Status Update
Well it has been about a month now since my last post, so I suppose I should make a record of my pernicious and insouciant behavior over the past month:
Game Making
Hard to believe, perhaps, but I am still latched on to my ideas for pot farming games. I am still working on the details of Grow Tycoon as a mod for Civ4 Colonization. I have delved into the SDK, toyed with .py files and even managed (with a lot of help) add a basic zombie into the game.
The current path of learning I am treading is to figure out how to add these zombies into a simple modcomp where they will be generated randomly and automatically at the start of a game. This behavior is very similar to how Barbarians are handled in Civ4, so I may try to re-add Barbarians into Colonization. I figure (assuming it is feasible) this will be a great way to become more familiarized with both C++, XML and graphical elements at the same time.
As I continue to get better at PHP, I am looking more seriously at my capability of producing a Browser Game. The deeper I delve into mod-making for Civ4, it almost seems like it would be easier. That is probably the me-trying-to-get-used-to-Blender talking, though. After all, you don't have to worry about site hackers or bandwidth limits with a Civ4 mod.
While my vision of a pot-farming browser game is more along the lines of Travian than an xRPG, I was hopefully in search of potential travian-like frameworks but instead found and installed World of Phaos on a test server to have a go with it. So far I am enjoying myself quite a bit with its basic setup, and it looks like it both requires the code love and has the ability to be easily modded that may make me want to stay with it. I've always wanted to do my own RPG, perhaps this can provide the basic framework for it.
But maybe not as I have been none to keen lately on making a multi-player for some reason. For an RPG I was considering adapting the Tunnels and Trolls PnP system or even Dungeons and Dragons (basic 1981 version) to a simple php single-player game system. The php would only really be used as a glorified character sheet and dice-roller, perhaps with the ability to save character and location information to a persistent cookie or as a text file. Not really sure why I'm not feeling the multi-player browser game love at the moment.
But if I decide to rework World of Phaos and get something interesting going, I'll put it on a public server so anyone can play. And did I mention something about a test server? That is right - this past month I finally got off my ass and repurposed an old computer as a web server so that I can avail myself of the joys of CLI with SSH tunnels and whatnot. Thanks go to Verizon FIOS for allowing the ability to create remote access to it as well. But if you think I'm linking it here for everyone to see, forget about it - my security skills aren't good enough yet to lead the world to my door.
Game Playing
I have been playing a lot of Lord of the Rings Online lately. I've fallen out somewhat with the MMORPG genre this past year, but still LOTRO keeps me coming back. Even with all its warts (like the dreaded pathing system) Turbine really did a quality job with this title.
I attempted to get back into World of Warcraft again, and just couldn't do it. I don't know why I even try to rekindle the passion, that game is utterly dead to me. If I were playing any other MMORPG right now, it would probably either be Dungeons and Dragons Online or Vanguard.
I have been playing a lot of Colonization and a bit of Civ4 lately, as working with the modding requires it. I have been playing mods, both official and not, a lot more and I can't believe how rich and diverse the modding scene for Civ4 is. Playing the mods made by other people as well as attempting to come up with my own has really rekindled some of the passion I have held in the past for the Civilization franchise.
Lastly, I bought Defense Grid: The Awakening on Steam a week or two ago (when it was on sale) and it was more than worth every penny. I truly enjoy this game, I only wish I had more time to really crack-out on it. I enjoy the progression also, making it a game that is easy to learn and play, but very difficult to master. I'm not really a tower defense afficianado so I can't really compare it to anything else, all I can say is I really enjoy playing it.
A fail and a couple wins
I feel I must be forthright with a recent occurrence. An occurrence of failure upon my part, borne as is so often the case out of good intentions in conception going awry in prosecution.
Basically I volunteered my time to a Colonization project of someone else's then flaked. It was more or less my responsibility to dump the Civilopedia into a spreadsheet and modify the appropriate entries for the mod. I figured this would work for me as I planned on performing this task for my own mod, Grow Tycoon.
Well, one thing leads to another as they say, and here we are more than a month later and I essentially forgot all about it. Well, not really forgot - more like I just kept putting it off. Of course the lines of communication going both ways could have been better utilized, but what is past is past.
Yes, I am an old rascal and have immense and profound powers of procrastination. But there is nothing like failing in public to better prepare oneself to succeed later on. I also feel the double burden of being a stoner who flaked as people tend to blame their predisposed prejudices and look no further rather than attempt to understand the nuances of life. I care very deeply about the issue of ending prohibition and I almost feel like I damaged it through my irresponsibility (albeit very slightly).
So in atonement I have been working extra hard on laying the foundations for the creation of Grow Tycoon. In a move that somewhat surprised me, I opted to delve into the mysterious world of the SDK first.
