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Topic:   The Map.... Again Format for Better Printing
Sir Shiva


b.02-15-99
posted June 10, 2000 21:32   Click Here to See the Profile for Sir ShivaClick Here to Email Sir Shiva
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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..

------------------
-Shiva
Email: shiva@mailops.com
Web: http://www.crosswinds.net/india/~shiva
ICQ: 17719980

UltraSonix
King
Melbourne, Australia
May 2000
posted June 11, 2000 23:45   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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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).]

Sir Shiva
King
Melbourne, Australia
May 2000
posted June 14, 2000 11:22   Click Here to See the Profile for Sir ShivaClick Here to Email Sir Shiva  send a private message to UltraSonix Visit Sir Shiva's Homepage!
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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...

------------------
-Shiva
Email: shiva@mailops.com
Web: http://www.crosswinds.net/india/~shiva
ICQ: 17719980

Stuff2
Warlord

Sep 1999
posted June 14, 2000 15:08   Click Here to See the Profile for Stuff2   send a private message to 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?
Sir Shiva
Warlord

Sep 1999
posted June 14, 2000 20:35   Click Here to See the Profile for Sir Shiva   send a private message to Stuff2 Visit Sir Shiva's Homepage!
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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..

------------------
-Shiva
Email: shiva@mailops.com
Web: http://www.crosswinds.net/india/~shiva
ICQ: 17719980

Par4
King
Yyyarr tis the dolphins, smart be they Yarrr!
May 2000
posted June 14, 2000 21:58   Click Here to See the Profile for Par4   send a private message to Par4Send a Message to UIN: 73426191
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Whats a coordinate look like, I'm not exactly a tech person. can you describe it a little more please.

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Stuff2
Warlord

Sep 1999
posted June 16, 2000 19:44   Click Here to See the Profile for Stuff2   send a private message to Stuff2
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quote:

Originally posted by Sir Shiva on 06-14-2000 08:35 PM
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.

Ah...I see. I think i could like this idea.

Sir Shiva
Warlord

Sep 1999
posted June 17, 2000 08:13   Click Here to See the Profile for Sir Shiva   send a private message to Stuff2 Visit Sir Shiva's Homepage!
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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.

------------------
-Shiva
Email: shiva@mailops.com
Web: http://www.crosswinds.net/india/~shiva
ICQ: 17719980

Par4
King
Yyyarr tis the dolphins, smart be they Yarrr!
May 2000
posted June 19, 2000 01:04   Click Here to See the Profile for Par4   send a private message to Par4Send a Message to UIN: 73426191
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Oooh I like this shiva, I like this. The idea of having land areas not end so abruptly is intriguing. A sphere globe I'm not sure of, but real changes in elevation would be a great change. So if your troops lived by the water for a long time then went up high, they'd be out of breathe

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Don't ask for golf tips
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HappyLand
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-Ming Tsai

UltraSonix
King
Melbourne, Australia
May 2000
posted June 19, 2000 03:01   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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Just wanted to repeat that Shriva's point on realistic elevation (ie need semi 3d graphics) was very good, but Par4, I think your:

quote:


So if your troops lived by the water for a long time then went up high, they'd be out of breath

is probably not very workable...

(And wow Par4 - your sig's longer than your post!)

------------------
No, in Australia we don't live with kangaroos and koalas in our backyards...
[This message has been edited by UltraSonix (edited June 19, 2000).]

Par4
King
Yyyarr tis the dolphins, smart be they Yarrr!
May 2000
posted June 19, 2000 14:01   Click Here to See the Profile for Par4   send a private message to Par4Send a Message to UIN: 73426191
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UltraSonix you knew I was just kidding right?

As for my sig, I've been watching food network tv too much lately

------------------
I use this email
(stupid cant use hotmail)
gamma_par4@hotmail.com
Don't ask for golf tips
Your game will get worse
HappyLand
There is no spoon
-The Matrix
Let's kick it up a notch!!
-Emeril Lagasse
Fresh Soy makes Tofu so silky
-Ming Tsai

jdlessl
Chieftain
Atlanta, GA, USA
Mar 2000
posted June 20, 2000 23:53   Click Here to See the Profile for jdlessl   send a private message to jdlessl
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Ok, I like that area-ed resources. Overlap of those areas would make for excellent complexities. A totally round map would be tough to do, but I'm sure there's some programming wizards who can come up with something. It'd be very realistic, anyway. But slower movement?!?! It's already a crawl! The Mongols could cross their empire inside of a year, but in the game it takes centuries to move units an equivalent distance. Normal infantry can march thousands of miles in the time it takes a game unit to go just one hundred.

