New Technologies

Colin on T-4
Technology 4 aka T4


 * T1: Light weapons, cannons, machine guns, a bit primitive


 * T2: Medium weapons, cannons, missile types,..


 * T3: Heavy weapons, howy's, laser types....


 * After that T4 wich is obvious ;-), most peope would think ; hmm T4 probably super weapons..


 * Yes and no!


 * T4: booby-traps, lasershields, futuristic technology...


 * Foreign weapons,gadgets...Not mas destruction weapons,things that wil upper youre strategy......Something new and evil!!


 * Colin

Geothermal Energy Source

 * Post what know / think to replace "Oil" in Mars CAM....


 * Here.....

Hydrogen Fuel Cell Energy

 * Production, infrastructure, etc... whatever you know... here


 * For sure to be used in South American CAM & possibly Mars CAM as well.

Some thoughts on resources
http://warzone2100.wikicities.com/wiki/Mars_Idea_Bank


 * extensive knowledge dug up by marsbound2024 here.

Comments on Resources

 * Interesting...


 * Unlike SC or WC or TA.... WZ schema only uses one resource for energy.... material resources for construction donot factor in the gameplay design but is rather assumed.


 * Personally..... I'd look to a combo of Hydrogen & Geothermal to supply energy with Nanotech as the foundation for assumed material constructors.


 * I think we covered the details of GFX conversions etc.. in "Mars CAM" space...


 * It's "PIE Slicer" & "WZCK" work from here-on to get to scripting stage.


 * It's where I'm at with "SA CAM"....though I think the way you've concieved "Mars CAM" there is 10 times more GFX work to do than my CAM. But Scripting, AI stuff & "WZCK" work is pretty daunting at this point for "SA CAM".....


 * Gonna concieve as "Mini-CAM" first to make it more manageable, doable & to test all new component mechanisms.

Speculating on Mars Map Types & Energy Sources

 * Got to thinking: 3-Types of Maps & 2-Types of Energy Sources.


 * Map Type 1: The kind you've been making.


 * Energy Harvesting for Type 1 Map: "Geothermal" (the Mars Magma Layer)


 * Map Type 2: Pure Polar Ice Cap.


 * Energy Harvesting for Type 2 Map: "Hydrogen Fuel"


 * Map Type 3: Mixed / Hybrid. The boundry between Polar & Equatorial.


 * Energy Harvesting for Type 3 Map: Both "Hydrogen & Geothermal".


 * Requirements:


 * New GFX for Energy Sources to replace "Oil Derricks" &


 * New Map Matte GFX for "Oil Tap"


 * "Polar Texture Tile" sub-set.

Bio-Domes: HOW to

 * Modify the Victory GFX such that:


 * It can be bounded & Called at start of game over defined base areas.


 * Remove Auto-Camera Rotation FX.

Next: HOW to make "Mono-Rail Trains".... hehe. :)