Following an excellent old post by Kael on Civ Fanatics, I was able to get the open source C++ IDE Code Blocks working with the Colonization SDK. I compiled a vanilla (unmodded) DLL successfully and used it within a basic test mod.
Afterward I went on to the fool-around-with stage and was able to fidget out the way to add a new Yield to the game. For those not familiar with Colonization, a Yield refers to any resource in the game whether it be Ore or Education points. The Yield I added was more in the vein of Liberty Bells or Crosses, but by following the the short guide I posted on Civ Fanatics you could come up with any sort of Yield you want.
I decided to start there first, as I want to add a viable Cultural Victory to vanilla Colonization. I am still tweaking the settings, though. My biggest problem at this point is deciding how the points should be generated in the game. At the moment I am thinking they will either need to be "built" by a unit in a building (like a Statesman in a Town Hall) - I am trying to avoid this - or they will be tacked onto Founding Fathers making collecting them more strategic (currently the player is rewarded for passing on a FF in favor of saving points for specific one - this will make grabbing all the FF you can more attractive).
The Founding Fathers option is by far the easiest option to add to the game, but I am also considering adding the ability to use colonists to work the Printing Press and Newspaper buildings for Fortuente Culture points. This would also create the need for an Expert culture unit, the Editor. I may end up adding both options, but I don't want to spend too much time on mods or modcomps other than those which directly benefit Grow Tycoon.
While I have seen some XML editors that looked pretty nice, I am currently using Adobe Dreamweaver (I know what you're thinking) and it works well enough that I have not really been looking for a replacement. I am looking for a Python IDE also, but have been procrastinating that rather much. Notepad totally sucks for editing Python, but it does work after all.
So as of right now I am working on that. I have added in my Fortuente Culture points into the Info screen (I'll probably post a guide on that too) and am playing through otherwise vanilla Colonization matches to tweak and refine my Cultural Victory option.
More Grow Tycoon Ideas
In the course of dissecting Colonization (and to a lesser extent Civ IV), I have come across a few other ideas I have for my illicit-pot-growing Colonization mod, currently code-named Grow Tycoon that I wanted to briefly write down here both for myself and for anyone else who might happen to read this and be interested.
First, I haven't mentioned it but from the beginning I have planned on morphing the Founding Father system into a plant varietal system. Meaning rather than accumulating points and spending them to have a historical figure join your cause, you will accumulate points and use them to research and/or cross breed strains of pot to come up with other strains to grow.
I would like to have a mechanic that has a more sandbox feel - similar perhaps to the way one would create new units in Alpha Centauri. The player could mix and match to create strains that have specific bonuses (easier to grow, worth more money when sold, etc.), however for this mod I want to keep it as simple as possible. So an easier alternative given the Civ 4 engine is to simply make pre-defined strains that are researchable along a "tech tree" or in the case of Colonization the "Founding Father" tree. Plus, I always have fun coming up with silly names like Spanish Trampoline and it might make a nice way to pay homage to some real-life historical strains like Maui Wowee or Northern Lights.
Another thing that I have had in mind this whole time but I believe I have not mentioned is crucial to my decision to use Colonization as a base rather than Civilization IV itself - the town and trade system. Because pot farming in real life is itself an industry I want to preserve that (Tycoon) element by using the city-building aspects of Colonization. Where it uses schools, cigar-rolling factories, stockades and the like, however, I will be using (water) wells, generators and CCTV security systems. All which, like Colonization, must be constructed over X amount of turns and be manned by a "colonist" (I still haven't come up with a generic unit name yet).
As I mentioned in an earlier post, the scale of Grow Tycoon's world is much reduced from that of the other Civ games. But I was still having a hard time working out exactly what that means to the game. The way I have decided to approach it is to leave the basic mechanic largely unchanged and chalk up the scale difference to nothing more than graphics and text.
Which means you will still be using a unit to construct farms outside of your city, but it will be presented as constructing fields outside of your base camp. The base camp (like the Civ city) houses your workers and contains all your important buildings. From the base camp management screen (city management screen) you can assign your workers to pot fields you have constructed or other duties I haven't come up with yet. An example for a potential tile assignment would be guard duty that provides a bonus to defense from the Law or criminal gangs.
I'm going to end this here for today. As I am finishing the task of fleshing out my basic concepts I am turning more an more to creating specific units. Like the wagon - a land resource transportation unit - which I want to have a few different versions of to take into account for things like SUVs with hidden compartments, tractor trailers that hall other goods to disguise your contraband or basic cars that can travel fast but have a higher chance of getting caught by the Law. Or maybe only have one basic land transport unit that takes advantage of the experience-point system (but then how will it gain xp if it is destroyed on being caught?). That's the kind of stuff I have been moving on to lately, which I suppose means development is proceeding at a fair pace.
