Search found 5 matches
- Fri Jul 17, 2015 12:11 pm
- Forum: Wishlist
- Topic: regular special terrain
- Replies: 0
- Views: 3264
regular special terrain
I'm thinking about implementing the rules of cEvo as a ruleset. One of the differences between civ1/civ2 and cEvo is that the generated map has tiles with special bonus terrain (fish/wheat/oil etc.) distributed in a regular pattern. Can this be done with the current modding capabilities, or would th...
- Thu Jul 16, 2015 4:07 pm
- Forum: Wishlist
- Topic: [AI] Teaching AI instead of hard-coding all
- Replies: 8
- Views: 8095
Re: [AI] Teaching AI instead of hard-coding all
I think that best way to do AI good competitor is teach it. When playing a game like Civ, there are a lot of informations available, and a lot of decisions to make. Then, how do you measure "success", and when ? Teaching should give feedback like "this decision was good, because X a...
- Wed Jul 15, 2015 9:38 pm
- Forum: Wishlist
- Topic: Special resources for spaceships
- Replies: 1
- Views: 3465
Special resources for spaceships
I'm thinking about implementing the rules of cEvo as a ruleset. One of the differences between civ1/civ2 and cEvo is that the three types of spaceship-parts each need one special resource within the city-radius while building it. At the start of the game, the tiles with these resources look alike, a...
- Wed Jul 15, 2015 9:21 pm
- Forum: Wishlist
- Topic: Researchable Units
- Replies: 1
- Views: 3169
Researchable Units
I'm thinking about implementing the rules of cEvo as a ruleset. One of the differences between civ1/civ2 and cEvo is that all but the starting units have to be designed/researched. The available tech gives a choice of basic unit-types, and some maximum each for speed, armor, weapons, and specials (l...
- Wed Jul 15, 2015 8:55 pm
- Forum: Wishlist
- Topic: Deterministic combat
- Replies: 1
- Views: 3256
Deterministic combat
I'm thinking about implementing the rules of cEvo as a ruleset. One of the differences between civ1/civ2 and cEvo is that it uses deterministic combat, i.e. units do a predictable amount of damage (given terrain and other modifiers), there are no chances to destroy another unit. Can this be done wit...