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OpenCiv3: Open-source, cross-platform reimagining of Civilization III

openciv3.org

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Re: OpenCiv3: Open-source, cross-platform reimagining of Civilization III

#311

Earlier quoted context omitted.

Civ 1 and 2 have already been done, so if you want to play those, hit up freeciv.

I'm aware. But why rebuild 3 rather than 4, in that case?

Because the people who work on this aren't a game studio, they're Civ enthusiasts making a free version of the game they love?

If you want to see a free equivalent of 4, you know what to do: start the effort.

Re: OpenCiv3: Open-source, cross-platform reimagining of Civilization III

#312

Earlier quoted context omitted.

...The code signing requirement?

Why can't code be signed with open source tools?

you can code-sign with open-source tools. That's not the hard part. Signing with a certificate trusted by macOS , that's where there's no avoiding having to go to Apple.

Re: OpenCiv3: Open-source, cross-platform reimagining of Civilization III

#313

Earlier quoted context omitted.

Why can't code be signed with open source tools?

you can code-sign with open-source tools. That's not the hard part. Signing with a certificate trusted by macOS , that's where there's no avoiding having to go to Apple.

Of course, but that wasn't the complaint, was it? The complaint was having to build on an apple device

Re: OpenCiv3: Open-source, cross-platform reimagining of Civilization III

#314

Earlier quoted context omitted.

I would love to see someone use modern machine learning techniques to make a kick ass Civ AI.

Genuine question - would that be amenable to fast AI? It's less of a problem on modern PCs running Civ4, but on contemporary systems late-game large maps with many AI/units could really drag during turn-processing.

My thinking is that the company creating the game would train the AI in advance (like a generative adversarial network), not that any kind of training would happen on the users' computer. They could periodically send updates or improvements (maybe by having it play in multiplayer or something).

Re: OpenCiv3: Open-source, cross-platform reimagining of Civilization III

#315

Earlier quoted context omitted.

Can we settle for Factorio and 2028?

where do people derive replay value in factorio? I found It got entirely formulaic after my first run, and with SPM as the common measuring stick- its just "who sank the most time into a map." I understand many people self sooth using it, and thats fine. Doesn't make it a good game for replay. -- Somebody with more hours in ONI than Dosh has in Factorio

For me its optimization and scale. Make resources farther, recipes 8x or whatever scale, try and make a factory that can eat and spit out insane amounts of materials. Try to keep up with the expanding need for raw ore and power against the increasingly powerful biter raids. Also there are some achievements for like not using lasers or using mostly solar, or go all out with the technically optional nuclear power plants.

Re: OpenCiv3: Open-source, cross-platform reimagining of Civilization III

#316

Earlier quoted context omitted.

Dwarf Fortress. That's really how to suddenly say "Oh, how did it get to 4am already?"

DF gets all the news (rightfully so, it's an epic game that I've dumped a ton of hours into) but if you haven't already, consider checking out Songs of Syx. It's like DF but multiplied by 100. You can have tens of thousands of citizens, doing most of the things they do in Dwarf Fortress, and a lot more, including waging huge wars against the neighbors. The limits of DF kinda made me sad, actually, that you are limite…

As a long time DF veteran who has installed but never played Songs of Syx, you convinced me to boot it up.

Re: OpenCiv3: Open-source, cross-platform reimagining of Civilization III

#317

Earlier quoted context omitted.

where do people derive replay value in factorio? I found It got entirely formulaic after my first run, and with SPM as the common measuring stick- its just "who sank the most time into a map." I understand many people self sooth using it, and thats fine. Doesn't make it a good game for replay. -- Somebody with more hours in ONI than Dosh has in Factorio

For me its optimization and scale. Make resources farther, recipes 8x or whatever scale, try and make a factory that can eat and spit out insane amounts of materials. Try to keep up with the expanding need for raw ore and power against the increasingly powerful biter raids. Also there are some achievements for like not using lasers or using mostly solar, or go all out with the technically optional nuclear power plant…

1) getting enrichment spun up stings a bit.

2) I guess I can see how some people would like that. But, that's adjacent to what killed factorio for me- It feels like a "Low Code"/"No Code" programming solution to me.

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