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Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:20
  Old Post 31-08-2002 20:44
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The religion code has the same problems as what is concerned by the reloadslic. But still we keep doing it. And i think only succession games and modders actually use this feature usually.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:20
Post  Old Post 31-08-2002 20:57 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Pedrunn
The religion code has the same problems as what is concerned by the reloadslic. But still we keep doing it. And i think only succession games and modders actually use this feature usually.


Of course it wouldn't keep me from doing it, but I need a sollution with that I can live. Oh and in the replayed tourny game I had to use the feature also one time to avoid a repetive game. And it was used at the start of the tourny game. Actual this problem has the diplomod too. It just caused two DebugSlic=Yes errors. That were the only ones I got.

-Martin

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:20
  Old Post 31-08-2002 21:07
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I never hide my willing to have this feature. So i do everything it takes to have it. Any help needed i am here.

Pedrunn is offline Pedrunn
King
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Jul 2001
time: 02:20
  Old Post 15-09-2002 20:21
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Does anyone have a graphic for saltpeter? and some info?

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:20
  Old Post 15-09-2002 21:01
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Martin, have you found a way to know if a trade route that was selling a player a certain good breaks.
since the KillTradeRoute(GEA_TradeRoute, int_t) doesnt gives that info.

When does the TradeBid(int_t, int_t, city_t, city_t) is triggered.

And have you seen the unused UI file called "tradescreen.ldl"?

Martin Gühmann is offline Martin Gühmann
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Berlin, Germany
Mar 2001
time: 06:20
Post  Old Post 15-09-2002 22:32 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Pedrunn
Martin, have you found a way to know if a trade route that was selling a player a certain good breaks.
since the KillTradeRoute(GEA_TradeRoute, int_t) doesnt gives that info.


No, actual I was busy with the last version of GoodMod and now I should use my time to prepare me for the next semester in university, so some time will past before I can continue on this project. But this is a real problem. You could keep the international trade routes in arrays and remove them if war is declared. The problem here is what is represented by the int. Is it a player or is it a good data base index.

quote:
Originally posted by Pedrunn
When does the TradeBid(int_t, int_t, city_t, city_t) is triggered.


I guess when an AI makes a trade bid on one of your goods, or you on one of the AI goods. I never saw this in CTP2, so possible it is not triggered of course you could write an event handler that gives you an alert box: Trade Bid was made!

quote:
Originally posted by Pedrunn
And have you seen the unused UI file called "tradescreen.ldl"?


It is the CTP1 trade screen I think you won't be able to get it to work I wouldn't knoe how it should work to reset the trade route, because the tile improvements don't give any fright bonus to the terrain like in CTP1.

-Martin

centrifuge is offline centrifuge
Prince
USA
Apr 2002
time: 22:20
  Old Post 15-09-2002 23:06
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quote:
Originally posted by Pedrunn
Does anyone have a graphic for saltpeter? and some info?


You could try to use Civ3's version... if you want it, and don't have access to their graphic, I'll post it for you.

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:20
  Old Post 16-09-2002 05:07
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Centrifuge, I know but i can only find the civ3 resources in small sizes. Half of what is needed for CTP2. If you have large icons for the saltpeter and the horse I will be very thankful.

SMIFFGIG is offline SMIFFGIG
Prince
Great Britain
Jul 2002
time: 05:20
  Old Post 16-09-2002 13:19 Visit SMIFFGIG's homepage!
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I havent got Civ3 installed, but the icons from the Civilpedia would be perfect (thats probably what ones you mean isnt it)

There is a goodmod for civ3 that gets rid off all the little crappy civ3 resource icons and replaces them with minimized civilpedia versions, and it looks way better AND BIGGER, you may want to take a look at this Pedrunn.

If not and nobody has responded and posted the icons within the next few days or so ill install Civ3 (think about what your putting me through here pedrunn ) and post the icons you want .

