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Topic:   The Map.... Again Format for Better Printing
Spider
Warlord
k-town
Jul 2000
posted July 22, 2000 23:35   Click Here to See the Profile for Spider   send a private message to SpiderSend a Message to UIN: 82766919
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The idea of a 3-D world represented in 2-D form.

What's so hard about making it top to bottom scrolling? All's you need to do is think of the world as a cubic monopole. The pole would be the eight corners of the cube, with each face of the cube representing the entire earth.

Hope that's as confusing as it sounds.

Father Beast
Prince
American Fork, UT USA
Feb 2000
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urrr... Elmo, elevation is easy without a 3D engine. just look at AC. the demo is easy enough to get ahold of and it has elevation. I'm not sure if it affects combat, though. maybe it should.
I think a spherical world is doable using the tile system, although some distortion is neccessary. most of the distortion is near the poles themselves, though, and that land can be made undesirable.
UltraSonix
King
Melbourne, Australia
May 2000
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It is probably easy to do elevation with a 2d engine.

But I just wanted to pick on some details:
Civ3 could come out in 2002, I saw here.

And also, don't assume that just 'case it'll be 2001/2002, all the computers willl be good. I mean, my primary computer's four years old - it's a Pentium 166.

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[This message has been edited by UltraSonix (edited July 23, 2000).]

Evil Capitalist
King
The man with the Golden Gnu.
Jul 2000
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I just want to point this out. The game needs overlapping resources. Several areas ecomony relied on the presense of two resource, notably iron and coal. South Wales and Silesia are 2 areas that come to mind, and I'm sure there are more.
Shadowstrike
King
Mississauga, Ontario, Canada
Jul 2000
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quote:

Originally posted by MidKnight Lament on 06-26-2000 09:53 AM
EC3 is over. It was sent to Firaxis long ago.

- MKL

WHAT! So every idea we post here is pointless?!!! Why are we making so many good ideas here then?

UltraSonix
King
Melbourne, Australia
May 2000
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If it's a good idea, then Firaxis will read it - they're here, watching us, you know...

Eg of good idea --> Overlapping resources.

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ElmoTheElk
GGS Co-Webmaster
Leiden, The Netherlands
Jul 2000
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3D isn't bad, I propably have an P4-2Ghz when Civ3 releases, but it's more the way it infects the gameplay. If you just keep on miniturizing on and on the game get's too conplex.

So 3D looks interesting too me, as well as overlapping recourses which are not very discussible I think, they just should be there. But I hope that the 3 D graphics are used correct.

The way I was thinking is a 3D-tiled map. So you can 'look around anywhere', but the movement stay a little basic. I think turn based games are not very open too free terain movement, don't you think?

What current game engines looks interesting too you all now? Overdeveloped civ2? Railroad Tycoon 2? Earth 2150?

Sir Shiva
GGS Co-Webmaster
Leiden, The Netherlands
Jul 2000
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Hmm.. I hope Firaxis IS listening..

The Railroad Tycoon II is exactly what I was thinking about.. At least the elevation /tunnels part.. The resource model of rr2 appeals to me too, as some of you'll might know

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Sir Shiva
GGS Co-Webmaster
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Jul 2000
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I also think the Populous 3 interface is quite interesting.. As is Earth 2150.. But RR2 represents elevation and scale really well..

And resources.. And industry..

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-Shiva
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Seeker
King
Canada(UWO)
b.02-15-99
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Why this obession for accuracy in polar crossings?

When a unit crosses the 'edge' of the map it should appear at a point half-way from where it entered. Not accurate, but simple.

About the strategic value of the poles: during the 80s the north pole was the scene of a mini arms race as US and USSR made subs capable of traveling undetectably under the ice. Tracking stations and bases like Alert were built, and both sides had many Sub-Zero arctic units, with some mechanized snowmobile units (Canadian).

More importantly, Civ 2 is a game of 'might've beens'. I mean, if the Aztecs can conquer Europe, why not have the USSR invade north america via the north pole??

DarkCloud
King
of Clouds
Jul 2000
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I believe that the map levels should be transposed over one another such as you can build a city on land and have a unit over it in the sky, however, to see the sky unit you have to 'tilt' the map using a button and from that 'tilt' you can see the land units obscured and the sky units bigger and more vibrantly colored such as the land units are gray and the sky units are colored.

Just a thought

-DarkCloud

Sir Shiva
King
of Clouds
Jul 2000
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And a good thought too... It should extend to submarines, ships etc. Planes should be able to fly over ground units, too.

