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Goingonit
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Toronto, Canada - AECCP member
Apr 2001 time: 00:15
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quote: Originally posted by Mercator
If you open a program you see the compiled code. The compiled code is a program in some computer language turned into computer language, basically, which mostly comes down to simple operations such as addition, logical OR, logical AND and such.
In principle itīs possible to reverse engineer this code, back into program code, but still the whole structure of the original program is lost into those simpe operations, the only advantage of that code over the compild code is that itīs better readable than just a bunch of numbers. |
Of course. If you wanted to see the program in basic ASM, you could. However, it would be hard to find the right sections of the code, let alone change them.
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civcop
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Can't you alter a couple on that list? For instance, can't commodities be changed in the rules.txt? And can't you alter the tech arrangement via the tech tree? Sorry if this appears idiotic but I was under the impression that those two items could be played with.
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Sava
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GO GO GO!
Mar 2001 time: 23:15
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quote: Originally posted by civcop
Can't you alter a couple on that list? For instance, can't commodities be changed in the rules.txt?
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I don't want to change just the names, you need to have played Colonization to understand what I'm talking about.
quote:
And can't you alter the tech arrangement via the tech tree? Sorry if this appears idiotic but I was under the impression that those two items could be played with. |
I'm not talking about tech arrangement, I'm talking about changing scientific research from trade = science, to having an AOE like division of science.
Blacksmiths, weapon workshops, and inventors would make breakthroughs in weapon technology.
People would develop Agricultural technology in a seperate area.
Naval technology would be seperate.
Beginning to see my point?
I want somewhat of a simultaneous research program, but I don't want it to be a constant 10 turns = next breakthrough. I'm working on a few different types of models. I'll post the general concepts later.
I'm writing a game purely from scratch write now, so I'm not going to need Civ's code anymore. I'm first working on a SMAC like terrain generator where the player generates land (elevation and depth) or the computer randomly creates a landform, and then the player selects different fields (rainfall, avg temp, age of planet) and then the terrain is automatically generated based on those fields. I believe I posted in the Civ3 under "What about source code, Firaxis?" the exact explanation of this part.
The other thing I was thinking about, was having a scalable map. What I mean, is that you wouldn't just have one view of the map. You would only see detailed terrain when you were zoomed in at a certain level. I'm still at the very beginning stages of writing this, so bear with me. Also, if anyone has any ideas on how they would prefer a view of the map, post them here.
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