 |
|  |
 |
|
Gary Thomas
|
 |
New Zealand
Mar 2001 time: 17:15
|
|
quote: I think we should take on Only what we think we can do in 2 months or so for the demo. If our wish list is too big, IMO we need to trim it down. I think its crucial for us to get as much feedback as quickly as possible on what works and what doesn't since we are a bunch of amateur game designers doing a Very aggressive project. Some of our approaches are Bound to be impractical or just not fun. We need to check game design aspects asap to see if they pass the test. That said if we pick things that we think can be done in 2 and they take 4 instead, that's life, and we shouldn't put out something that doesn't work just to meet an arbitrary deadline. What does everyone think? |
I think that each addition should be got working, and the game released at that point. For example, with a scrollable map, we would have release D5.1, probably about a week after D5, and so forth.
quote: 2. is I think premature unless you mean a fragment of a world map. There is IMO not enough in the game yet to make a world map a value-added component. I feel it would take time from more critical things. |
All I meant was a small version of the full map so you could click on it and have the main map switch to that area. Not a big job.
quote: As I understand it, most of your work for 5 would involve interfaces for the player to get info and give orders to the tech system, since the core part is done. This of course depends on Richard doing the entry and early testing for system stability etc. I will contact him if he doesn't show up here soon. I would like to add 5b: use of the tech system in the econ and military models as appropriate. Implementation: (Mark/Gary) and (Laurent/Gary) respectively on 5b. |
That is reasonable, but again doesn't look like a lot of work.
I agree with all your additions except that I would promote 11 (ships) to a higher level, at least for transport.
Cheers
|
|
|  |
 |
|
Gary Thomas
|
 |
New Zealand
Mar 2001 time: 17:15
|
|
Glad you like the idea, Mark. I think it will really add impetus to the project.
This is a revised todo list for D6, incorporating Mark's additions. I have taken out the numbers, but ordered by victims (sorry - dedicated workers). I also added important items (roads and rivers).
- Make the map larger and scrollable. (Gary)
- Provide for a world map. (Gary)
- Get rid of Xerces (the XML scanner). I like Laurent's XML stuff and will use that as the basis, but recode the very small part of Xerces that we need. (Gary)
- Make all the currently hard coded data into XML files. (Gary)
- Add roads. (Gary)
- Add rivers. (Gary)
- Make a consistent list of available commands. Make the commands available through key strokes. (Gary)
- Work on the government and social stuff. (Gary)
- Build the tech stuff (written and working, though the data isn't yet available) in. (Gary and Richard)
- Handle ships in the military model for naval battles and naval transport (Laurent)
- Begin the AI work in earnest by designing the first set of rules for AI. Also use these for player delegating command to AI if they choose. (We would leave for D7 the AI deciding the best among a set of rule-derived approachs to use through simulation. See AI page of Clash web page if interested in this topic.) (Mark mostly design Gary mostly coding per our conversation)
- Put in special goods and merchants into econ system (Mark)
- Include the first Diplomacy system (Sancio)
Cheers
Last edited by Gary Thomas on 15-10-2001 at 04:57
|
|
|  |
 |
|
LDiCesare
|
|
La Ferté sous Jouarre France
Jan 2001 time: 05:15
|
|
In addition to naval transport and fight
(btw transport isalready coded, but only has test cases), I will try to get fortifications/terrain and an engineer element in the mil model, so that defenders may have more defense bonus.
|
|
|  |
 |
|
LDiCesare
|
|
La Ferté sous Jouarre France
Jan 2001 time: 05:15
|
|
Would it be possible to add merchants/supply lines for armies soon? I don't know how much econ coding would be required. I think if it doesn't make it for D6, it would be good to start it as soon as possible afterwards, since it would add a lot to the game.
|
|
|  |
 |
|
Mark_Everson
|
 |
Canton, MI
Jan 1970 time: 00:15
|
|
Supply lines may be pushing it for D6 But here are the things we can do for D6 to make the military more reasonable:
1. Army build removes population (trivial, just haven't done it yet)
2. Supplies come from Somewhere or the army will suffer the concequences. Probably the home square can support. (again fairly easy)
I'll try to do both these for the first release following D5, 5.1 or whatever. These two will reduce the infinite military buildup that's possible now, and also mean that when you take all the enemies' territory he won't be able to use conventional forces as effectively. I may still be able to do the whole supply thing for D6, but don't want to promise yet. But I will push it, because it is something that is Sorely missing in 4x games, and I want to show playtesters We've done it! 
