Search found 5 matches

by hajo
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...
by hajo
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...
by hajo
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...
by hajo
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...
by hajo
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...