If you are familiar with Civ 4 and/or Colonization and would like to make some suggestions, I whole-heartedly welcome them! If you aren't familiar with Sid Meier strategy games and like turn-based strategy I also recommend you give them a try. Modding in Civ 3 was good, but as you might have seen modding in Civ 4 allows you to do almost anything you want with the only real limit being your time and expertise.
Settlers 6 and Colonization 2 Modding
First off, for the past few days I have been completely engrossed in Settlers VI - Rise of an Empire. I'm feeling a little short on words today, so all I can come up with is that I think it "kicks ass."
I'm almost through the campaign missions, and I have been enjoying myself quite a bit. It's the perfect blend of RTS for a turtle like myself. Basically, it has elements of both combat and base- (city-) building, but with the building elements fleshed out much more than the combat elements. This is almost always the opposite in RTS titles, with buildings only being a means to create different and better units.
So focusing less on martial topics, it leaves you free to create a large and prosperous town in its fictionally generic medieval world. (No magic or monsters - just plenty of mead, Vikings and large-chested wenches.) I suppose you could think of it as carebear RTS. And it is precisely what I was looking for.
The last couple posts I was musing about my desire to see a Pot Growing Tycoon game. While I wrote it in the hope some amateur designers or modders will see and be inspired, I've decided to take the plunge and work on my version of it. Despite knowing absolutely nothing about game design other than what I learned from playing the wretched time-sinks over the years.
So first thing I realized is that considering the main limitations of time, motivation and technical knowledge, I would not be well-served in attempting a grandiose web application, let alone a stand-alone executable. So the obvious choice is to begin a mod for a pre-existing game.
My first thought was, as you might have guessed, Settlers 6. In fact I think that Settlers makes the perfect framework for the game I had in mind, as it focuses on resource acquisition, refining and building with a small amount of combat mixed in - almost exactly as I had imagined it. However, while Settlers boasts an excellent map-making tool, either it won't allow the level of customization I want or modding with it is not realistic given my three main limitations.
So I have been thinking about it, and at the end I thought Colonization 2 might make a good game to receive the "Pot Grower" touch.I am also thinking it will be the (relatively speaking) easiest to mod.
First, a great deal of the actual modification can be done simply through XML files and secondly because it is based on Civilization IV, there is already an abundance of resources to make use of in the case of customized units as well veteran modders to ask for help. Plus, I am very familiar with both Civ 4 and Colonization so win/win if you ask me.
At this point I am having a bit of trouble reconciling the differences between what I had in mind and the constraints that will be placed on me by using Colonization. Mainly I had in mind a game that plays out in a roughly similar way to Children of the Nile, Settlers, or even Hinterland. Settlers comes closest, however. Colonization like Civilization focuses more on macroscopic view with the building of multiple bases and distributing material between them.
This can still work, though. I suppose I need merely keep Railroad Tycoon rather than Rollercoaster Tycoon in mind, perhaps. I also find the trade the system used to interact with Europe to my liking in the context of this mod.
As I envision it currently:
- Rather than building "cities" or "forts" the players will build illicit growing operations and they can build a network of these farms across the given territory. This can bring players into conflict with each other and with the locals.
- The territory will also be inhabited by "natives" - in this case the locals with established towns with residents and security. Security consists mainly of police, which will also patrol the roads and randomly stop pot farmer units.
- Pot farmers will earn the bulk of their income trading items - largely pot - to some degree with the locals, but mainly to the "Big City" which replaces Europe in this mod. In the big city you can also import specialists - i.e. Trimmers and Thugs as well as buy goods like guns, plant clones or growing equipment. Of course locals will also trade items like these back and forth as well.
Some things to think on further:
- How to resolve the hidden aspect of the pot farm with the locals? In other words, the local security must not inherently know about the existence of the pot farms or network. And if there should be a mechanic that enables them to find out and attack the farm.
- And in Colonization, the fights are life-and-death. There would need to be a way to account that most busts go down without gunplay let alone deaths - and ultimately result in jail or prison. If a player is found out by the locals and raided, how would that play out?
- Should the farmers be allowed to take over entire towns of locals? If you spend all the money you make selling pot to fund a small army, what would stop you the player from simply destroying the nearest town (whether or not it is a nuisance)? This is completely unrealistic, I need to find a way to address it.
- At the same time, there should be a mechanic to allow infiltration of local towns by farmers in order to change laws or bribe officials. Perhaps this could be handled by setting the locals as decidedly neutral to the pot-growing issue but use them as spawning points for police units that attack-on-sight pot-farm units.
- The police units could use a non-combat animation similar to the one used when a worker unit is captured in Civilization when busting a farmer unit - in fact, they could become literally captured and stored in a jail. Then they could be released after X turns, released early through the diplomacy (lawyer) screen, or busted out with a "thug" unit.
