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dexter4dxm
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CA, USA
Jul 2001 time: 21:15
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i have to admit that some of my design is similar to Civ3, but there will definitally be changes. For example, getting the resources will probably be the same, but in my game you will be able to stockpile them, like in RTS games. As for the armies, in Civ3 it will be an option that will give a big boost to your units working together. In my game it won't be something you get from elite units or a wonder, it will in from the very beginning and it will be your only option. Combat will definitally be different. I'm still thinking of how to do combat. Here are a couple of ideas:
1) CTP-like, in a seperate screen with a square of tiles to manuever your troops around. The city walls could be included in this, making siege weapons even more necessary.
2) MoO2-like, in a seperate screen which controls all the combat by itself, and has little unit animations running across the bottom of the screen doing battle. I'm sure it will be a challenge, but it will look great if I can pull it off.
And then, there are lots of things which to be honest with you, I have no idea if they will be in Civ3. I hope they don't have the same nuke system in mind!
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tishco
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of rambling for the uk
Aug 2001 time: 05:15
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so like the smac planet buster!
this, along with civ 3 having 16 civs is the best news today
i know this is off topic but im a warlord already. and my proper joining date is on the side. i only joined in late august. and to be honest i'm still a civ2 warlord
Last edited by tishco on 01-10-2001 at 21:03
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dexter4dxm
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CA, USA
Jul 2001 time: 21:15
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to answer your question, it's a nuke-related button.
regarding the current status of civiliza:
although i have been spending some time away from my project recently (god counter-strike is such an addictive game), much progress has been made. the basic population system is in the game. Population growth is not based on how much food is available like in Civ2. Population growth will be based on the current population in the city, what improvements the city has (like hospitals), what technologies the civilization has. Population growth can be halted by lack of food or biochemical weapons. I've been balancing out the population growth. It works pretty nicely though; small cities take awhile to grow, but this is okay because in the early game the years fly by. larger cities grow a whole lot faster, and as long as you have enough food you can make some pretty huge cities. the city size number can go up to 99, which is reperesentative of 9,900,000 people. i'm going to have to raise this number though.
I've also updated a bunch of the graphics, added city resource gathering management, and added the tech tree. that's right, the tech tree is in the game already and fully functional. The techs themselves dont do anything yet, but the tree is in there 
It's going to be awhile until demo 4 is out, i will report on progress every once in awhile.
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dexter4dxm
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CA, USA
Jul 2001 time: 21:15
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more work has been done on the population system and the managing of resources in the cities. the resources of the game have been finalized, and they are:
food - aquired from many different types of terrains. used for population cap. may one day be used to buy/maintain armies
wood - aquired from forrests and mountains. used for a few units and many structures
iron - aquired from hills and mountains. used for a few units and structures
gold - aquired from mountains. can be used for cash, but has other uses.
bronze - same as iron
oil - from desert, glacier, or sea tiles. oil is used for many modern-day units.
steel - converted from iron by blast furnaces in a steel plant. used in many modern day units and structures.
power - gathering from many different city improvements, power is used by other improvements and futuristic military units.
electronics - produced by manufacturing plants. used in moden/future military units
uranium - probably going to be hidden amongst the different terrain tiles. this is the rarest of the resources, and is used for nuclear fission/fussion power and their respective nuclear weapons.
there will be no other resources collected in the game. no spices, no luxuries, nothing. as i've said from the beginning, i want to keep complexity away.
Attachment: resources.jpg
This has been downloaded 122 time(s).
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dexter4dxm
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CA, USA
Jul 2001 time: 21:15
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quote: Originally posted by tishco
wooden walls,
is that upgaradable walls, if so hurrah |
yes, walls happen to be one of the city improvements that you can upgrade.
quote: Originally posted by jimmyh
Just want to say that you seem to be comming along very well this you game, congrats. |
thanks
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Also If there are no build cue's for units, you may want to notify the user when things like settlers, spys and caravans are built |
good call. i will add that to the list. perhaps i should notify the user when anything is built, but only prompt the user when settlers are built or an improvement is built and there are no queues left.
hope you guys don't mind me posting so many screens
here's one showing the new view range data for the terrain (all the terrain data is in an editable text file, btw).
it works in a way similar to civ3, higher elevations like hills and mountains will extend your view, but not if other hills, mountains, forests, or jungles are in your way.
this shot shows a settler getting a pretty nice view on top of a mountain. there are some mountains blocking most of his view to the southeast, and some hills blocking the distant view of the southwest. there's even a little valley between the hills and the mountains that the settlers can see from the mountains.
