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ahenobarb is offline ahenobarb
Prince

Nov 2001
time: 05:29
  Old Post 06-08-2003 21:38
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#151 Report this post to a moderator
Got spare money?

quote:
Originally posted by Pedrunn
Make a feature where the player can write strings on tiles (by clicking the right button for instance).

This way we can add a naming regions feature

"dark forest", "Grand Canyon", "Amazonia River", "Everest Mountain", "Iguacu Fall", etc...


Or do it like you do in SimCity. Plant a flagpole on the spot you want to name and type the text. The flag dispalys the text you want.

I just got back, but ditto what I said last week: I think there should be a SLIC thread, if there isn't already. Maybe, I'll just start one?

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:29
Post  Old Post 06-08-2003 22:06 Visit Martin Gühmann's homepage!
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#152 Report this post to a moderator
Help yourself to an AD-FREE life

quote:
Originally posted by Locutus
I'm pretty sure they use DirectX (5 or 6 IIRC).


CTP1 comes with DirectX 6 and CTP2 comes according to its manuel with DirectX 7.0a. So maybe DirectX 7.0a is required, but also possible only an older version is needed and they added to the CD the latest version. So it could still something between 5 and 7.

MrBaggins is offline MrBaggins
King

May 1999
time: 05:29
  Old Post 07-08-2003 08:18
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Windowed mode means that you need to deal with non-exclusive resources (generally speaking DirectSound)

A Fullscreen only mode eliminates these conflicts.

I don't know it'll be simple adding a windowed mode, considering the theoretical issues involved.

Graphically, they use Directdraw, which was set in stone by DirectX3 and has been just repackaged ever since (IIRC from my reading.)

Also, if they are using multistage transparancy, then there is some kind of alpha emulation going on, since DD only supports binary transparency. We don't know how they considered windowed mode with this, and if they used any assumptions which might break.

It seems to me that significant rewriting of the graphics engine including some theoretical windowed mode may be a huge undertaking... and we might not figure out how much work it'd take for a long time.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:29
  Old Post 07-08-2003 15:23 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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So I think we can bottom line it at this - we're not making a windowed mode. It would require rewriting too much of game ngine, and it would take a big amount of work, much ebtter to spend it all on actual fixes.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:29
  Old Post 11-08-2003 13:48 Visit WesW's homepage!
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Hi guys, just thought I would add my 2 cents while passing through...

I don't know if any of you have ever seen the source code for a game, but from what I gather it is enormous. Don hacked into the code for either Ctp1 or 2 one time, and tried to print it out- I think he said it came out to over 100K lines of code. It may have been several times that; I have trouble remembering.
Anyway, it's going to take a concerted effort just to *find* things, much less start working on fixing them. Some of the bugs you guys mention are probably just typos that can be fixed rather quickly, but some are going to be things that can't be fixed at all for some reason or another.
You need to set up a system of reporting where things are in the code, so that you can look at it yourselves. Then some of the experienced guys need to post guides, and this can start now, for what types of functions and formulas are used for this language; how to recognize them and how to safely modify them.

I just spent all weekend debugging my latest MTW beta, and it gave me a big reminder that messing with things you are unfamiliar with can give you huge headaches down the line. (In my case the unfamiliarity was with Excel, but a huge code block can also be bad.)

As for what to do first- well, it's probably going to take weeks just to get a handle on the code and get the community organized. Most people tend to concentrate on what they are most interested in, anyway, so setting up lists are only going to do so much.
I would echo the guys like Chris B. who said to go back to the things that irritated us when we first started playing the game, since those will be the biggest detractors from the basic joy of playing.
Myself, I still remember the lines of code for all these neat triggers that were never implemented, like a 50% penalty for attacking city walls, which would tone down mounted units.
In know that some people are going to try and improve SLIC so that they can implement their pet trigger, but the community as a whole would be better served by studying the AI formulas for the things that don't work well, like getting a better balance of guns and butter, or asking for cease-fires when it's getting conquered. We have all had times when we sent emissaries to the AI when it was down to one undefended city and, for fun, asked it for a cease fire, and the AI always tells us to kiss its a$$.

Anyway, I wish you guys luck, and I'll try and stop by some to see what the code looks like, and give Locutus a few programming pointers.

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:29
  Old Post 11-08-2003 14:56
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Hi, Wes

Don wasn't the only one to hack into CTP1:

quote:

Can you describe the technical innards of the game?
The game is approximately half a million lines of C++ code. It is split into several sections: UI, networking, sound, and AI. Templates and classes are heavily used in the AI, user interface, and networking. There is no documentation other than source comments (and Sam and Matt themselves).