I suppose the whole conflict of life-and-death versus liberty-and-imprisonment could be resolved by making the player some shadowy ubermensche much like in the Civilization series. But while it would be impossible for the player to be busted, it would be all-too-common for his units. And eventually if the right combination of diplomacy, secrecy and thuggery are not employed the result will be the confiscation of all farms and units.
I wonder how deep into Civ 4 territory you can go with Colonization? The thought just occurred to me that the espionage tactic could probably be used to both hide and discover secret farms. One would imagine the locations of farms between players would be secret as well.
Hmmm. Stealth Civ - I'm starting to like where this is heading. I'm going to head out for a gravity bong and ponder this some more. If you would like to add your thoughts on my pot grower civ mod, please do so below!
Figuring out Colonization Strategies
I've been playing a lot of Civilization the past few days and still have yet to beat the game. At first I thought it was the usual culprit, Maryjane, but after spending some quality lurk-time at Civ Fanatics, apparently it isn't just me having problems. My last game I came close, though.
I've been playing as Louis de Frontenac of France on a large map. I chose Frontenac more because of the military bonus (Grenadier I) than the native interaction bonuses. Since the only way to win the game is by killing every member of the King's Royal Expeditionary Force (REF), it only make sense to be as militaristic as possible. But the native tolerance does help as I've been avoiding wars with natives or other European colonies in order to have a crushing defense.
I founded five cities: as I planned from the outset to use the honeypot strategy during the War of Independence I made one port with four inland cities. "Honeypot" is a name I came up with to describe this common strategy due to it's passing similarity to the computer security technique.
This strategy involves maintaining one strong port city until the WoI, then all-but surrendering it to the REF at the outset of the war. Why? To take advantage of the crushing 100% settlement bombard bonus that cannons have. A contingent of cannons with solid dragoon support can capture cities quite easily, and with a good network of roads the dragoons can quickly respond to the REF out in the field.
So I will retake the port city then leave it once more with two or three sacrificial soldiers (those poor indentured servants). The REF will once again retake the city whereupon I can practice shooting fish in a barrel. Profit.
There is no question defending an inland empire is easier as well. With a solid network of roads and cities placed close together your dragoons can quickly respond any threat. Between the enemy placing troops in the roach motel of your port city and sending the rest on futile death marches, the theory is that you will whittle down the REF in no time.
But just getting to this point has been quite a trial for me. A few of the extremely important things I've learned so far:
Do not produce Liberty Bells until you are almost ready for war.
Build the Printing Press and Newspaper before slotting Elder Statesman, so that when you do they will begin your LB production with a bang. The size of the REF increases with your LB production, so you want to achieve the 50% support for Independence in as few turns as possible.
Starting with five cities ranging from 8-18 population, nine Elder Statesmen, five Printing Presses and three Newspapers it took me roughly 40 turns. I added some Free Colonists to the Town Halls and built a fourth Newspaper in that time.
Use Cannons exclusively for your pre-WoI army
Now, to be honest I do not exactly understand how this is all calculated yet, and I can not be assed to look it up right now. However, a very important consideration to make in determining your LB production is the size of your population.
If you have soldiers garrisoned in your city, they will count for your population but will somehow drag down your LB production (this is where I am hazy on details). Cannons for whatever reason are exempted from this. As you will be wanting a formidable army of cannons during your WoI it only makes sense to stock up on them as early as you can and use them to defend your cities from hostiles.
Food, Guns and Horses are the only commodities that matter
This is certainly not true, but I am trying to highlight their extreme importance. These are the raw materials for Dragoons, the top over-all military unit. Because anyone can become a Dragoon (or a Soldier), and because you are penalized in LB production for maintaining a standing army, it is wise to stock up on guns and horses for the end game WoI. Food will keep those future bullet-catchers popping out at a nice rate.
This last game, I had roughly 1200 Horses and 1000 Guns stockpiled and between that and my Cannon army I was easily showing King Louis who was boss. Sadly for me on this last run through, I ran out of time before the King sent all the troops over. I ended being short by about 15 turns, even.
Which means that as far as I can tell so far, it definitely takes longer than the 16 (give or take a couple) turns I was trying to win my WoI in. I figured that because I had the units and strategy I would be able to hand him his ass on a platter - and I did just that - but it took the King too long to actually ship his units to fight me, so he won by default.
To me that's a weakness in the game (I declared in 1775 after all), but oh well. I will make sure to plan for it next time.I really wish there was more than one way to win this game.
I think I am going to spend a day or two using the map editor to run simulations on the fastest way to run up LB production and try to see just how population affects it. If I remember, I am totally baked right now.