Say 1 ground level, 2 above and 2 below (underwater/tunnel/underground bases??/nuke silos)

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DarkCloud
King
of Clouds
Jul 2000
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How about in the below level the land is shown like in Rollercoaster Tycoon for tunnels, in RCT you had an option to see underground because the land could be raised. How about that?
Sir Shiva
King
of Clouds
Jul 2000
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Good idea..

I like these Tycoon games..

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Sir Shiva
King
of Clouds
Jul 2000
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Just a few more 'underground' thoughts..

Underground rail? Missile silos?

Expanded bunkers?

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Sir Shiva
King
of Clouds
Jul 2000
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Coming back to the map issue, have any of you'll played Shogun: Total War?
It's a new game, and the battle map is fantastic. We could use something similar in civ.. A LARGE map but with more movement 'points' will let you use attributes like charging down a hill for better attacks, vanguards, rearguards and stuff..

In turn-based play of course..

Just a thought..

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DarkCloud
King
of Clouds
Jul 2000
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Underground roads and rails are good ideas.
How about, Underground Habitat (A city) which has specific improvements to allow it to grow, I.E. Sundome, Nutrient Soil.

You should also be able to build irrigation underground with 'artificial heat lamps' they would be called artificial irrigation.

Some underground resources
Diamonds (Shields)
Fossils (Research)
Gems (Shields)
Worms (Food)
Grubs (Food)

Any other ideas?

wernazuma
Prince
hasta la victoria siempre!
Aug 2000
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Grubs and Worms as food supply?
Doesn't that go a little bit too far?
I would even prefer moles then (IF we need underground food-resources)

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DarkCloud
King
of Clouds
Jul 2000
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Not really, people do eat them and we do need food supplies.

I believe more people eat grubs and ants than moles however. (At least in France)

Sir Shiva
King
of Clouds
Jul 2000
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Wow... I certainly didn't have grubs and worms in mind when I posted the first message of this thread...

I don't think these improvements need underground layers though.. Underground is where tunnels and underground bases/bunkers etc. come in..

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DarkCloud
King
of Clouds
Jul 2000
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How about we do not have special underground cities but we should have special underground improvements because life underground is different from aboveground.

More Resources:

Magma [Power resource *Volcanic Power* (Theoretical Geothermal powersource-Total Annihilation]


Types of underground terrain:

Granite [Mineral-rich]
Sandstone [Trashland (wasteland); fertile]
Soil [Fertile]

UltraSonix
King
Melbourne, Australia
May 2000
posted September 01, 2000 08:11   Click Here to See the Profile for UltraSonixClick Here to Email UltraSonix  send a private message to UltraSonixSend a Message to UIN: 97330588 Visit UltraSonix's Homepage!
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Yes! Instead of making wholesale changes, small changes like the magma is better.

Other additions:
*River delta - for land near large rivers, bays etc. Provides extra food obviously.
*High tides - for seas squares, harnessing tidal energy on the square will give a bonous.
*Coral reef - extra marine life?, economy bonus (more tourists)
*Freshwater sea - was a special square in SMAC, but should be made a normal terrain type.

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DarkCloud
King
of Clouds
Jul 2000
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*BUMP!*
UltraSonix
King
Melbourne, Australia
May 2000
posted September 08, 2000 23:23   Click Here to See the Profile for UltraSonixClick Here to Email UltraSonix  send a private message to UltraSonixSend a Message to UIN: 97330588 Visit UltraSonix's Homepage!
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This topic should never be allow to go under.

Some more map squares:

*sea caves/underground caves - both provides extra money because of tourism.
*rock formations - (like the good ol' rock in the middle of Australia) - provides more tourism again.

Also, the forests should be different in different parts of the world (they could just look different but do the smae thing) - eg rainforests, pine forests, bamboo forests, conifer forests, blah blah.

There could also icebergs (not actually a square, but a unit of sorts), like I mentioned in my thread.

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No, in Australia we don't live with kangaroos and koalas in our backyards...

Ribannah
Warlord
Castle Gobs, Enroth
Aug 2000
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I think a spherical map is not too hard to combine with tiles - if you make them dynamic.

Imagine that permanent tiles are only generated for the city map and temporary tiles are used for unit movement and such: each time you centralize on something you see tiles around it, but the exact co-ordinates of those tiles are different.

Hexes seem easier to use than squares for this purpose.

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Sir Shiva
Warlord
Castle Gobs, Enroth
Aug 2000
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Once again, I feel we need a LARGER map which can represent things on a smaller scale.
We need to do away with tiles as the functional unit of terrain. We should have 'co-ordinates' which have specific movement costs to traverse. This way, a unit is given some movement points and each move decreases them.
Also, each point should have an elevation value. Mountains shouldn't be single tiles but a collection of co-ordinates of high-elevation. Each mountain would be different, would have a different gradient and stuff. This way they could be use effectively for attack, defence, fortification and as natural barriers..