For movement, something entirely new is needed. A system that allows units to move at a realistic speed but not allow them to 'be everywhere at once'. Like a supply line or communications limitations. The latter would be appropriate for pre-telecom eras: You give units orders and as soon as they're a certain distance from one of your cities, an AI takes control and tries to execute those orders and return to a friendly city. Any other ideas?

Jared

UltraSonix
King
Melbourne, Australia
May 2000
posted June 21, 2000 03:05   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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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.

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

Par4
King
Yyyarr tis the dolphins, smart be they Yarrr!
May 2000
posted June 21, 2000 09:37   Click Here to See the Profile for Par4   send a private message to Par4Send a Message to UIN: 73426191
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I'm against anything too big my system will be minimum requirements in a few months. So a 3d world, maybe but I ain't got no money to upgrade I bought a kayak

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I use this email
(stupid cant use hotmail)
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Don't ask for golf tips
Your game will get worse
HappyLand
There is no spoon
-The Matrix
Let's kick it up a notch!!
-Emeril Lagasse
Fresh Soy makes Tofu so silky
-Ming Tsai

Steve Clark
Prince
Colorado Springs, CO
Oct 1999
posted June 21, 2000 09:46   Click Here to See the Profile for Steve Clark   send a private message to Steve Clark
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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.
UltraSonix
King
Melbourne, Australia
May 2000
posted June 22, 2000 02:15   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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Ah... Graphics do matter, just slightly... If you want to play text only - fine by me, just lets me play a game with semi-decent graphics.. (Loki I know you're watching this...)

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

Father Beast
Prince
American Fork, UT USA
Feb 2000
posted June 22, 2000 05:35   Click Here to See the Profile for Father BeastClick Here to Email Father Beast  send a private message to Father Beast
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ummm.. just a quick thought.
you can make a spherical world with the civ2 square system. Consider that each line of squares represents a latitude position. at latitudes closer to the poles, there would naturally be less squares in the circle of squares. this transition would be made by the odd triangular square. this might make for some interesting effects on city radii and stuff
Sir Shiva
Prince
American Fork, UT USA
Feb 2000
posted June 23, 2000 11:51   Click Here to See the Profile for Sir ShivaClick Here to Email Sir Shiva  send a private message to Father Beast Visit Sir Shiva's Homepage!
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Overlapping resources would be cool!!!!

------------------
-Shiva
Email: shiva@mailops.com
Web: http://www.crosswinds.net/india/~shiva
ICQ: 17719980

Sir Shiva
Prince
American Fork, UT USA
Feb 2000
posted June 23, 2000 11:53   Click Here to See the Profile for Sir ShivaClick Here to Email Sir Shiva  send a private message to Father Beast Visit Sir Shiva's Homepage!
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So, any chance of getting this topic on the EC3 list??

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-Shiva
Email: shiva@mailops.com
Web: http://www.crosswinds.net/india/~shiva
ICQ: 17719980

MidKnight Lament
King
Melbourne, Australia
May 99
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EC3 is over. It was sent to Firaxis long ago.

- MKL

St Leo
King
Toronto, Ontario, Canada
b.02-15-99
posted June 26, 2000 19:18   Click Here to See the Profile for St LeoClick Here to Email St Leo  send a private message to St LeoSend a Message to UIN: 15805683 Visit St Leo's Homepage!
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*Resources not represented by tiles, but by 'areas'..

Nah.

*You should be able to go over the poles (not sure how to do this)

There are some goofy solutions, but I would prefer if things were left as they are.

*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...

Thumbs up on real mountains (they just look cool), thumbs down on slow movement.

*Landmarks should be named...

I have nothing against labels.

*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..

A better solution would just have the game end in 1900.

------------------
St. Leo
http://ziggurat.sidgames.com/ http://www.sidgames.com/forums/
[This message has been edited by St Leo (edited June 26, 2000).]

UltraSonix
King
Melbourne, Australia
May 2000
posted June 26, 2000 23:12   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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quote:


*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..

Come to think of it, this doesn't seem like a very good idea after all... I mean, how would you be able to show it on the screen?

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

Sir Shiva
King
Melbourne, Australia
May 2000
posted June 27, 2000 11:03   Click Here to See the Profile for Sir ShivaClick Here to Email Sir Shiva  send a private message to UltraSonix Visit Sir Shiva's Homepage!
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Perhaps a more isodiametric map, showing a 45 degree rather than 80 degree angle with the surface, would help..

