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Topic: "Unit Workshop" Module List |  |
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Stuff2 Warlord
Sep 1999
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posted February 15, 2001 04:59
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Actually, Youngsun, i'm beginning to agree with you. Sorry for my missunderstanding.But instead of different named men you can simply have a number of how advanced and how civilized they are: Your civ is 5 points advanced and 3 points civilized the local tribe is maybe 1 point advanced and 5 points civilized. The difference from each number is calculated to measure not only how good/bad conscripts they will be but also how your different people will feel for each other. In this case the difference is (3-1)+(5-3)=2+2=4. This can also be a measure of how well you succeed in the game. When gathered enough advanced you earn an 'advanced point'. But i'd rather see the 'advanced point' depending on your infrastructure. Unapplied knowledge don't make anyone happy. And the 'civilized points' depend on government and warfare and other social factors.
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Youngsun Prince Darwin,NT,Australia Jan 2000
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posted February 16, 2001 00:21
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No need to be sorry about Stuff2. misunderstandings may happen all the time. quote:
 Your civ is 5 points advanced and 3 points civilized the local tribe is maybe 1 point advanced and 5 points civilized. The difference from each number is calculated to measure not only how good/bad conscripts they will be but also how your different people will feel for each other. In this case the difference is (3-1)+(5-3)=2+2=4.
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I definitely share your view of technologically superior civ doesn't have to be more civilised than technologically inferior ones. However military supremacy is usually in the hands of technologically superior civilisation and this should be reflected regardless of relative civilisedness. |
Matthew Hayden Chieftain Great Britain Aug 2000
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posted February 16, 2001 18:52
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WOW!! Theres sure been a lot goin' down here since last I strolled through. Good to see ya Youngson, I thought this thread had died. How's life, the universe, and everything. I agree about the Unit Workshop, what was the point in leaving that out Firaxis! However, perhaps in your city view you would have Youngsons manager screens with which you would sort a group of, say 200,000 men into an Infantry corps, or army, or division, although something that large would normally be an army group. It was the size of the German 6th Army which got trapped at Stalingrad. |
Matthew Hayden Chieftain Great Britain Aug 2000
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posted February 16, 2001 18:54
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Stuff2, your civilization and tech level idea is excellent!! |
Youngsun Prince Darwin,NT,Australia Jan 2000
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posted February 17, 2001 01:15
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Hi Matthew I'm very well.and about the decision made by Firaxis I don't think that because there is no unitworkshop in civIII, the thread should die. The thread contains far more stuffs to be considered than just unitworkshop and some people just don't see it they just give weary eyes on the thread merely because of the title it has "unitworkshop module list". what a pity..
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Urban Ranger Emperor The City State of Noosphere May 99
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posted February 19, 2001 04:25
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Any of you freeciv guys reading this thread? Could you use some of our ideas?  |
RonHiler MD Lead Programmer California, USA May 2000
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posted February 19, 2001 19:06
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I don't know about the gang at freeciv, but if y'all don't have any objections, I wouldn't mind taking a look at it MD's unit workshop components need fleshing out (to put it mildly, it's still in a pretty primitive state), and it looks like you've done some very impressive work here. Of course, you designed this for Civ, which MD is not. As such, some of the concepts don't work under our system. But a lot of them will. And it would need to be expanded in directions you don't have to accomodate our different combat systems. But that could all be handled in due course. I only have looked over it very briefly. If you have objections to me looking at it, I won't touch it again. But if you do not, I'd like to examine it in a more detailed fasion, with an eye to adapting it for our needs. Let me know if it's okay with you. Since they aren't going to use it for CivIII, it'd be a shame for all this work to go to waste, heh. Ron |
Youngsun Prince Darwin,NT,Australia Jan 2000
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posted February 20, 2001 00:01
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quote:
 Let me know if it's okay with you.
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It's alright Ron. no objection. Good luck.  [This message has been edited by Youngsun (edited February 20, 2001).]