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UltraSonix
King
Melbourne, Australia
May 2000
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Good to see you back, Sir Shiva.

Has this been said berfore - maybe the map should be done away all together. The game could instead have a RTS-type map (!) where the units still have limited movement, etc, but everything would be controlled like in a RTS game. To move a unit, the player just drags the unit to the intended location with the mouse.

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Seeker
King
Canada(UWO)
b.02-15-99
posted September 23, 2000 16:30   Click Here to See the Profile for SeekerClick Here to Email Seeker  send a private message to SeekerSend a Message to UIN: 31178799 Visit Seeker's Homepage!
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I can't understand you, UltraSonix...words are coming out of your mouth that have no meaning to me...
R-T-S??! That's not what we do here...
Nick-oh
Settler
Melbourne, Australia
Sep 2000
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OK this might be a bit hard to explain, so just bear with me.

The problems with a spherical map have been well explained in this thread and a viable solution (as far as I can tell with my vast knowledge of programming) can be constructed out of a number of ideas already listed.

Sir Shiva, in his second post on this thread, put forward the idea of movement points for units, and different terrains costing differing mp's to traverse.

This would provide a solution on how to make polar areas behave semi-correctly. If the movement cost of a terrain square is also made dependant on latitude so that units can simply move faster in polar areas.

I think that's enough to explain that idea. Now I'll try to explain my solution on how to construct a map which looks somewhat like it should.

I think most will agree that while a pixelised map (see above posts) would be ideal, it would simply be too demanding on the system (I will struggle to afford the game let alone an upgrade) Therefor I think it safe to say that some sort of tile system is necessary.

Sorry I thought I had a solution to this but as I was typing it discovered too many flaws. I only tell you this because it highlighted what the problem actually was.

Attempting to use any variation of a flat map projection is useless because in effect you're not playing on a map, but the globe itself. It appears flat, but is infact spherical.

Ribannah's idea of dynamic tiles is perhaps the only way of gaining a sherical map, whilst still keeping keeping something remotely similar to what we have (though I don't think it would save any memory over pixelising)

Perhaps we should just leave well and good alone .

The movement idea is still valid though.

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Sir Shiva
Settler
Melbourne, Australia
Sep 2000
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You are a brave man, Ultrasonix...

But I do like your idea.. Drag units to move.. It'd help in simultaneous play too...

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Seeker
King
Canada(UWO)
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umm, they're using a spherical globe in Sovereign, why won't it work in Civ? And Sovereign zooms in a lot more than Civ does.
use hexes. Make them of a size so that one is the north pole, and the other is the south pole, just like Epcot Center at Disney World. Presumably the main view is zoomed in close enough to avoid to much curvature at the horizons.
Sir Shiva
King
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And have any of you'll seen the battle map in Shogun. The elevation and environmental effects (environmental effects in civ3? ) representation is pretty darn good...

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Dienstag
Chieftain
Sinking Spring, PA, USA
Feb 2000
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nit-picker's note: Spaceship Earth at EPCOT doesnt use hexagons; the base shape is a triangle (it's a little more complicated than that...call them "fancy triangles". Anyway, it wouldn't be ideal to make a map like Spaceship Earth because the triangles would have to be arranged so that in most places 6 triangles would meet at a point, but in some places only five triangles would meet at a point. If you can figure out game mechanics that work on a map like this, bring it on.
Sir Shiva
Chieftain
Sinking Spring, PA, USA
Feb 2000
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Ultrasonix's idea might work... You click on a unit and click on where you want it to go.. RTS style.. and it figures out how to get there in the shortest number of moves (keeping movement costs of the intervening terrain, presence of enemies and borders etc.)

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Hannibal3
Chieftain
Sinking Spring, PA, USA
Feb 2000
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Well, I like the ideas here, but I think they are a bit far-fetched. There are certain things I need explained to me, and I think the computer's capabilities have not been taken into account.

Before I go further, I think underground is ridiculous. I think all of the underground stuff should be taken out. Also, the airplanes... you want the planes to be able to fly over what? Enemy cities? I doubt you could just do that. The Iraqis weren't waving at the F-117s, they were shooting at them. And if you mean allied or peaceful units and cities, I think that ALL units should be allowed to occupy the same space under such conditions.

