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Author Topic:   V4 Suggestions
nme1 posted 05-05-99 10:30 PM ET   Click Here to See the Profile for nme1   Click Here to Email nme1  
* In replay make screen larger /w shaded colors (elevation)
* In replay allow for terraforming to show progessively
* Use 4X4 dots for bases on replay
* Allow SP movie replays w/o cheater tag
* Fix ?Bug? where in map editor you have to right click, etc. after painting to scroll map via thumbnail map. (Very annoying personally)
* In map editor make the icons smaller to allow special buttons for energy, nutrient, and minearal speical resources, not a 3 way toggle on the land (VERY time consuming & hard to manage for late night attempts)
* Allow new factions to be designed (use algorithim to determine 'legality' ETC. for each modification from no (dis)advantages assign a point value based on the modification, and IF the faction exceeds a set amount by the other factions in use THEN you just get lablelled cheater
P.S.: I feel this is the best solution to the faction edit problem as it allows for Faction TC's w/o inbalance. Also it would allow for just fun screwing around with the game =>

Anyone else have any suggestions????
PS2: Please finish V4 patch =>

nme1 posted 05-05-99 10:45 PM ET     Click Here to See the Profile for nme1  Click Here to Email nme1     
* Another Suggestion:
In unit roster (Security Nexus), model more closely to the city display. Have the current design PLUS a tree model, meaning it is expandable to show each of the units below. You would then see the home city name, morale, and current location (on the pinpointing thumbnail map? (Aka the 'goto' map)) This would be a big help to a lot of us I feel.

Also I have done my fair share of programming and understand that changing such a large program so signifigantly is not a easy task, but you must admit that the game has probablly had more bad PR than we would all like admit, esp. from the v1 revies in the magazines on inital release which often said wait for Civ:CTP. I totally disagree.

I feel all of the above changes are implementable, and would be warmly accepted, any disagreements?
Al Gore Rythm posted 05-05-99 11:26 PM ET     Click Here to See the Profile for Al Gore Rythm    
Here's some.

* Make SE choices count less in diplomacy. Atleast make this an option. As is actual diplomacy (i.e., treaty, pact, war) is almost entirely decieded by your SE choices. If you go to war with Yang for a 100 turns with Democracy, but later switch to Police State he can become your best friend, while your old friend Lal will turn on you in a few turns after that 100 year-old friendship and stab you in the back. I like the idea of SE-Diplomacy, but right now it carries far to enormous a role in who hates you and who doesn't.

* Let Formers Raise/Lower Terrain in base squares.

* Fix the bugs in the Scenario Editor. Primarily, the bug where the map will not change when loading different maps right in the editor and the problem where, after using the scenario editor, the little "T" Scenario Editing Menu will remain in any other games unless you quit and exit.

* Set it so that faction leaders actually refer to gender changers correctly. If you change your faction leader gender they will still refer to you as "Pact Sister/Brother." This is pretty annoying.

* Make Unflagged Probe Teams actually unflagged (i.e., so that if someone right clicks on them their colors aren't revealed.)

* Fix Or Confirm/Unconfirm the Probe Team bug I mentioned awhile ago (look down for the "Possible Bug" thread.)

* Release A Dagnabbed Unit Image Editor. I know the images are voxels. But isn't there some way that us poor would-be editors can replace the voxel images with 2d ones such as the Artifact and Mind Worm graphics?

* Disclose some (useful) information on the Scenario Editor. I still don't know how to raise/lower terrain. And I want to know why I can't control moisture.

* (More of a 5.0 thing) Since the factions can be edited so easily, would it be so incredibly hard to open up alittle more code so that the alpha.txt could control SPs and base facilities? It's been a little dream of mine since Civ II, you know, custom Wonders n'all.

Well, that's it.

Brother Greg posted 05-05-99 11:40 PM ET     Click Here to See the Profile for Brother Greg  Click Here to Email Brother Greg     
Moisture is determined by the planet's environment itself. Prevailing winds run from West to East, and thus lands on the Western sides of ridges get more moisture than those on the Western side.

It is explained int he manual somewhere, but basically, the game calculates it all the time, whenever terrain is changed. So that would be why you can't set moisture...

Brother Greg posted 05-05-99 11:41 PM ET     Click Here to See the Profile for Brother Greg  Click Here to Email Brother Greg     
Damn, "get more moisture than those on the Eastern side".

Grr, teach me to proofread before posting...

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