------------------
-Shiva
Email: shiva@mailops.com
Web: http://www.crosswinds.net/india/~shiva
ICQ: 17719980

Adm.Naismith
Prince
Milano - Italy
Oct 1999
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About the world as a true globe, I'm for it. I can see there are some trouble representing it on a a tactical map (and in other threads there was lot of suggestions about it).

But tonight (2:20 AM now) I was just thinking that the map is NOT the territory.

I mean, I usually travel by car with flat road map still the earth is a globe (well, it is, isn't it? ).

True, in my car travels I'm not limited by some "squares grid", but the point is that if we can divide the whole strategic view of the world (as a globe) on a somewhat stretched tactical representation (as a flat map with a grid of squares or hexagons) we can probably be OK.

Sure, zooming in & out will be a problem, so we should limit the whole thing.

Well, may be I'm probably just too tired to write a clever post. Better I go to sleep now.

------------------
Admiral Naismith AKA mcostant

Sir Shiva
Prince
Milano - Italy
Oct 1999
posted July 01, 2000 12:06   Click Here to See the Profile for Sir Shiva   send a private message to Adm.Naismith Visit Sir Shiva's Homepage!
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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?

------------------
-Shiva
Email: shiva@mailops.com
Web: http://www.crosswinds.net/india/~shiva
ICQ: 17719980

TheLimey
Prince

May 2000
posted July 01, 2000 14:55   Click Here to See the Profile for TheLimeyClick Here to Email TheLimey  send a private message to 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.

Dalgetti
Prince
aka The Artist ;)
Apr 2000
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Hey I've read all this stuff and I say that the world should be made in pixels and ... oh that has just poped up . units as polygons ? well because you cant say that units are point-size bodies ( kinda reminds of physics class ) . units will engage in combat ... and lets say that you make preset moves and destinations and then you press on the End turn button and ONLY THEN things occur .


Hey anyone here played the remarkable game , conquest ? if you did , you probably know what I mean .

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Prepare to Land !
[This message has been edited by Dalgetti (edited July 01, 2000).]

Dalgetti
Prince
aka The Artist ;)
Apr 2000
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forget about all that crap that I said higher . well maybe except that CONQUEST thing .... GLOBAL CONQUEST , that was the name IIRS....
Adm.Naismith
Prince
Milano - Italy
Oct 1999
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Shiva, I see you start the thread about resources on more than a square and so on.

I suppose that Alpha Centauri concept of Special landmarks is a step in the right direction. If you work tiles inside the special area you gain a bonus. It add some reason to try to control some world area, by army or by trade.

Last but not least, with special landmarks there is no need to introduce a "pixel-level" resource map (with all the memory and CPU time consuming).

About the map, the problem is that in a regular square grid we can't have a continuos reproduction (I mean, a scrollable one) of a round world on a flat screen (or piece of paper), if not using some kind of Mercatore or other correct but unpratical way to draw the thing.
It's time to try something different?

I suppose you refer to me as Adam (in fact my real first name is Marco (same of english Mark).
My nick name Admiral Naismith is the name of a fiction character from Science Fiction books of Ms. Lois McMaster Bujold. But that's another (off topic) story.

To answer your question:
yes, I watched some soccer (football for european) games, I've just finished to see italian players losing the final match of Euro 2000 against France team.
Why do you ask?

------------------
Admiral Naismith AKA mcostant

Sir Shiva
Prince
Milano - Italy
Oct 1999
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I'm a big fan of Italian football and the Italian team..

I like Juventus..

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-Shiva
Email: shiva@mailops.com
Web: http://www.crosswinds.net/india/~shiva
ICQ: 17719980

The Brain
Emperor
Of Parody And Spam
Jul 1999
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SOLUTION FOR TRAVELLING OVER THE POLES:

*The poles would NOT be on the map, you never see them, but they are there.
*When you move a unit towards the poles you'll be asked whether you want to or not, you choose.
*Let it be known that travelling over the poles is somewhat dangerous and could risk having your unit destroyed. It would be safer for Air and Sea units, but more dangerous for Land units.

How the computer would determine where you would end up after you cross of one of the poles:

Let's say you're on a LARGE map (75x120) and you cross of the North Pole at co-ordinates 0,0 (which on earth would be the Line of Greenwich) you would travel half of the way across the globe. Since the world is 75 squares across you would travel half that way over the map which is 37,0 (rounded down, and that would be earth's Int. Date Line). This would let the map stay the same with the new feature.