The game makes use of the following libraries:

Simple DirectMedia Layer
SMPEG
Zlib
Pthreads
A subset of the Miles sound API

The game also uses Anet (Activision's networking library). The networking drivers and map generators are dynamically loaded using the C dlopen() interface.


But that was CTP1. I should think we can expect at least that much from CTP2.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:29
  Old Post 11-08-2003 21:00 Visit Maquiladora's homepage!
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What about the status bar at the bottom telling you what units occupy a tile when you hover over it? I think its too helpful and id prefer not to have it. Not the resource/tile info part just the units info.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:29
  Old Post 11-08-2003 23:11 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Wes has a point. I haven't work with game sources before...

JamesJKirk is offline JamesJKirk
King
Dixon, CA USA
Jan 1970
time: 21:29
  Old Post 12-08-2003 04:02
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Re: Locutus, et al's trade suggestions Get a bigger avatar today!

quote:
Originally posted by Locutus
As for Trade, I would personally (eventually -- this is long-term thinking) like to completely revise the trade system....

I'd like a trade system somewhat similar to Civ3, but more advanced: like Civ3, you need certain goods in your recourse box before you can build certain units. To get these resources, you must have them in your radius, or you must be connected to a network. But contrary to Civ3, IMO this shouldn't be a road network but rather a trade network. If you have a city with iron and a city with gold, you can only take advantage of the iron in city 2 by creating an iron trade route with city 1. The same with the gold: city 1 needs a gold route with city 2 to be able to take advantage of the gold. Both building and mainaining trade goods should come at a cost, which similarly to PW should be subtracted directly from the national income (not sure yet which resource(s) should be used for this). So no more building of Caravans.

Aside from that, I agree with MrBaggins that foreign trade should be much more valuable than national trade and that trade should contribute to science as well.

Of course, this system of mine would be a huge change with major implications on other parts of the game (the AI, for one thing). It would be a huge undertaking to implement and I'm sure not everyone will like it, so it shouldn't be part of a "official baseline version", to use Solver's terminology.


Howdy all, I've played both CTPs on and off and with some of the various mods, I thought I'd jump in because this is a big deal. IMO, and I think I've seen this said elsewhere, the trade/gold system would qualify as a bug, since it's far too easy to get obscenely rich without trying at all, which shouldn't be possible. A new (and novel) focus on the trade system (and the diffusion of technology ) would help this and distinguish CTP2 further from the rest in the series. While I have played CTP1/2 many times, I currently play Civ3 and it would take something novel to bring me (and probably many others back). So while I agree it's more important to get rid of all the real bugs first, certain things (like Solver's UN idea) that would set this apart from other Civ games need to be implemented at least in the longer run in order to (re)attract people to CTP2.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:29
  Old Post 13-08-2003 19:12 Visit Maquiladora's homepage!
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Get rid of the bonus when a city is build on a Tile Improvement.

Or probably easier, get rid of the tile imp when a city is built there.

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:29
  Old Post 13-08-2003 20:14 Visit Immortal Wombat's homepage!
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#161 Report this post to a moderator
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Can be SLICed.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:29
  Old Post 13-08-2003 20:52 Visit Maquiladora's homepage!
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Well thats just dandy

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:29
  Old Post 13-08-2003 21:01 Visit Maquiladora's homepage!
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What about Direct IP MP games?

Have we brainstormed enough yet?

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:29
Post  Old Post 13-08-2003 22:08 Visit Martin Gühmann's homepage!
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#164 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by Immortal Wombat
Can be SLICed.


Of course can be sliced but it makes modding easier if you just need to add to the tileimp.txt a flag like: CityRemoves or something like this. Well this would also imply that a tile improvement without this flag could be build on a city tile. Well we know that roads and all the other movement reducing TIs are placed automaticly on the city tile. In Civ2 it was automaticly irrigated or farmed IIRC. So maybe a fre tileimp for cities.

-Martin

Keygen is offline Keygen
Emperor
Athens, Hellas
Jan 2000
time: 07:29
  Old Post 17-08-2003 17:02 Visit Keygen's homepage!
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Lol Solv, and you claim that an expantion would be out of the question...

If you ever planning on implementing all or most of the features proposed here you will possibly have CtP3, not a simple expansion...

Good luck

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:29
  Old Post 17-08-2003 18:28 Visit Maquiladora's homepage!
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I dont think anyone considered implementing all the ideas in this thread, not even half of them, its just brainstorming/dreaming.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:29
  Old Post 17-08-2003 21:15 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
Lol Solv, and you claim that an expantion would be out of the question...


