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View Poll Results: whatcha like?
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Squares
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109 |
36.33% |
Hexagons
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160 |
53.33% |
Octagons
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17 |
5.67% |
Other... please post.
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14 |
4.67% |
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December 29, 2005, 16:12
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#241
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Warlord
Local Time: 01:11
Local Date: November 2, 2010
Join Date: Nov 2005
Posts: 134
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Why are we even bothering to restrict ourselves to 3-dimensional space?
__________________
Populus vult decipi, ergo decipiatur
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December 29, 2005, 19:25
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#242
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Emperor
Local Time: 17:11
Local Date: November 2, 2010
Join Date: Nov 2003
Posts: 2,988
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Non-euclidian 4-D Civ! For the Tactically 1337 only.
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December 29, 2005, 21:39
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#243
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Warlord
Local Time: 01:11
Local Date: November 2, 2010
Join Date: Nov 2005
Posts: 134
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4? feh
__________________
Populus vult decipi, ergo decipiatur
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December 30, 2005, 00:48
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#244
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Emperor
Local Time: 17:11
Local Date: November 2, 2010
Join Date: Nov 2003
Posts: 2,988
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Okay, we'll make it a fractal that starts from a repeating pattern in 3-D space, so we have a 3.5D (or so) map.
How the heck you make that non-euclidian I don't know, I guess I'm not l33t enough.
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December 30, 2005, 02:09
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#245
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Settler
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Nov 2005
Posts: 26
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And then let's have it so that every combat produces multiple results and spawns off a separate universe/game for each result - your score is judged on how many game spawns you win!
I want to eliminate squares/hexes/octogons/whatever.
The planet should be round (or square if you choose it) and units should have a radial distance. Cities should also be regions and have radial distances, but not be force to sprawl out into a fat cross. Resources and improvements should be based on territory ownership and a farm plot should generate as much food as the farm plot is big.
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December 30, 2005, 02:34
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#246
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Emperor
Local Time: 17:11
Local Date: November 2, 2010
Join Date: Nov 2003
Posts: 2,988
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So you'd make a little bit of farm per turn with your worker instead of one big fat slab.
Interesting...
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December 30, 2005, 02:50
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#247
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King
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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Quote:
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Originally posted by Enigma_Nova
So you'd make a little bit of farm per turn with your worker instead of one big fat slab.
Interesting...
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Could scale it by the amount of man-hours (worker-hours?) involved and technology in use.
__________________
"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
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December 30, 2005, 03:39
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#248
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Deity
Local Time: 01:11
Local Date: November 2, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
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Or it starts small and grows, like cottages.
__________________
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December 30, 2005, 04:00
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#249
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Settler
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Nov 2005
Posts: 26
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Quote:
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Originally posted by Vince278
Could scale it by the amount of man-hours (worker-hours?) involved and technology in use.
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Definitely... I'd probably change the worker unit so it can just be added to a 'city workforce' or 'national workforce'.
City workforce builds up the current city, connecting resources, focus on food/production/trade - i'd probably use an intelligent governor to optimize how each city should prioritize utilizing its surrounding area.
National workforce works on travel infrastructure as well as sharing food & production & trade resources between cities. Any unused work is used to improve cities.
Which means I'd probably also add a train unit, a boat unit, and a truck unit - whether these things are visible or not... well I haven't thought of whether that makes sense but something to detect whether cities can reliably share resources with one another...
While we are on the topic of changing all things Civ4, I'd probably get rid of researching only a single technology at a time... it doesn't really work that way. And I'm still pretty partial to the way it happened in AC4 where I could focus on Military, Environment, Economic, etc... (if I remember that correctly)
$0.02
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December 30, 2005, 04:43
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#250
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King
Local Time: 03:11
Local Date: November 2, 2010
Join Date: Jul 1999
Location: of Soloralism
Posts: 2,246
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Tesserect maps
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"Compromises are not always good things. If one guy wants to drill a five-inch hole in the bottom of your life boat, and the other person doesn't, a compromise of a two-inch hole is still stupid." - chegitz guevara
"Bill3000: The United Demesos? Boy, I was young and stupid back then.
Jasonian22: Bill, you are STILL young and stupid."
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December 30, 2005, 05:10
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#251
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Settler
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Nov 2005
Posts: 26
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Quote:
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Originally posted by Bill3000
Tesserect maps
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I just looked it up, but I don't get it...
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December 30, 2005, 05:27
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#252
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Emperor
Local Time: 17:11
Local Date: November 2, 2010
Join Date: Nov 2003
Posts: 2,988
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Since you can't graphically map it, Tesseract maps would have to be Console-based. Now here's an issue:
Squares have 4 squares on the edge, 4 on the diagonal
Cubes have 6 squares on the face, 12 on the edge, and 8 on the diagonal.
I'll calculate the Tesseract using vectors.
(0 0 0 0)
(0 0 0 1)
(0 0 0 -1)
(0 0 1 0)
(0 0 -1 0)
(0 1 0 0)
(0 -1 0 0)
(1 0 0 0)
(-1 0 0 0)
8 Tesses share a cube (2^1 * 4C1) (2*4)
24 Tesses share a face (2^2 * 4C2) (4*6)
32 Tesses share an edge (2^3 * 4C3) (8*4)
16 Tesses share a corner (2^4 * 4C4) (16 * 1)
That's a LOT of mobility. You'd have to restrict units to adjacent moves only, but that means you'd have to travel over 4 tesses (left, down, forward, deep) to go to a tess that shares a corner, whose centre is only 2 units away.
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December 30, 2005, 05:49
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#253
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King
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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Quote:
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Originally posted by wattro
Definitely... I'd probably change the worker unit so it can just be added to a 'city workforce' or 'national workforce'.
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Sounds like you're going for something between SimCity2000 and Call to Power 2.
__________________
"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
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December 30, 2005, 14:36
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#254
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Settler
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Nov 2005
Posts: 26
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Quote:
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Originally posted by Vince278
Sounds like you're going for something between SimCity2000 and Call to Power 2.
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Maybe, never played CtP2
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December 30, 2005, 19:35
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#255
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Emperor
Local Time: 17:11
Local Date: November 2, 2010
Join Date: Nov 2003
Posts: 2,988
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Is Call to Power 2 available for free? If not, what other progams will we have to download buy?
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December 31, 2005, 00:22
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#256
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King
Local Time: 07:11
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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Quote:
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Originally posted by Enigma_Nova
Is Call to Power 2 available for free?
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Just about. Also, check out Ages of Man on this website.
__________________
"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
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