 |
|  |
 |
|
Dale
|
 |
Sir! Why do you keep clicking on me?
Dec 2000 time: 15:17
|
|
What follows is the first draft of a design brief for a MOD I've got in mind. 
code:
---------------------------------------------------------------------------
World At War! MOD
- Dates: January 1900 to December 1949.
- Turns: 600. Each month is a turn.
- Based on the history of the World at War incorporating World War I & II.
Starting situation:
1. Start with one established city.
. Size: 10.
. Starts with basic infrastructure.
. Starts with Factory.
2. Start with 3 settlers.
3. Start with 3 riflemen.
4. Start with 2 artillery.
5. The first tech on the list is "Tank Warfare".
6. Start with pre-established government.
7. AI's start with a random "plan".
- Agressive attacker plan.
- Agressively builds units and military infrastructure for attack.
- Agressively uses diplomacy for demands and ultimatums.
- Agressively seeks to conquor.
- Follower attacker plan.
- Agressively builds units and military infrastructure for attack.
- Uses diplomacy normally.
- Follows Agressive attacker when conquoring.
- Agressive defender plan.
- Agressively builds units and military infrastructure for defense.
- Agressively uses diplomacy for keeping the peace.
- Agressively defends itself and allies.
- Agressively helps friendly neutrals attacked by enemies.
- Follower defender plan.
- Agressively builds units and military infrastructure for defense.
- uses diplomacy normally.
- Follows Agressive defender when defending.
- Sleeping giant plan.
- Normally builds units for defense.
- Agressively builds infrastructure for development.
- Uses diplomacy normally for everything.
- Agressively seeks allies and friends.
- When attacked agressively builds units for defense/attack.
- Changing percentages from "agressive defense" to "agressive attack".
- Agressively defends itself and allies.
- Agressively helps friendly neutrals attacked by enemies.
8. Everyone neutral to each other.
9. Regard for similar governments enhanced.
10. Regard for opposite governments decreased. (Except Sleeping giants)
Gameflow Aims:
1. To simulate the political, economic, scientific and military upheaval during the first 50 years of the 20th Century.
2. To allow for a game full of diplomatic intrigue, alliances, betrayals, aggressors, defenders and scientific
achievement.
3. To allow the player to have a full-length game based on modern warfare using ground, sea and air forces common to the
period.
Features:
1. Unique tech tree based on the period.
2. Variety of units based on the period.
3. An AI that attacks, defends, researches and is diplomatic according to their personality. (See above)
4. Historic events like Communist revolutions, ethnic purging, chemical trench warfare and the Great Depression.
Last edited by Dale on 07-02-2002 at 13:05
|
|
|  |
 |
|
Dale
|
 |
Sir! Why do you keep clicking on me?
Dec 2000 time: 15:17
|
|
Locutus:
Unit graphics - From my unit list (see attached file) you'll see that the unit graphics either exist or are in the WW2 scenario. I'm trying to keep the number of unit types down so the AI finds it easier to keep up.
AI - Peter's diplo script will be extremely useful for this. Very busy AI diplomacy fits into the era perfectly. May just need a little refinement, but that's okay. As for the rest, it's pretty much all text files and SLIC's that we already have.
Scenario vs MOD - As for why I want to make it a MOD, I just love that time period. Therefore I wanted to make a MOD where I could start a new Civ with the techs of the period and see how I fair. With monthly turns, it still comes up as 600 turns. Obviously, the smaller the map and more Civs in the game, the better it will be. But that's where I'll change the map sizes to suit. As for scenarios, I'm sure it'll be easy to setup WWI, WWII, theoretical and historical scenarios once the MOD is written. By writing a specific MOD for the period, it opens up for scenarios based on the period with ease. 
All:
Take a look at the following file which includes the tech tree, units, buildings and wonders for the game. Tell me what you think. 
