|  |
 |
|
Maquiladora
|
|
quote: Originally posted by Son of moose
HOW CAN WE GET MORE PEOPLE INTERESTED IN THE CTP2 SOURCE PROJECT?
While it is totally understandable that Civ 4 should currently take centre stage, the CTP2 source code project should allow the community to have an unprecidented amount of input into the ongoing (re)development of an existing game. |
We just keep going.
I think we need to identify what people hate/d most about CtP2 and stopped playing it, although i cant tell you for sure how interested old players will be in coming back.
Some of the views are just bias, like against stacked combat, public works, i cant see these ever being changed a great deal, but things like the interface, simple and precisely accurate in-game numbers (not just for the obsessives), trade, diplomacy, air and sea combat, can all be improved.
|
|
|  |
 |
|  |
 |
|
Maquiladora
|
|
quote: Originally posted by Son of moose
[Perhaps along with the features that people really loved about the other Civ games or wished could have been incorporated into them]. |
The goal set-out at the beginning of the project was just to fix or complete unfinished features, adding new features will be done via mods as Martin has said.
As ive said i dont think it should be beyond the project to add new features, such as strategic resources, but i dont think we all have the same opinion on this. Plus im not a programmer, so my view is from one side only, the player.
quote: Maybe there is some way in which these two features could be further enhanced in order to make them more attractive to the mainstream Civ community? |
They can always be improved, PW could extract resources from food, prod. or commerce, or all of them, to balance the power of production in CtP2, but if you hear the reasons some people dislike public works, "there are no workers", then theres not a lot you can do to change their mind. It would be a massive backward step to incorporate workers just for them.
|
|
|  |
 |
|
Protra3211
|
|
I dont know how far the team can go with the source code. A bad boy rating might change how we play the game . As human player reaches first place some of the other AI factions will team up as a defensive hege . Its in games like Civ3 -Galciv-Eu2. Can have its down side as Civ3 AI factions tends to gang up to quick making the game a warfest.
In a sense its in CtP2. If you break treaties or use weapons of MD you lose trust and regard of all Civ,s which could lead to war. But AI still does not see you as a threat as you expand your borders late in the game out scoring all factions.
A late game event that could upset your plans might be fun. .Such as a space race-UN vote.
|
|
|  |
All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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
|
|
|
|
|
|