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:20
Post  Old Post 16-09-2002 18:56 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Pedrunn
Centrifuge, I know but i can only find the civ3 resources in small sizes. Half of what is needed for CTP2. If you have large icons for the saltpeter and the horse I will be very thankful.


Thanks toe Wes I can provide you with the good icons of the Civ3 Great Library. (Much better name then Civilopedia It has more atmosphere.)

And by the way to check out Harlan's Civ3 GoodMod is also a good idea as SMIFFGIG mentioned.

-Martin

Attachment: resource.zip
This has been downloaded 3 time(s).

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:20
  Old Post 16-09-2002 23:11
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I found Harlans resources in the civ3 graphics directory but hadnt found the original ones in big size.
Thanks Martin this will help me a lot with my new trade system code.
And thanks SMIFFIG'S (or should it be SMIFFGIG now ) it is this kind of friendship among the users of this forum that makes it such a nice community to be part of.

Amesjustin is offline Amesjustin
Warlord
of nothing
Feb 2002
time: 21:20
  Old Post 06-11-2002 04:42 Visit Amesjustin's homepage!
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This Mod sounds almost alot like one I was developing in Civ3, but I think you can go alot farther with it here.

By splitting the tech tree off and having a sea, mountain, forest, or prarie-based civ you are basically creating culture. You can make a similar advance path for each branch that goes on almost forever so that if someone does get diverse terrain/goods they CAN pursue all paths but will specialize in none.

Early advances should be based on terrain/goods available. With these advances, newer, more advanced units/advances/improvements/goods become available.

The next set of advances should be based on all the above.

For instance: You discover the good oil. Now you can research combustible fuels. Once you research that, create the Ford Model-T unit and the city furnace (?), and research Oil Refining. Researching Oil Refining allow you to build Oil Refineries and Research Oil Drilling. Oil Drilling will allow you to discover deep oil in previously unknown places (like an Alaskan wildlife preserve) and build PW deep oil Drills. If you have both the Oil Drilling Advance and the Deep Sea Exploration advance and 15 Oil Drills you can develop Offshore Oil Drilling which lets you see offshore oil and build Offshore Oil Platforms (which have a 0.5% chance of creating a disastrous oil spill killing off all food production in a 2 square radius for 10 turns).

Just some ideas to throw around.

I also like random events/disasters, and unique terrain/landmarks/GOODS would also add a tremendous amount of luck to the game.

child of Thor is offline child of Thor
Emperor
UK
Jan 2002
time: 05:20
  Old Post 06-11-2002 05:01
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Firstly welcome Amesjustin!
It's always great to have new idea's floated around on these subjects
I really like what Martin started on in this thread - i think if any of the ideas expressed here see the light of day it will open another chapter for the players of CTP2. From what you posted on another thread earlier you say you know C#, so i'm sure the Modders around here will be delighted for your input. If your feeling upto it check the Slic files and documentation that you can find in the modification section of CTP2. I think it can become a quite nasty addiction!

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:20
Post  Old Post 06-11-2002 22:35 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Amesjustin
This Mod sounds almost alot like one I was developing in Civ3, but I think you can go alot farther with it here.


Yes that is right, Slic a C++ like programing language (unfortunatly not as powerful as C++) gives you the power to do much more then you will ever can do in Civ3. Actual it is not only slic but the combination of slic and the open text files.

quote:
Originally posted by Amesjustin
By splitting the tech tree off and having a sea, mountain, forest, or prarie-based civ you are basically creating culture. You can make a similar advance path for each branch that goes on almost forever so that if someone does get diverse terrain/goods they CAN pursue all paths but will specialize in none.


Actual you don't need to make for everyone a tech tree it is possible to make a tech net, it is not necessary to develope everything in order to get the future techs.

quote:
Originally posted by Amesjustin
Early advances should be based on terrain/goods available. With these advances, newer, more advanced units/advances/improvements/goods become available.