Attachment: viewrange.jpg
This has been downloaded 97 time(s).
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dexter4dxm
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CA, USA
Jul 2001 time: 21:15
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whoa things are advancing fast. it seems like almost every day i have another new feature to show off. the city window continues to undergo major facelifts, with more information and prettier backgrounds being added. no more city window screenshots for now, however. i want to have some surprises left for the next demo
i know diplomacy was real high on the wanted list for the next release, but it had to take a back seat to other things because it is so involved with the AI and the majority of the AI routines need to be written after the major workings of the game are done.
maybe, just maybe, diplomacy will find it's way in before the release, but that would be at it's most basic level (declarations of war or peace between civs and that's about it).
soon i will begin working on the game's music (i have been an independent musician for years now and those tribal beats sound easy enough). it's not something that i will be devoting a lot of time to, as there are clearly way more important things to do, but hopefully by the time i get sound into the game i'll have a small, somewhat decent soundtrack. i will also be hiring my newbie-artist brother to paint some original artwork for the game. he's getting pretty good at doing landscapes, though we'll have to see how he can handle advanced anti-ballistic missile sites 
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dexter4dxm
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CA, USA
Jul 2001 time: 21:15
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well it's hard to find music that fits the game, epsecially because of all the different eras. what do you suggest?
btw i was thinking more along the lines of midi for music. the quality would be pretty bad but the filesize would be tiny and i could fit a lot more for the different eras. like in the future i want it to change to some kind of wierd techno, nothing too in-your-face, just something that sounds decent and fits the mood of the game. as you go through the different ages, the background art will change, so it only makes sense for the music to change too...
Last edited by dexter4dxm on 10-11-2001 at 14:36
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dexter4dxm
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CA, USA
Jul 2001 time: 21:15
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okay, there's some new stuff to talk about...
POPULATION GROWTH
population growth, as i said before, is based on existing populations and can be hampered by lack of food. population growth is also based on time, meaning that you'll see much much more growth during the turns that span more years. one last factor of population growth is disease. your disease level is calculated based on what certain, specific technologies you possess as well as what city improvements you have. disease takes away a percentage of a city's potential growth.
PRODUCTION AND RESEARCH
every city has its population broken down into worker categories, those who work in the land surrounding the city, and those who work in the city. the ones who work in the city add to that city's production. so if you want, you can sacrifrice resource collection for increased production. at this time there is nothing in place that hampers or limits production, but there will be (any suggestions, or should i just go with corruption?).
research is strictly based on your population and your literacy rate. your literacy rate boosts your research and is based on possession of a few certain techs and some city improvements. of course, the improvements are based on population, so if you have universities in 10 tiny cities, they will not contribute as much to the literacy rate as a school in a metropolis where millions of people are living.
i'm sure you're starting to see what a dramatic affect populations will have on the game. i think this is a great change from all the Civilization series games where these factors are always based on terrain and tile improvements. i will be building on this population-based system i have, and adding elements to the gameplay that affect it, such as propoganda, immigration, media, and general tendencies of citizens to move to certain cities.
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dexter4dxm
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CA, USA
Jul 2001 time: 21:15
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quote: Originally posted by tishco
the people idea seems good but you will have to try to stop there being too much micromanagement. |
don't worry, there is very little micromanagement involved. you only need to adjust things if you want to rush production, and to adjust the numbers you just click on the tiles you want your workers to work on (or not work on), just like in Civ 2. your cities will automatically assign work to another tile when it grows by 1.
i really really really really want to keep this game as streamlined as possible. when the user is prompted to select a new tech or a new improvement for a city that has no more improvements left in its queue, you will be able to see what was just built/researched and you will be able to select the next tech/improvement all from the same screen and all it takes is one mouse click. no drop-down lists that take extra time, and no having to go to the city window.
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i saw a video about civ 3 and noticed the blocky scrolling. i thought it was early days but from what i read in civ 3 general forums it hasnt improved. |
not only is the scrolling not smooth in Civ 3 but from time to time the scrolling LAGS really bad, even with fast computers.
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i dont have it though, it comes out next weekend, the 16th.
what are your opinions of it? |
i have mixed feelings about it, but i think it is definitally worth the money, especially with all the new modifications coming out.
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