Here's my problem with the pixel system. How are you intending on doing it? Would you use a system like with Paint Brush? How would this be different from just using smaller tiles? And also, a pixel is TINY! How would you know what your looking at on the screen? Could you even SEE cities or units in a single pixel??
And also, theres the issue of the individual pixel attributes. It would not be thousands of pixels. The game has thousands of tiles. No, this would be hundreds of thousands to millions of pixels. Thats a lot of stuff for the computer to know. The game already has enough new features to deal with. I think it would make it impossible to play. Maybe if you could convince NASA to let you borrow one of their computers, you could do it.

As for moving, the RTS system COULD work, but what happens if the units decide the fastest way to a place is not following a railroad or road? They'd be throwing away their movement rate. And if we do it the old-fashioned way... moving pixel by pixel? A painfully tedious experience, no?

Don't get me wrong... I'd love to see a new system. I was always kind of frustrated that I couldn't put Boston, New York and Washington in their real spots on a world map. but I wanna be sure it works.

Maybe having the old grid but with pixels of land would be better. So if you were say creating a map of the World in the editor, Italy would look like it really does rather than being a 3-square blob. It would still occupy 3 grids, but it would still have its shape because you would be painting one pixel at a time. Each grid square would have attributes for all of the pixels inside it (in other words, a mountain square has all mountain pixels in it). Granted, I know this is not what people want, but I think it will have to do.

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"...The highest realization of warfare is to attack the enemy's plans; next is to attack their alliances; next to attack their army; and the lowest is to attack their fortified cities." - Sun Tzu

Sir Shiva
Chieftain
Sinking Spring, PA, USA
Feb 2000
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When I say a pixel, I mean a small tile... And cities will be many 'pixels' large, not just on a single pixel.. But i see what you mean.. It's the idea of it which I would like to see attempted...

And as for layers, subs DO sail underneath enemy ships and planes like the U2 can fly over enemy cities...

One more thing - maybe Warlords and above should be allowed to post pictures in their posts.. I'm feeling too lazy to link to the Shogun pics, but I feel that if you guys have the time, hop over to www.totalwar.com and check out the battle-map screenshots of Shogun: Total War...

THAT's what I mean by pixels...

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Ribannah
Warlord
Castle Gobs, Enroth
Aug 2000
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quote:

Originally posted by Hannibal3 on 09-26-2000 06:12 PMHere's my problem with the pixel system .... Theres the issue of the individual pixel attributes. It would not be thousands of pixels. The game has thousands of tiles. No, this would be hundreds of thousands to millions of pixels. Thats a lot of stuff for the computer to know.

There is no need to store all pixels. Pixel contents can be generated and regenerated by seeds. With the speed of present-day computers, there should be no problem.

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Sir Hawkeye
Settler
Chicago, (Plains), The Americans
Nov 1999
posted October 01, 2000 21:13   Click Here to See the Profile for Sir HawkeyeClick Here to Email Sir Hawkeye  send a private message to Sir Hawkeye
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The crazy-fool semi-newbie speaks!
Okay, Lets see...
I think we should still have tiles but they won't be consistently the smae distance. Each tile should be perhaps 2 degrees -Longitude- square(approximately, they'd be narrower at the top), getting smaller and smaller, converging into one circular tile at the pole. Movement points could still be applied, smaller sqaures take less to enter.(possibly applied to resource collection, but these squares would also take fewer people to work, so it's a moot point).
(What i wrote makes sense to me. please tell me if i'm incoherent here)

Underground and Aerial layers are also a damn good idea. Recon planes two layers higher would be hard to destroy except with special equipment, subs will be more realistic.(tranports can't find subs anymore- until it's too late )

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-Rale Hawkeye
-Rale Hawkeye
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I c e d a n
Settler
Chicago, (Plains), The Americans
Nov 1999
posted October 02, 2000 08:06   Click Here to See the Profile for I c e d a nClick Here to Email I c e d a n  send a private message to Sir Hawkeye Visit I c e d a n's Homepage!
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nope! Tiles are out the window! They limit the game too much! Civ is known for its depth. Lets keep it that way.
Sir Hawkeye
Settler
Chicago, (Plains), The Americans
Nov 1999
posted October 04, 2000 19:11   Click Here to See the Profile for Sir HawkeyeClick Here to Email Sir Hawkeye  send a private message to Sir Hawkeye
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Well, I was thinking some sort of 3D rotating globe style map, or at least have tha as a mode, and that with one polar tile, that wolud handle the polar crossing quite nicely...

If Firaxis does use this pixel format they'd obviously do it well but
I have a few questions.

How big is a pixel?
How many pixels on an average world?
How many citizens to harvest a pixel? wouldn't micromanagement become insane if you had to harvest each individual pixel?
How many pixels is a unit?

Thx for any explanations.

Sir Rale Hawkeye
Most insane CivII game: World War '79, Approx. 95 nukes in 10 years

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