I said highly unlikely, not out of the question .

And Maq is right, that's just brainstorming .

Keygen is offline Keygen
Emperor
Athens, Hellas
Jan 2000
time: 07:29
  Old Post 17-08-2003 22:20 Visit Keygen's homepage!
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quote:
Originally posted by Maquiladora

I dont think anyone considered implementing all the ideas in this thread, not even half of them, its just brainstorming/dreaming.


Well, think it that way. When this thread will count 12 or more pages all current ideas will be the half or less of total ideas by then

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:29
  Old Post 17-08-2003 22:31 Visit Maquiladora's homepage!
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Ive run out of ideas for now anyway, maybe ill get more (and back to annoying all the programmers with impossible concepts) when/if the source code is available

Keygen is offline Keygen
Emperor
Athens, Hellas
Jan 2000
time: 07:29
  Old Post 17-08-2003 22:33 Visit Keygen's homepage!
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#170 Report this post to a moderator
Put an end to popups!

quote:
Originally posted by Solver

quote:
Lol Solv, and you claim that an expantion would be out of the question...


I said highly unlikely, not out of the question .


Having second thoughts?
Good

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:29
  Old Post 19-08-2003 00:59 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Tired of ads?

quote:
Originally posted by Keygen


Having second thoughts?
Good



Been smoking?
Good









Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:29
  Old Post 29-10-2003 01:27 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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#172 Report this post to a moderator
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A little *bump* now the source is out.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:29
  Old Post 29-10-2003 04:55
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I think very important thing to fix is BUG in pathing algorithm.

When AI has two large stacks and one of them is fortified on the road or in the city, order group's goto function would go through the first group tile, but since both armies are so big that they can't stand at same place second army will just get stuck near the city/other unit (it will try to go though tile of fist stack, which is impossibile).

This is one of the main reasons why AI sucked a lot in scenarios like Alexander the Great.



P.S.
Other thing I would like is return of *.fli files from CTP1 (was that the extension, or it was fil or flc I don't remember). Bascily in CTP1 you had much more control in modifing AI due to these files (like ability to control which government they choose, how to value specialists, when and how to change PW sliders, etc...)


P.P.S.
I don't browse these foums much now (as before 2 years), so i don't know is AI to AI diplomacy fianlly fixed as it should (in original game it was non-existant).

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:29
  Old Post 29-10-2003 21:01 Visit E's homepage!
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I see a lot of ideas are coming out there. I hope if people make a lot of code changes that for ACtP2 a menu idea will be available where you can pick which modifications to the game you want to play with.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:29
  Old Post 02-11-2003 17:45 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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What do you people think about the air combat system in CtP2? I think it could use a bit of extra feautures. The active air defense that fighters use to intercept Bombers is nice. I would, though, really love to see a "Precision bombing" function. That is, Bombers would have the ability to not only execute regular bombardment, but also precision bombing. However, it should really be precision, not like Civ 3 - I suggest that you'd get a list of possible targets in the city to attack. Those targets would be the city improvements, and civilians. Attcking civilians would reduce the city population, but also lower your regard internationally.

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:29
  Old Post 02-11-2003 17:51 Visit J Bytheway's homepage!
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#176 Report this post to a moderator
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Active air defense certainly needs some work - it's too easy to waste it all on a single worthless unit. I don't see an easy solution to this problem, though. Certainly you shouldn't have active air defense units attacking everything which comes into range, because atttackers should be able to saturate their capabilities...

Last edited by J Bytheway on 02-11-2003 at 18:28

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:29
  Old Post 02-11-2003 18:05 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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What about a break during your turn? For instance, you get a message - "an enemy Bomber near Amsterdam. We have 2 Fighters in range. Do you want to attempt an interception?"

MrBaggins is offline MrBaggins
King

May 1999
time: 05:29
  Old Post 02-11-2003 18:08
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You could give active defence a numeric modifier, which is degraded by its activating for an incoming attack, in an amount of the incoming units attack rating. Units within armies are dealt with randomly, perhaps? or on a best attack rating first?

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:29
  Old Post 02-11-2003 18:10 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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I usually prefer more control about these things. Ideally, I'd like the choice of what and how to target with my AA.

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:29
  Old Post 02-11-2003 18:14 Visit J Bytheway's homepage!
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quote:
Originally posted by Solver
What about a break during your turn? For instance, you get a message - "an enemy Bomber near Amsterdam. We have 2 Fighters in range. Do you want to attempt an interception?"


It has its merits, but in PBEM it would have to be handled by the AI, which might annoy people.

 
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