View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002808 | AI War 1 / Classic | Suggestion - Campaign Management And Setup - Map Styles And Generation | Feb 16, 2011 7:14 am | Jul 14, 2011 9:33 am | |
Reporter | Entrenched Homeperson | Assigned To | Chris_McElligottPark | ||
Status | considering | Resolution | open | ||
Product Version | 5.000 | ||||
Summary | 0002808: Allow Players to Create there own Map Types | ||||
Description | Since all the map types work off an algorithm anyway, why not create a way for players to create there own map types to create new formula to generate new maps. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
parent of | 0003275 | new | "Fixed Layout" map style | |
Not all the children of this issue are yet resolved or closed. |
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Sounds very similar to my earlier "suggestion" 0002259. :P Okay, to be fair, this seems [I]slightly[/I] less hairy to implement. |
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Would still likely be rather hard to implement... I'm guessing the current map modes are hard-coded in, which means they'd have to implement an interpreter for a scripting language to make the maps. |
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Perhaps just a map creator that lets you place stars and connect them (despite how tedious it would be for a 120 planet map) The game will then randomly choose starting points and ships. |
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You could have a very simple system that gives a lot of control but still leaves the randomnes as it is. Allow the player to draw some boxes in a galaxtic view, add a number to each box. The box represents an area to spawn x planets, where x is weighted based on how big a total number you entered in regard to the number of planets you selected. Give some control in how many connections between boxes you have and you can create all sorts of weirdness, up to the point of having several small universes literally spammed on top of each other making it impossible to read their connections, to the point where you just have 3(min. amount)boxes each in a corner with min. connections between them(a box for the player and 1 for each AI). |
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I think one of the devs said that the format for galaxy layout in a (raw, uncompressed) save game file is relatively simple. Up until when (read IF) this idea gets implemented, someone could write a program to manipulate the layout in the mean time. |
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I always assumed that the process must be simple, it has it's roots in games from the 90s. I figured it was just a matter of having enough variables for every aspect then based on the value of each one doing different things. It becomes alot harder if nodes are placed in a way that's hardcoded. EDIT: Typo |
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A simpler idea is allow the player to just drag planets around on the map before starting the campaign, and assigning/removing wormholes, much like the galaxy view in the beta patch. |
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Probably the simplest way to handle this would be to include Lua in AI Wars and allow players to write a Lua function for any given new map type. Then AI Wars would call the Lua function to generate a list of system coordinates and warp connections. While not very difficult to implement, it is a bit time consuming and it does come with some overhead in terms of making AI Wars take up more disk space. http://www.lua.org/about.html |
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The dev's have said that they do not want mods for the game, so I don't see any reason for them to include lua. http://www.arcengames.com/forums/index.php/topic,10.0.html Although personally I'd love to mod the game with a scripting language, especially lua, as I've used it before. |
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Including Lua does not automatically allow you to make any mod you want. The devs can allow as little or as much interaction as they'd like. My suggestion here is that the extent of Lua's interaction would be generating the galaxy map before the game begins. You would be able to do nothing else. Not even select AI Home worlds and such. And if the devs didn't want ANY mods at all, I'd guess all those graphic replacements wouldn't exist. And this topic wouldn't be marked as Considering by them :) . Lua is just a quick and easy way for them to allow us to write an arbitrary procedure to generate a map. |
Date Modified | Username | Field | Change |
---|---|---|---|
Feb 16, 2011 7:14 am | Entrenched Homeperson | New Issue | |
Feb 16, 2011 8:09 am | TechSY730 | Note Added: 0010373 | |
Feb 16, 2011 9:22 am | Toll | Note Added: 0010374 | |
Feb 16, 2011 9:31 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 16, 2011 9:31 am | Chris_McElligottPark | Status | new => considering |
Feb 16, 2011 11:15 am | ArcDM | Note Added: 0010377 | |
Feb 16, 2011 11:16 am | ArcDM | Note Edited: 0010377 | |
Feb 16, 2011 5:45 pm | Red Spot | Note Added: 0010398 | |
Feb 16, 2011 6:26 pm | TechSY730 | Note Added: 0010400 | |
Feb 16, 2011 11:19 pm | Entrenched Homeperson | Note Added: 0010411 | |
Feb 16, 2011 11:20 pm | Entrenched Homeperson | Note Edited: 0010411 | |
Apr 17, 2011 5:26 am | FunnyMan | Relationship added | parent of 0003275 |
Jul 13, 2011 4:07 am | Zephilinox | Note Added: 0012710 | |
Jul 13, 2011 4:08 am | Zephilinox | Note Edited: 0012710 | |
Jul 13, 2011 10:36 am | Hearteater | Note Added: 0012720 | |
Jul 13, 2011 11:01 am | Zephilinox | Note Added: 0012721 | |
Jul 13, 2011 11:02 am | Zephilinox | Note Edited: 0012721 | |
Jul 14, 2011 9:33 am | Hearteater | Note Added: 0012724 |