[quote] 17) It's often useful to create typedefs for container classes, so that if you change from using a vector to a deque, you don't have to search and replace in your code, and even if you don't, it makes the code more readable. e.g. typedef std::vector BasicGameObject
LDiCesare
Yes, 133rd, not 144th :O . http://forums.civfanatics.com/showthread.php?t=309917
[quote]No it doesn't, it's perfectly feasible to give the game support of mods in such a way that a mod is not integrated in the game but a seperate component which uses an API to access certain parts of the game and registers itself with the game so the game calls it when needed. In such a case multiple mods could use that API at the same time without the need of compiling either the game or the mods.[/quote] It would still require compiling at least once, but I get your point.
[quote who="Keiyan" reply="18" id="2318180"]Utlimately, why not release an API that can be called by python and C++/C#/Java/Whatever-you-want as well ? As the native Win32 API is, for example (Granted, you have to write wrappers, but that maybe you can provide, don't you ?) Keiyan[/quote] I don't understand what you mean. The game is coded in C++ and python. Brad could open both api's (that's what Firaxis did with Civ IV). Although C++ requires compil
[quote]I like the idea of each site researching it's own thin.g It doesn't look like that is the direction they are going, but that is a very cool and fresh idea. I'd love to see it in the game.[/quote] I think this is a good idea and it has absolutely nothing to do with losing buildigns or losing research. Here's an example implementation: You have research sites 1, 2 and 3 with an output of 10 research each. You could have 30 rp focused on a single tech (sing
[quote]In this UI, the player has researched the ability to research 3 things at once (no penalty). This option gives us a lot more flexibility in terms of letting people make interesting choices on what kind of civilization they want to develop (we’ll explain more on this as we get closer).[/quote] This will only be useful if there are bonuses for researching several things at once. In Dominions you can split research as you like but it's mostly less efficient than focusi
Will you provide python-level api or also xml/other data files to tweak? I think specifically making a new kind of personality could be done by changing an xml file without altering the code. Regarding python, will it be possible to associate one leaser's personality to a specific python module eporting the relevant functions so we could have several python modules providing different ai's which would be easy to share and work together? Do you have an idea of how many low leve
Having a particle editor with UI is a great idea. Way better than coding glsl or directX shaders by hand!
Camp 3. I'd rather have some resources but no warehouses please.
You don't need a combo to be a game-winning combo all by itself to be a viable strategy. Dom3 cannot be won using a single trick, which makes it more strategic than MtG, not the opposite. I used Mtg in the beginning to point out that a game with complexity could be popular, and pointed out why Dom3 is complex too but not as easy to grasp. Point remains that Mtg has complexity but doesn't have a steep learning curve. Arguing that both games have different features is going to be pointless. My
[quote who="Ellestar" reply="3" id="2191535"] I think it's you who don't understand how MtG combo decks work.[/quote] You're just plain wrong there. I usually came up with lots of combo decks when I played. Most combos aren't efficient, but a few are. [quote]You have cards that are so-so to absolutely useless by themselves.[/quote] Like Dom3 Darkness spell which affects both you and your enemies and only happens to be useful if you have night-seeing units (or u
[quote]I think in MtG almost all decks in formats that include old cards are either combo decks or control decks. I don't see anything like that in Dominions, they're just a generic magical effects that may be different in different magic schools, nothing new here.[/quote] Generic magical effects???? I think you didn't play Dom3 enough. There are astral only spells like antimagic or Master Enslave (take control ofevery enemy unit that fails an easy saving throw). There is a death ench
I don't think Civ IV offers a fast multiplayer mode. It's just slow. First rounds include lots of hitting next turn or moving a single warrior. I never managed to end a 4 or 5 player MP Civ IV game in one evening (which I did in Dom3). I agree that having fast mode is cool, but that should last about 2-3 hours, 4 at most. As for favouring depth over complexity, I agree, and the streamlining in Civ IV was neat. I still avoid all those mods where someone added a gazillion units and buil
The only issue with routing is cleaning up stray units. Depending on whether units remain in same plot unable to move due to low morale or scatter into all the nearby plots, this can be an issue or not, but I'd rather have routing in.