Actual the main idea is that (trade) goods are available on the map from the start of course in accient time there are other uses for oil than today, in acient time you can use oil for lights, or to seal a boat or you could conservate wood. In modern times you could refine it and use it as fuel or you can make plastic out of it. So no new goods will become available, they are already on the map. You just need to discover the technology to use them. OK this last thing could take a while, but without enough goods you have a problem.

Unfortunatly my main problem now is that I don't have a tech tree or the units that should be found in the game. My other problem is that I don't have the time to find a tech tree or better tech net until Crismas.

-Martin

SMIFFGIG is offline SMIFFGIG
Prince
Great Britain
Jul 2002
time: 05:20
  Old Post 07-11-2002 01:24 Visit SMIFFGIG's homepage!
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Personally I would prefer it so that the resources appeared after certain advances like CIV3... If you really dont agree with this at least some HAVE to only appear after a certain advance eg:

Uranium = err dont remember this having to much use in ancient times

Aluminum = same here, not only would it have been impossible for them to extract in great enough quantaties. But what the heck would be the point

OIL = Ok i can see why you want this in ancient times. But really the usage of such a good in those times was minimal compared to today, the value of the good would have to DRAMATICALLY increase during time. However the major problem with having it available from Ancient on is. Me player settle everywhere where oil is knowing it will be worth a bomb in centries to come. Not only is this unfair but its historically incorrect as no Civilization would have known how important Oil would become *obviously*

Furthermore the enjoyment of discovering new trade goods would be much higher IMO. Even if just some appeared through technology and others where available from the begining but increased in value through the ages

Likewise other trade goods could decrease in value (like grapes)

There could be other goods that just tottaly disappeared through the years due to low value eg

Ameythst = (this gem stone was once as valuable as ruby and saphire possible more valuble, however due to discoveries all over the world of massive deposits the gem stone is VERY cheap [i have some bits lol])

Mammoth = Well we all know what happened to the mammoth, we also know how greatly valuable it was to early man
(this is a on the spot brainstorm im sure many many more could be thought of)



Another suggestion I have (and all ready briefly mentioned) is goods changing value through time, either a fixed fluxuation a random one (dont like idea of that) or one that is dependent on certain dates and/or events (my fav). There would be some goods that just never changed in non-physical value (Gold, Diamond)

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:20
  Old Post 16-01-2003 12:57 Visit E's homepage!
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I dont know if any one has gotten anywhere on any of this but I thought of an idea that might make it do-able. But it involves making the resources units. If SLIC could be made to make these units only appear on the tile where the resource is located and these units be non-moving babarian units, that have to be captured then you use the UPGRADE Slic to convert these resources into units. This also makes a few things possible:

1) the "resource units" will appear after certain techs, so you'll still have the resource tile improve for regular trade but being able to use it will require certain techs.

2) you can steal resources in another player territory. There is already a CTP2 unit that could serve as a corporation doing that. Or a the eco-terrorist can destroy them.

3) it could be randomized where certain tile improvements have larger quantities of the resource (i.e oil, a square in the ME makes 5 oil units and one in pensylvania only 2, and even eventually after a few turns none.)

4) Resource units can be traded similar to civ3 since units can already be traded in CTP2

5) The hard part would be military units that require more than one resource.

6) using theses units to build bldgs, unles it can be slic that the resource unit has to be disbanded and it creates a non available city improv and then subtracts a certain number of PW.

I'm sorry I'm not a SLIC, just trying to help. I figure you guys probably are on to something better anyways.

ahenobarb is offline ahenobarb
Prince

Nov 2001
time: 05:20
  Old Post 16-01-2003 19:49
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quote:
Originally posted by SMIFFGIG

OIL = Ok i can see why you want this in ancient times. But really the usage of such a good in those times was minimal compared to today, the value of the good would have to DRAMATICALLY increase during time. However the major problem with having it available from Ancient on is. Me player settle everywhere where oil is knowing it will be worth a bomb in centries to come. Not only is this unfair but its historically incorrect as no Civilization would have known how important Oil would become *obviously*



If it's not to late to comment. Instead of increasing its value on a point system, why not just make it so that you can't build gasoline powered units or city improvements without it. There are SLIC events to determine if you are receiving a specific good, so you could check every turn for this and If you're not getting oil, you can't make any more tanks. And to make it more interesting, if you lose your supply of oil, maybe your gas powered unit stop in their tracks!