I hope that makes sense to everyone.

------------------
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-This much.

phunny pharmer
Chieftain
La Jolla, Ca, US
Jun 2000
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The Brain: However, if you travel over the poles, you can conceivably end up anywhere. Literally, anywhere. It is much simpler to go at an arc around the pole than to cross right over it. Thus, it is faster to cross to a point two squares to your right (by travelling 'off the map' to that square. You probably aren't following what I am saying, but that's OK. I'm thinking in 3-D.

I must say, Civ 3 needs to have a 3-D world. This world must rotate, so that you won't always be looking ***down*** on the map from the same angle. You should be able to look ***down*** on the north pole, on the equator, and on the south pole.

The only conceivable way to do this (that I can think of) would be to create a world where you set the latitude and longitude of the point that you want directly under you. By moving the mouse left, right, up, or down, you will make the world rotate in that direction.

This brings up a tough logistical point. All the civ-genre games so far have been fought on a cylindrical world. Thus, there are an equal number of horizontal rows at the ***equator*** as at the ***pole***. I expect that this must be the easiest way to program. However, to really cross the pole, The Brain, you would need to have a different, exponentially decreasing number of squares in a row as you approach the pole. In short, you need a 3-D world.

An interesting historical side note. Both poles were only crossed at the beginning of this century. And although these missions were of scientific and nationalistic value, they are not exactly of military importance to ground troops. It is also of rather minimal usage to sea and air troops during the ***winter*** months. Perhaps the entire subject of the pole is superfluous.

Par4
King
Yyyarr tis the dolphins, smart be they Yarrr!
May 2000
posted July 09, 2000 00:44   Click Here to See the Profile for Par4   send a private message to Par4Send a Message to UIN: 73426191
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OMG the brain posting a sensible post????

I will return, when I become a king, by tomorrow I will be back tomorrow just 100 more

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There is no spoon
-The Matrix
Let's kick it up a notch!!
-Emeril Lagasse
Fresh Soy makes Tofu so silky
-Ming Tsai

TheLimey
Prince

May 2000
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Accurate mapping while a facinating concept, is UTTERLY unfeasible. Having a truly spherical world would add to realism yes, but take over the project in terms of complexity, and would be extremely likely to introduce many situational bugs forced through lack of foresight.

No other idea has the possiblity of ruining Civ3 as much as this one.

OrangeSfwr
Prince

May 2000
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I agree with Limey. There's just no way to make a spherical map accurate. You're going to have distortion and it will only make the game harder to play. It would be nice, but lets stick with the map we all know and love, just make it bigger!

Brain - Oh my, a serious well thought out post from the Brain.

Par - yah, but how much of your post count is SPAM?

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The Brain
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quote:

Originally posted by OrangeSfwr on 07-09-2000 01:59 PM
Brain - Oh my, a serious well thought out post from the Brain.

Well thought out? No, it took about 5 minutes!

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Par4
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quote:

Originally posted by OrangeSfwr on 07-09-2000 01:59 PM
Par - yah, but how much of your post count is SPAM?

Most of it

My only sensible posts come from some military stuff. Don't worry it'll return to sensibility once school starts again right now I have too much time on my hands to think.

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Sir Shiva
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Another application of this 'elevation' model..

You gain alot of movement points or 'speed' when charging down the slopes of a mountain into an attack..

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ElmoTheElk
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Jul 2000
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Well, after reading all this, I definitly DON'T think it's a good thing for the map to be 3D or spherical at all. Because:
- How do you you render this on screen (escpacially differt hights).
- All the rendering of polygons or even sprites would slow down the game dramaticly.
- Most important: It will be too complicated to play. The gameplay would be killed! I mean: It is not fun any more if every single area of 1 km2 has to be ruled.

As I would prefer:
- Stay in 2D or a 'flat 3D' (isometric) and just make large worlds.
- Don't miniturize too much. It will be too complicated.

I know that my post is not as clear as it has to be, but it's not an easy topic at all, don't you think?

Sir Shiva
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Jul 2000
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3D isn't required - My original theme was to reproduce more realistic elevation and stuff, instead of the one-tile mountains of civ 1 and 2. It would still be 3-D isometric. And creating these tiles shouldn't be too tough for the computers of 2001 (civ3 release date). We should actually be making use of this power.

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