[quote]# You have gameplay scripting. We are using Python and that is where the rules of the game itself are modded. # You have the AI scripting. Again, using Python, that is where the AI behavior is modded.[/quote] Great! Python is pretty easy to learn, just make sure to either always or never use tabs in your files and you've avoided most of the problems with the language. Can you explain more what you mean by story-based but not scripted for tho
[quote] Metagaming is a broad term usually used to define any strategy, action or method used in a game which transcends a prescribed ruleset, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game. In simple terms, using out-of-game information, or resources, to affect one's in-game decisions.[/quote] So when the game has options like declaring peace, rights of passage, mutual prot
[quote]Besides, you prove that i'm right by saying that Dominions sucks by itself because it's imbalanced but it's deficiencies may be compensated by metagame influence like diplomacy. Well, any game may be compensated by it. You can play Risk instead, why bother with Dominions? [/quote] You might want to read again what I wrote. I never said Dom "sucked by itself". I said it's not balanced. YOU translate it as "not balanced = sucks". Diplomacy is not metagame when playing MP. IT
[quote who="Solam" reply="25" id="2173643"] I've nerver seen a AI wizard in MOM winning the game after he cast the spell of recall. Usually I would just take the time to conquer all his towns and when he came back he only had 1 town left and was weaker than a babe. So I say again... what's the point...[/quote] MOM AI was near to nonexistent. I never saw an AI win at MOM ever, no matter what. I have won games of Dominions after having my pretender killed. I've won games of MoM aft
[quote] Because it has the best balance. If you don't understand why balance is important for strategy games then sucks to be you.[/quote] Looks like you missed the smiley. I know it got botched, but your argument is the game is balanced, not that the game is a balanced strategy game. Balanced games aren't necessarily strategic. Dominions is very unbalanced, and still the best MP strategy game I know despite that. Balance is really important only for duels or when there are a
[quote who="Solam" reply="23" id="2173427"]I can just see it now. I battle other Channelers for days and days and finally I am able to kill one and what happenes.... he keeps coming back to life over and over again.... Makes me shiver on how long clean up will take. If you get beaten it,s because either you were sloppy or you are to weak. Dead is dead if you ask me.[/quote] Neither MoM nor Dominions are boring despite the spell of return/call god features.
[quote]ROFLMAO It is a strategy game because it has the best multiplayer balance of all strategic games.[/quote] Very funny, you just said: It is a strategy game because it is a strategy game. Great proof. :b: It does not require much, if any, strategic thinking, but a lot of tactical thinking AND good reflexes. [quote]in TBS you're wasting time on a no-brainer micro-management[/quote] Go is turn-based, isn't it? Where is micromanagement there? Micro
[quote]1) Always Auto Resolve first. However, whenever I lose, start the Tactical Combat.[/quote] This is a great idea. :b:
Would you open up some modding capabilities during the betas (I think of map genreation)? I know the thing is likely to change and all such mods are very likely to be unusable when the game's out, but still...
[quote]I am surprised that a game over 2 years old is still selling for $50. If you guys were in my shoes (MoM was favorite game ever, planning on spending a lot of time beta testing EWOM, etc) would you still recommend getting it?[/quote] YES. When you kick the ai ridiculously easily, you will be able to start getting your butt kicked in MP, which forces you to think about new strategies. The game is just awesome. Given the time I spent on it, I think it's actu
[quote]I tend to notice that most communities of 4x games assume Ironman style play as standard even if the game allows you to save and reload wheneevr you want.[/quote] I don't think so. Many players of 4X regularly use save/load, either to beat the bad dice rolls or to see what the map looks like. Some restart and go back in time to do things differently, but most reloaders do it to either know where the lands/opponents are and to avoid bad luck. However, those who want to b