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OK, here's some of the better ideas I've come across for the map, plus a few of my own...
*Resources not represented by tiles, but by 'areas'..
*You should be able to go over the poles (not sure how to do this)
*Elevation should be more realistic.. Mountains should not be tiles but areas of higher elevation.. Movement should be extremely slow, bringing mountain passes into play...
*Landmarks should be named...
*There should be different levels in the map.. What I mean is that units such as planes should be able to fly over ground units, and subs under sea units.. Subs would have to come colse to the surface to attack, tunnels should be buildable thru one level of earth under another etc..
Of course, if Firaxis could get the spherical world to work, it would be ideal..
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-Shiva
Email: shiva@mailops.com
Web: http://www.crosswinds.net/india/~shiva
ICQ: 17719980
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UltraSonix
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Melbourne, Australia
May 2000 time: 15:12
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These are some cool ideas! I especially agree that resources should be spread over an area, and that elevation should be done properly. Infact, the map should almost look like a map from an RTS game! However, a 3d engine should not be used to do this.
(Also just wanted to mention that you can already do landmarks in SMAC and so they'll probably have the feature in Civ3)
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No, in Australia we don't live with kangaroos and koalas in our backyards...
[This message has been edited by UltraSonix (edited June 16, 2000).]
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And another thing..
Perhaps instead of moves per turn, units could have movement points.. Movement over different terrains could cost different amounts of points..
PS.. I've decided that the selection for the EC3 list is totally arbitrary.. I've seen millions of GREAT ideas (many of my own ) just fade away from view...
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-Shiva
Email: shiva@mailops.com
Web: http://www.crosswinds.net/india/~shiva
ICQ: 17719980
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Stuff2
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I'm not sure I really understand what you mean by 'areas'.
Do you mean that resources are spread out over several tiles?
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By area i mean sets of co-ordinates..
Tiles would probably be obsolete. The map would be made up of points (co-ordinates). This way, cities could grow and shrink, resources get spread more realisiticaly etc.
One more thing, in Civ3, trees should have benefits like pollution control, rainfall control, flood control (calamities? start a thread please) etc.,so that trees aren't cut down indiscriminately..
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-Shiva
Email: shiva@mailops.com
Web: http://www.crosswinds.net/india/~shiva
ICQ: 17719980
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Co-ordinate: Point, pixel if you like.. The map would be made up of thousands of pixels each with their own attributes (eg. movement cost 1 pt, 0.2 shields, 0.4 cash, 1 pollution) etc.
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-Shiva
Email: shiva@mailops.com
Web: http://www.crosswinds.net/india/~shiva
ICQ: 17719980
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UltraSonix
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Melbourne, Australia
May 2000 time: 15:12
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Hmmmm...
Maybe a 3d-world (as in round, spherical world) could be done. It would still have tiles, but to acommodate the true-round world, the tiles have to be changed, ie tiles are different in different places. So the end result would be that on the default zoom for a normal size map, you'd see that the ground curves slightly so that the centre of your screen seems closer to you (it's a bit hard to describe). Zooming out would be you'll eventually be able to see half the globe, but with the result that everything's really small and things at the edges are hard to make out. Once you zoom out enough you'll also be able to see clouds, large cities, some wonders, etc, and it'll just be like what movies often do (like in the end of the Matrix)
The main problem that this round world poses is that small maps would look weird, as the world would be very small and any particular area being shown in the screen would look unacceptably curved.
I know that this almost requires a 3d graphics engine, but I'm still against having one. Anyway, here's some more food for thought.
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No, in Australia we don't live with kangaroos and koalas in our backyards...
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Steve Clark
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Colorado Springs, CO
Oct 1999 time: 22:12
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Someone recently said that there are a number of civers, esp. from the Civ2-Strategy forum, who could play Civ WITHOUT graphics. For you youngsters, strategy games from the late 70s and early 80s were text-based. Remember, the AI does NOT need graphics to play and in a sense, neither do we. When it comes down to it, all we really need to know are the production numbers of the cities and the attributes of the units. For example, you have three 3/2/1 units going up against two 1/2/2 units on a hill. The program will determine the outcome and tell you the results. What they (and the terrain) looks like is irrelevant to game play. Obviously, nowadays that would not appeal to most gamers, including me. But my point is that the graphics are just for visualization and cosmetics, the game engine is all in the numbers.
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Someone could think about how to work it out..
But the main idea of the post was the continuous resources thing, layer thing, elevation/movement points etc..
PS. Adam, do you watch soccer?
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-Shiva
Email: shiva@mailops.com
Web: http://www.crosswinds.net/india/~shiva
ICQ: 17719980
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TheLimey
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A pixel with its own descrete attributes?
Do you have any clue how much memory that would take?
Game turns would take months to complete.
The only way it would work, were if you were to have a grid (like now) with the area delinated within it having certain attributes. Certain entities would have coordinates (as a superset of the grid coordinates.)
The more I consider this, the more impractical it seems.
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