Problem is, this is also a modding heavy board. I have investigated the skills it takes to mod Civ BE based on Civ 5. It is a huge jump, even for artists. All those leaderheads are presented in 3d and animated unless Civ 5 detects your computer to be a low end lappy. That is not even the biggest deal. XML code is throughout. You change one thing one place, it must be in several others with knowledge as to what is changed and where. There is no one page "all graphics here" pcx or faction .txt.
BUT.. this IS learnable. Problem is, even for Civ 5, the documentation SUCKS from first glance. It tells me fundamentals, yes. But it does not tell Joe gamer how to put in his custom civ of doom in the game in layman's terms that does not cover 50 other aspects of the Civ 5 system!!!!
There will be a market for that....
BTW, BU, how is your 3d modeling coming along?I'm afraid, BUncle will have to attend soon the "3D modelling 101" course by Buster's Aunt. :D
I may need to enlist in some .... services. Not now. You know the Green 1 always talks in years and months.
I saw an excellent 3d rendering of Domai many moons ago, but I am not sure if it was you or of the Aunt.
why would it be hard to mod away 1upt?
It would take entirely rewriting the game engine, I betcha.
You're sure it's not just a convention? I imagine transports have more than one unit per tile, unless it's using a special placeholder or something and the unit is held in null space. Or air. I can't believe air units and ground units can't occupy the same tile.
It would take entirely rewriting the game engine, I betcha.
There must be MUPT-finding code in CBE. There can be a multiple of air units in a city. Civilian units and military units can stack (one of each), trade units are completely differently depicted, so could potentially be 'stacked' as well with a military and civilian unit on top of them (however temporary due to the changing nature of trade routes).
It would take entirely rewriting the game engine, I betcha.
There are Civ 5 mods that do change one unit per tile to allowing stacking.
Whether the AI handles this, it introduces new bugs, or even the internal workings of the mod, I have no idea. But, it has been done without rewriting the code. Although I do imagine the skill set to do so was pretty advanced. More advanced than the way AC modders do things with the exception of Yitzi's assembly language patch work.
However, "X units of each type per tile" is still very different than unlimited stacking.If you say so. Maybe there should be a practical stacking limit. One unit just isn't realistic.
However, "X units of each type per tile" is still very different than unlimited stacking.If you say so. Maybe there should be a practical stacking limit. One unit just isn't realistic.
You select location, forces, and perhaps mission time based on endurance, and plonk your task force on the location and start making mayhem (or be defeated in detail of course ;)).Sounds good to me.
The only way I can think of to avoid the "transit takes game years" approach is to work mission-based.
You select location, forces, and perhaps mission time based on endurance, and plonk your task force on the location and start making mayhem (or be defeated in detail of course ;)).
But, AI is one of those open ended things. I really do not want to face Kasperov every single time if I play chess.This isn't chess. Most TBS games let the AI cheat to make up for the AI. A chess board isn't that large, and it always starts the same way, so it's not that surprising that it's AI is rather perfected.
But, AI is one of those open ended things. I really do not want to face Kasperov every single time if I play chess.This isn't chess. Most TBS games let the AI cheat to make up for the AI. A chess board isn't that large, and it always starts the same way, so it's not that surprising that it's AI is rather perfected.
I also need to check to see if Civ BE has AI "switches" so one faction would like to go one way, or another in building, aggressiveness, and so forth.I put all of them on aggressive anyway.