Attachment: tech chart.zip
This has been downloaded 20 time(s).
|
|
|  |
 |
|
Locutus
|
|
ACS CTP1/2 Manager & Civ4 Co-Manager
|
 |
Hengelo, The Netherlands
Nov 1999 time: 06:17
|
|
quote: Originally posted by Dale
Unit graphics - From my unit list (see attached file) you'll see that the unit graphics either exist or are in the WW2 scenario. I'm trying to keep the number of unit types down so the AI finds it easier to keep up. |
Wow, that's a very small list indeed. Maybe even too small for a game that's supposed to last 600 turns? Doesn't that get very boring for the human player? I originally had some concern because I thought you were going for a full-blown tech and unit tree, now I fear you might be making it too short The WWII scenario alone offers you 5 tanks and 16 infantrymen (although most of those latter only differ in uniform color) and the original games (CtP1&2) offer some nice units as well, you can afford to expand the tech tree a little bit (but less units for the AI is a good point as well)...
quote: AI - Peter's diplo script will be extremely useful for this. Very busy AI diplomacy fits into the era perfectly. May just need a little refinement, but that's okay. As for the rest, it's pretty much all text files and SLIC's that we already have. |
Agreed, that should work well.
quote: Scenario vs MOD - As for why I want to make it a MOD, I just love that time period. Therefore I wanted to make a MOD where I could start a new Civ with the techs of the period and see how I fair. With monthly turns, it still comes up as 600 turns. Obviously, the smaller the map and more Civs in the game, the better it will be. But that's where I'll change the map sizes to suit. As for scenarios, I'm sure it'll be easy to setup WWI, WWII, theoretical and historical scenarios once the MOD is written. By writing a specific MOD for the period, it opens up for scenarios based on the period with ease.  |
Very good point...
quote: Take a look at the following file which includes the tech tree, units, buildings and wonders for the game. Tell me what you think. |
Very nice indeed. Can't see much wrong with it. Well, maybe rename boatyard to shipyard, has a better ring to it IMHO. And maybe replace V2 with V1 or add the V1 seperately, it was far more widely used (although not nearly as effective).
Maybe add Marines for Amphibious assaults. Then again, the AI might not be too fond of that...
Anyway, looks good overall. If I have more comments I'll let you know.
|
|
|  |
 |
|  |
 |
|  |
 |
|
FRITZ
|
|
Berlin-Germany
Nov 2001 time: 05:17
|
|
Hey Dale,
I have prepared a big map of Europe (250*346), maybe you could use this map.
Look to my Homepage:
http:/home.t-online.de/home/dteetz/
|
|
|  |
 |
|
CJCharlesworth
|
|
NW England
Feb 2002 time: 05:17
|
|
One major idea I have had and hope somebody could help put together for me would be a Oil Tanker (Ship) and Resupply unit (Land).
Basically I want to have ships requiring fuel and not automatically be refuled by calling in at a city, unless that city has something like an oil refinery.
The Oil Tanker unit would need to have the ability to refuel x number of ships or even better a set amount of fuel to refill other ships when entering the same square.
Oil tankers would then have to be refueled at a port with an oil refinery.
Also I would have a gound based Resupply unit something like Harlans excellent WWII 6x6 transport truck that is required to resupply(Refuel) ground units.
|
|
|  |
 |
|  |
 |
|
CJCharlesworth
|
|
NW England
Feb 2002 time: 05:17
|
|
Dale,
Would the refueling ship idea not just be able to use a slightly modified version of your airunit.slc file you have already done.
For example- if we kept things simple -
Each time another ship get refueled the tanker looses 10000 fuel. when its own fuel fell below 10000 it would not be considered a refuel point and would then itself return to a port for refueling.
I dont know a great deal about the SLC at this stage but i dont see why ships should work any different to aircraft and aircraft carriers?
Thanks for your thoughts so far.
|
|
|  |
 |
|  |
 |
|  |
 |
|
tigger
|
|
CJ don't keep ideas to yourself, its these discussions which drive our development of the game forward. I for one want as many of these threads as we can get. If ideas don't work then maybe we can adapt them into something which can, but you approach things differently to me, Locutus' approach is different again, Dale, Hexagonian, IW etc (sorry I can't list everyone) these threads have given me ideas I want to try and shaped the ideas I have got. Keep posting!
|
|
|  |
All times are GMT. The time now is 05:17. Apolyton Time is 00:17. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|