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RonHiler MD Lead Programmer California, USA May 2000
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posted February 22, 2001 01:35
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Thanks Youngsun! As soon as I have the time (probably this weekend), I will distill out the stuff that I think we can use and feed it to our discussion group for analysis. I will be mainly pulling out of the first page (on the second and third y'all moved into stacks, which is a system defined by the individual players in MD, so it has no bearing for us). You are certainly most welcome to join our discussions if you'd like, to keep a watchful eye on what we do to your baby. But keep in mind, we will be, at the very least, adapting quite a bit, so if that will bug you, you might not want to watch Entirely your call.If we end up using significant parts of it, I will, of course, give credit where it is due on the credits screen. Ron |
Youngsun Prince Darwin,NT,Australia Jan 2000
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posted February 23, 2001 00:16
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I just checked the site and MD surely looks promising! I hope everthing works out alright Ron.. |
Urban Ranger Emperor The City State of Noosphere May 99
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posted February 24, 2001 07:51
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Go for it, Ron. I think I am just like Youngsun, like to design things  By the way, what is MD?  |
RonHiler MD Lead Programmer California, USA May 2000
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posted February 24, 2001 12:34
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quote:
 Originally posted by Urban Ranger on 02-24-2001 07:51 AM By the way, what is MD? 
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D'oh! Doesn't everyone know this by now?  MD is "Manifest Destiny - The Race for World Domination". It's a game in the same genre of Civ, though it's not a clone (and therefore has some very basic differences). The major changes from civ are: A) It takes place on a true spherical world. B) It has a unit workshop  C) The combat system is much more extensive than Civ (ie it's not just two units bumping into each other and one unit survives). There are a bunch of other differences, but those are the big ones, I suppose. You can get more information by going to the Alt-Civ section here at Apolyton, or by checking my web page (address in my profile). The game has been in development for about three years now, and is getting relatively close to being done. We currently have a playable Alpha release in public circulation right now, as long as you are willing to accept a lot of prototype graphics, and no combat system (yet). Oh, and multiplayer only. The computer player AI isn't working yet, so you really can't play by yourself at this point. Ron |
Urban Ranger Emperor The City State of Noosphere May 99
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posted February 28, 2001 11:42
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Cool.Is it hard to do a real spherical world? |
RonHiler MD Lead Programmer California, USA May 2000
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posted February 28, 2001 20:15
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From a programming perspective, it provided for some rough challenges, yes  We spent the better part of nine or ten months just working on the spherical world (how to represent it in memory, how to display it, how to allow the player to manipulate the maps, etc.). I tried various methods for tiling a sphere, and getting it to display properly, and (most difficultly) getting it to scroll without visible distortions showing up on the playfield. We finally ended up using Direct3D to display the sphere, which is nothing more than a ball shaped skeleton, and then pasted the terrain texture over the top of it. The tricky bit with the terrain texture is that textures need to be represented in memory as rectangular. But, as you know, you can't wrap a sphere with a rectangle without distorting it. It turns out that when you do such a wrap, you get the exact opposite distortions that a mercator projection causes. Those bits near the top and bottom of the rectangle shrink horizontally when applied to the sphere. Our first attempts at this wrap didn't look very good, because it appeared that land masses compressed as they moved south to north, or north to south. The solution, which took some time to program, was to deliberately distort the rectangular texture picture so that the land masses expanded horizontally as they moved toward a pole (just like a mercator projection does). Then, when wrapped back onto a sphere, they would distort back to the original shape, and look alright on the globe. Another thing that causes me lots of headaches is path finding. Of course, the textures representations are rectangular, and it is natural to look at them when trying to find the best path. The problem is that when you draw a straight line on a rectangular texture (from point A to point B), and then translate that to a sphere, it curves. Player stacks will spiral toward the poles rather than move straight to them. In order to get a straight line on the sphere, you have to first translate the coordinates of your points into a polar coordinate system and examine all your terrains from there. We still have problems with that phenomonon, though they are not as bad as they used to be. The game would have been a lot easier to work with and have been done a lot sooner if we had stuck with a regular flat map, and I can certainly understand why game designers don't want to mess with spherical ones. But I decided we had to have a spherical world, and I can be stubborn once I've decided something is needed  Ron |
Urban Ranger Emperor The City State of Noosphere May 99
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posted March 03, 2001 03:39
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A straight line on a sphere unfolds to a curve on a plane. I agree the pathfinding is a headache. Have a riot  | |