Thread Tools
Old November 16, 2003, 10:19   #61
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 19:45
Local Date: November 2, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
For the beta-testers, Here's a patch incorporating the fixes I've made and a few new additions.

plus do you think I should allow the communists to have salesman instead of admin officers in the first phase.
Attached Files:
File Type: zip betapatch2.zip (228.9 KB, 12 views)
__________________
.
This is a link to...The Collective Works of Kobayashi and this is a link to...Kobayashi's Food Blog

Last edited by kobayashi; November 16, 2003 at 11:01.
kobayashi is offline  
Old November 16, 2003, 19:46   #62
Panda
Prince
 
Local Time: 11:45
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Europe
Posts: 744
Quote:
do you think I should allow the communists to have salesman instead of admin officers in the first phase.
I'm not quite sure what kind of role you want the Communists to play. I like that they use border patrols very aggresively, but then I also wondered if they would be better represented by barbarians (just continually building border patrols and have a stack of commune leaders inside). My understanding of history was that the Communist bloc was defensive to market forces (trade with other countries was on the basis of military hardware or raw materials for other raw materials or simply influence) whilst encouraging political subversion (ie through trade unions).

From there I see them perhaps better using defensive units (in addition to border patrols) which will then go around plundering terrain improvements - which is how the AI uses them - and interfering with the market process (by exerting ZOCs). Perhaps you could even give them the odd nuke to use as a weapon of subversion. Spies might be too powerful.

I came into this with lots of Dilbert humour, so i propose a replacement for the simple salesman: the "management consultant" Also, perhaps, the "headhunter". Lots of potential
__________________
"I didn't invent these rules, I'm just going to use them against you."
Panda is offline  
Old November 17, 2003, 05:11   #63
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 19:45
Local Date: November 2, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
Quote:
Originally posted by Panda


I'm not quite sure what kind of role you want the Communists to play. I like that they use border patrols very aggresively, but then I also wondered if they would be better represented by barbarians (just continually building border patrols and have a stack of commune leaders inside). My understanding of history was that the Communist bloc was defensive to market forces (trade with other countries was on the basis of military hardware or raw materials for other raw materials or simply influence) whilst encouraging political subversion (ie through trade unions).

From there I see them perhaps better using defensive units (in addition to border patrols) which will then go around plundering terrain improvements - which is how the AI uses them - and interfering with the market process (by exerting ZOCs). Perhaps you could even give them the odd nuke to use as a weapon of subversion. Spies might be too powerful.

I came into this with lots of Dilbert humour, so i propose a replacement for the simple salesman: the "management consultant" Also, perhaps, the "headhunter". Lots of potential
good point about the barbarian angle. But I need the comunists as a 'real' race since they will need to rejoin the business world once the berlin wall comes down. There is also one other important thing that requires them to be a tribe.

consultant and headhunter are already used up for the game. Anyway, its done in such a way that a when a player sees a SalesX unit, he automatically recognizes it as an attack unit.
__________________
.
This is a link to...The Collective Works of Kobayashi and this is a link to...Kobayashi's Food Blog
kobayashi is offline  
Old November 18, 2003, 11:15   #64
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 19:45
Local Date: November 2, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
I done a bit of experimenting and I think Panda is right, the research rate should be slowed down. I'm going in increase the paradigm from 15 to 25. I'm also going to try his suggestion to let the Bureau Chiefs move.

Potus is also right about the positioning of future tech. I am shifting it back to about one quarter into the game. This however means that the Communists will be able to build a few things, nothing too seriously off.

Here's the latest
Attached Files:
File Type: txt rules.txt (26.6 KB, 5 views)
__________________
.
This is a link to...The Collective Works of Kobayashi and this is a link to...Kobayashi's Food Blog

Last edited by kobayashi; November 18, 2003 at 11:24.
kobayashi is offline  
Old November 18, 2003, 11:16   #65
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 19:45
Local Date: November 2, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
And some more updates on the game.txt. Man it is soooo tedious to have to update every single piece of conversation.
Attached Files:
File Type: txt game.txt (118.7 KB, 5 views)
__________________
.
This is a link to...The Collective Works of Kobayashi and this is a link to...Kobayashi's Food Blog
kobayashi is offline  
Old November 21, 2003, 02:13   #66
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 19:45
Local Date: November 2, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
A serious problem that develops in the second half of the game has been highlighted. In a nutshell the heroes are diplomats....which disappear after being used once. Its not disasterous but I'll need to change some unit slots to fix it so the sounds are right once they become 'attack' units.

Updating of the lables and game.txt is continuing....

Also, I just realized that changing the tech paradigm has no effect on the rules.tx and you need to change it in the won.scn file..which has not been included in any of the patches.

