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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:20
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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
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centrifuge
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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.
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:20
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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
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porlcass
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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.
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MrBaggins
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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
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