Does anyone know if it is possible to create a good that is not specific to a terrain type? I would like to add some other goods, but I don't want to have to remove any of the 4 goods already assigned to each terrain type. Is it possible? Or is it pie-in-the-sky?

J Bytheway is offline J Bytheway
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England
Jul 2001
time: 05:20
  Old Post 16-01-2003 20:42 Visit J Bytheway's homepage!
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I believe you would have to create new terrain types which duplicated the existing ones in all ways except the goods which were on them. I'm not sure of what other complications this might cause, though...

child of Thor is offline child of Thor
Emperor
UK
Jan 2002
time: 05:20
  Old Post 16-01-2003 23:56
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Its been awhile since much was heard on this project, i'm hopeing no news is good news. If Martin(or anyone else) has got any further with this a bit of news might be nice
I want to go to war over oil

ahenobarb is offline ahenobarb
Prince

Nov 2001
time: 05:20
  Old Post 17-01-2003 00:03
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quote:
Originally posted by J Bytheway
I believe you would have to create new terrain types which duplicated the existing ones in all ways except the goods which were on them. I'm not sure of what other complications this might cause, though...


Thanks J! I will have to try that.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:20
Post  Old Post 17-01-2003 02:15 Visit Martin Gühmann's homepage!
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Well if someone can provide a tech tree for the start, I can start on the slic work in the next vacation.

-Martin

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:20
  Old Post 17-01-2003 06:34
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Those ideas for goods are terrific and i even have some of my own but what makes me not stimulated to do so is the lack of buy good option in the trade manager.

One day i may be able to see a trade system like civ3 or CTP1 the rest strategic resources and special bonus can be done through slic.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:20
  Old Post 17-01-2003 10:52 Visit E's homepage!
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If there were good units you could trade goods by selling the units/trading them for gold it would be like civ3

or Could we make a special unit, like corporate branch, that once it engages/attacks the city it purchases the good from that city (being it from another nation? Have the price be based on a formula of good, a preset AI value and the population size. A pop up to pick the good to buy would be possible or have specific good purchases.
This could also work with my "good unit" idea where the good would travel like civ2 caravans and "attack" the city and return gold based on a calculation.

just a suggestion

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:20
  Old Post 17-01-2003 12:20
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I believe moving units for when you did not had to is a bit boring. My idea is to buy a good when clicking in a citv that has the good you want. Them a pop up message would appear with the trade negotiation(eg. how much? How many? How long?, etc..) and of course teach the AI to be a good trader. Still this systme is not good enough for me. I just think the trade should be done in national level. I dont want to add micromanagement to the game like look for a city that has the good in the map.

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:20
  Old Post 18-01-2003 07:39
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quote:
Originally posted by Pedrunn
I believe moving units for when you did not had to is a bit boring.


True, this is why I have converted the Cradle Updater to use it with the Apolyton Pack, I was bored moving tons of units on the map.

quote:
I just think the trade should be done in national level. I dont want to add micromanagement to the game like look for a city that has the good in the map.