Maybe we should just wind up this round of testing soon. I'd like to hear everyone's comments before relasing a new version.
__________________
.
This is a link to...The Collective Works of Kobayashi and this is a link to...Kobayashi's Food Blog
kobayashi is offline  
Old November 21, 2003, 05:58   #67
:) Smiley
Scenario League / Civ2-Creation
Emperor
 
:) Smiley's Avatar
 
Local Time: 04:45
Local Date: November 2, 2010
Join Date: Feb 2001
Location: hippieland, CA
Posts: 3,781
The dates after each tech is informative but annoying, especially because of the heavy abbreviating necessary. Perhaps some other way of doing it?
__________________
Visit First Cultural Industries
There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild
Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd
:) Smiley is offline  
Old November 21, 2003, 11:27   #68
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 19:45
Local Date: November 2, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
Quote:
Originally posted by Smiley
The dates after each tech is informative but annoying, especially because of the heavy abbreviating necessary. Perhaps some other way of doing it?
Maybe skip the '19'? But that adds only 2 more spaces.
__________________
.
This is a link to...The Collective Works of Kobayashi and this is a link to...Kobayashi's Food Blog
kobayashi is offline  
Old November 21, 2003, 15:20   #69
curtsibling
staff
Scenario League / Civ2-Creation
Moderator
 
curtsibling's Avatar
 
Local Time: 12:45
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
Quote:
Originally posted by kobayashi
And some more updates on the game.txt. Man it is soooo tedious to have to update every single piece of conversation.
LOL!

Tis the curse and joy of civ-modding!
curtsibling is offline  
Old November 22, 2003, 07:16   #70
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 19:45
Local Date: November 2, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
One thing that did bug me very much was how fast the Europeans and Japanese became powerful and the amazing speed at which their research went. It took some searching but I finally found out why. Somehow I managed to give the Europeans, Japanese and Americans(Ind) 2 capitals each! and all of them were functional. In fact if I go back to my base save file, I can give any one of them an unlimited number of capitals.

While it might not be suitable in my case, some people might just purposely want to give some of their tribes more than one capital to make them extra powerful.
__________________
.
This is a link to...The Collective Works of Kobayashi and this is a link to...Kobayashi's Food Blog
kobayashi is offline  
Old November 22, 2003, 08:47   #71
curtsibling
staff
Scenario League / Civ2-Creation
Moderator
 
curtsibling's Avatar
 
Local Time: 12:45
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
Using the 'copy city improvement' it is possible to give unlimited capitals.

Useful for depicting real-world situations.
curtsibling is offline  
Old November 22, 2003, 11:40   #72
N35t0r
C3C IDG: Apolyton TeamSpanish CiversDiplomacyScenario League / Civ2-CreationPtWDG2 Latin LoversC4DG Team Alpha CentauriansPSPB Team EspañolC4WDG Spamyard TeamBtS Tri-League
Emperor
 
N35t0r's Avatar
 
Local Time: 08:45
Local Date: November 2, 2010
Join Date: Jan 2000
Location: ( o Y o )
Posts: 5,048
Even cheating the palace into the city does this. The only way to trigger the 'palace relocated' thing is actually building the new palace.
__________________
Indifference is Bliss

Progressive Game ID #0023
N35t0r is offline  
Old November 22, 2003, 18:35   #73
POTUS
Civilization II Democracy Game: ExodusMacCivilization II PBEMScenario League / Civ2-Creation
Prince
 
POTUS's Avatar
 
Local Time: 03:45
Local Date: November 2, 2010
Join Date: Jul 2003
Location: How could I possibly not have a Mozambican flag, I mean, what other country has an AK-47 on their flag?
Posts: 564
That's how I did so well with Europe???

I liked it when I thought that I won with only my superior play, not two capitals.
__________________
Vote Democrat
Support Democracy
POTUS is offline  
Old November 22, 2003, 19:47   #74
Panda
Prince
 
Local Time: 11:45
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Europe
Posts: 744
Yeah I played first as the Europeans then started a new game as the Japanese when you patched: I thought multiple regional capitals was the idea, otherwise the corruption would be really high at the start.

Keep it.
__________________
"I didn't invent these rules, I'm just going to use them against you."
Panda is offline  
Old November 25, 2003, 00:56   #75
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 19:45
Local Date: November 2, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
The game plays at the right speed and it seems a shame to reduce the research rate.

If I made every turn two months (i.e. halve the number of turns before the scenario ends) would that be better. It would also help solve the fast AI research problem.
__________________
.
This is a link to...The Collective Works of Kobayashi and this is a link to...Kobayashi's Food Blog
kobayashi is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:45.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team