Another topic:
In D4 (old code) I had Support orders, simulating the fact that nearby troops, if given enough forewarning, can help a square/army coming under attack. I'd like to get that back in soon. These also help in covering a border, and could be assigned to automatically inderdict enemy supply lines when we get those going.
[edit] Cycling through TFs to move them would be good also. Right now its easy to fire a unit off to a staging point, and then forget about them. A way to cycle through all units without specific orders (move, garrison, whatever) would be useful to include soon.
[edit] Being able to automatically send new units to a rally point would be useful. If others agree this is a good thing to do this soon, we can work out a spec.
Last edited by Mark_Everson on 20-10-2001 at 20:41
|
|
|  |
 |
|  |
 |
|  |
 |
|
Gary Thomas
|
 |
New Zealand
Mar 2001 time: 17:15
|
|
quote: Thanks for implementing that request so fast! Now, is there a way to tell it Not to cycle? Sometimes you want to move through the TFs (ideally in some kind of order relative to geography) and sometime you want to do it by hand and then activate moving through TFs when you think you're done. (Just an idea, doesn't need to go in D5). |
There is a button on the button bar that says "Next TF". If you click on it, the next task force is selected, changing squares if necessary.
The sort order is left to right by squares, then top to bottom. Within a square the order is the order they appear in the TF box. So, if the first TF in the box is selected, it will move to the second, and so forth.
quote: Unit / Command hookups.
I think Commands for different geographic sectors is the right way to go. But IMO when a unit is born it should register with 'Central Command' that is responsible for the whole civ military. Then Central can interpret arbitrarily complicated orders to it to assign the unit to whichever Command best suits it. Those Commands will know where they want to assemble units or whatever. I still don't think the economy should have anything to do with it, although passing econ an order isn't too revolting. |
I agree entirely. However, until we get Central Control (I prefer General Staff, or some such term) going, my suggestion gives a quicker way to implement it. However, there are GUI issues.
Cheers
|
|
|  |
 |
|
LDiCesare
|
|
La Ferté sous Jouarre France
Jan 2001 time: 05:15
|
|
Mark, is there any maintenance interface in the econ code? I was wondering, since infrastructure probably has the same problems of funding as the military, so there should be something in common: Since I am splintering Army into several interfaces, I don't really know where the upkeep cost should go. I am planning to leave it at the lowest level only.
I currently (as of D5) have an upkeep() method, which can call your method, but is not called today. I'd like to have a run of infrastructure upkeep at the beginning or end of each turn, so I could upkeep the armies, and probably also infrastructure could be attended to at that time. Does that sound sensible?
It would mean registering the armies at the econ level, but I think that will be needed in order for the econ to know what to pay.
|
|
|  |
 |
|
LDiCesare
|
|
La Ferté sous Jouarre France
Jan 2001 time: 05:15
|
|
Army support:
Each element has an ElementCost which can bear the info. It is a little better than a straight X per element, since it depends on the element cost and can take training into account. I'll try to compute the lump sum in a civ-wide method.
|
|
|  |
 |
|
Mark_Everson
|
 |
Canton, MI
Jan 1970 time: 00:15
|
|
The names are used to map which economic sector the resource belongs to. "prod" means production, i.e. manufactured goods. But as I thought I said in the email I sent you, all that are needed is
1. "res" meaning natural reources (including forrestry, mining, etc.)
2. "farm" meaning farmland.
3. Those associated with specials, which for now are only Gold Mining, but I'll be putting some others in soon.
You can change the names to be full names if you like, and I'll work around it. I want to go to better names eventually anyway.
quote: Does the economics model establish the kind of products per resource, depending on the resource, or what? |
If I haven't answered this question then you need to reword it, since I'm not sure what you mean.
LandCover etc.: So long as I can get the info I need (sites for X kind of resource) from the interface, by getResourceValue(square, resourceName) or some such, I expect you will put them wherever you think are appropriate.
I hope I've given you what you need!
|
|
|  |
 |
|
Gary Thomas
|
 |
New Zealand
Mar 2001 time: 17:15
|
|
quote: 1. "res" meaning natural reources (including forrestry, mining, etc.)
2. "farm" meaning farmland.
3. Those associated with specials, which for now are only Gold Mining, but I'll be putting some others in soon. |
Since these are number of sites, I will name them accordingly:
Forests, Farms, Mines, all of which can extend Sites.
On the other hand, isn't GoldMine a mine?
I notice that you use strings to identify the resource type. Can't you use the class itself, if I provide a static instance of each type. Perhaps the best way to see how this works is to look at game.model.military.Category class.
If you are only interested in the number of sites, I don't need my question about products answered.
Cheers
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
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
|
|
|
|
|
|