Once again I agree, one of the greatest pleasures with CtP2 is that you are freed of the excessive micromanagement frequently encountered in many strategical games.

porlcass is offline porlcass
Settler

Jan 2003
time: 05:20
  Old Post 24-01-2003 10:14
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Having oil as a strategic resource would make for some good game play, but you wouldn't want to make it all powerful. Possible alternative to oil power sources are:
- Enthanol, available with advanced distilling techniques, and can be based on a (more plentiful) sugar good. Ethanol should be available only marginally later than oil powered vehicles. Vehicles powered by ethanol tend to be slower (read 1 less movement) and corrode faster (read higher upkeep).
- Solar, requires a certain number of desert tiles for the the idea be available, and it should be available a bit later than oil and ethanol. Solar powered vehicles should be a little bit slower, and have a 'fuel supply' (ie. batteries) that is replenished by ending a turn in a city, desert, desert hill or desert mountain tile (obviously the desesert mountain must have a road on it...). Running out of fuel does not destroy the vehicle, but causes it to have only 1 movement point until it's fuel is replenished. On the plus side, their upkeep cost is lower.
- Fuel Cells - This should come later than all of the above technologies. Fuel cell powered vehicles should be a bit slower, but otherwise equal to Oil powered vehicles.
- Cold Fusion - This would come much, much later, and eliminate the strategic advantage of oil.

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:20
  Old Post 25-01-2003 06:24
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quote:
Originally posted by porlcass
- Solar, requires a certain number of desert tiles for the the idea be available, and it should be available a bit later than oil and ethanol. Solar powered vehicles should be a little bit slower, and have a 'fuel supply' (ie. batteries) that is replenished by ending a turn in a city, desert, desert hill or desert mountain tile (obviously the desesert mountain must have a road on it...). Running out of fuel does not destroy the vehicle, but causes it to have only 1 movement point until it's fuel is replenished. On the plus side, their upkeep cost is lower.


Welcome Porlcass,

The alternatives to oil supply is a very good idea though I think a military solar vehicle would be impractical as the solar cells are necessarily on the armor of the vehicle.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:20
  Old Post 01-02-2003 13:10 Visit E's homepage!
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Maybe we should make a set of standard, non-resource required units and the more elite units/high-tech require resources. just a thought as we hopefully get closer to implementing this

MrBaggins is offline MrBaggins
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May 1999
time: 05:20
  Old Post 01-02-2003 20:14
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A solution for oil in all terrains:

Have a 'map' stored in an array, the same size as the actual map. It has -1 for no resource in that square, 0 for Oil, and so on and so on.

You randomly generate 'hidden' resources... like oil... uranium perhaps... basically any resources that would have been not discoverable early... since they weren't in plain sight. (you might still have oil in deserts... where it leaked up visibly...)

You use a survey team (and) survey ship unit, to find the resource. When they stop and use the fortify command, they search the immediate area (how large a radius depends on tech?) If they find a resource, a message is given... and you're told how close.

If you have the survey team over the site AND there is a resource AND you own the square, then you can plant a drilling rig/platform/whatever, as appropriate for the hidden resource.

The AI would be able to programmatically know where the oil was, and it would build a new city nearby/build fortresses/etc/etc as was appropriate to secure the resource... or the AI gets fudged locational bonuses, by putting 'reachable' hidden resources nearby.

[EDIT ^^^ ] or you plant resources early... wait till the each AI has x number of cities, then plant a random number near random cities. Distribute some through the map. Optionally place some close to the human player.

The human won't have the fudging 'in his face', because the location will have been fudged early... and a lot of territory growth/change will take place in the meantime. Its just more likely that the AI's will be in places where the Oil is. He, is, afterall, in a minority of 1.

[/EDIT]

An optional thought; you could have non-renewable resources simulated by including a second map, with quantities of that resource, and reduce that each turn its extracted.


This *should* or *may* set up intreguing diplomatic situations; if you don't have Oil, you can't just conquer- with Tanks/Planes/Ships... you have to be diplomatic and trade... or maybe you have Oil... but not a lot... and are hence are on a timer to invade a nearby Oil producing state. Maybe don't have/can't get oil, and hence are limited to human-based armies, and steam ships... till you can change it. A lot of play testing and balancing will be necessary to find a good balance in terms of this area.

MrBaggins

Last edited by MrBaggins on 01-02-2003 at 20:42

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
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time: 21:20
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Has anyone been working on these good possibilities?

 
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