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Old May 9, 2003, 17:16   #181
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Great news!
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Old May 9, 2003, 19:44   #182
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I would be interested for that playtest ...

BUT..

The last time i playtested your "Dictators II", new versions of the scenario were coming in at the rate of 2 per day. That seriously hampered my e-mail account and limited my playtesting options as i had to restart every time.

Not to mention wrong older files being sent, instead of updates.

Are there any guarantees that this will not happen this time?


PericlesDervisis@hotmail.com
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Old May 10, 2003, 04:53   #183
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Playtests by all are welcome, chaps!



I am rebuilding the tech-tree, (which is going well) and we are looking at a mid-week release...

It will feature seperate research trees for Euro, USA and WARPAC!
And various upgrade techs for all.

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Old May 10, 2003, 04:55   #184
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Quote:
Originally posted by Palaiologos
I would be interested for that playtest ...

BUT..

The last time i playtested your "Dictators II", new versions of the scenario were coming in at the rate of 2 per day. That seriously hampered my e-mail account and limited my playtesting options as i had to restart every time.

Not to mention wrong older files being sent, instead of updates.

Are there any guarantees that this will not happen this time?


PericlesDervisis@hotmail.com
@Pericles:
Now that the system of folders I use for scenario making is thorough and organised, there will be no re-run of the D2MGE debacles!

Worry not, my friend!
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Old May 10, 2003, 06:35   #185
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Oh great! I´d like to playtest again and focus at the cities (especially in Germany), if you like.

But again there will be a prob with the data ending of your zip files.
So i´ll need again help from anyone who coul send me a .zip file!
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Old May 10, 2003, 06:52   #186
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Put me down for playtest as well.
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Old May 10, 2003, 07:38   #187
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count me in for a playtest ....
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Old May 10, 2003, 12:52   #188
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count me in for playtest!
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Old May 10, 2003, 14:06   #189
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I will get you gentlemen all up to date on progress!

And thanks so much for your enthusiasm, It is inspiring!

x 100!
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Old May 11, 2003, 09:40   #190
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Thanks back!
Good scens are getting rare - but you still produce those.
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Old May 14, 2003, 07:43   #191
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*UPDATE*

I finally have the tech tree working the way it is meant to!

It is designed to keep only the major players on track, meaning the neutrals will not be a nuisance any more.

Also means that the WARPAC minor allies may be able to get access to atom missle tech, and turn on their Soviet masters eventually!

It is a far neater and events-saving system!

I will be making a Dictator MGE2 v2.0 version with this new tech tree template, as soon as I get soviet steel completed.

I had to go to 3 job interviews yesterday, so I fell a day behind, I am making up the pace now, however!

Playtest version by friday at the latest!

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Old May 14, 2003, 11:41   #192
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Good luck, by the way.
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Old May 14, 2003, 19:59   #193
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Great!
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Old May 15, 2003, 05:49   #194
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Quote:
Originally posted by Iron Chancellor


Good luck, by the way.
Also best wishes from me!
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Old May 19, 2003, 16:44   #195
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Playtest version? *looks up hopefully*
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Old May 19, 2003, 20:54   #196
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I suppose that after sacking you in the RF DG you won't want to include me in the play test...
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Old May 20, 2003, 07:00   #197
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Don't be silly!

My departure was due to my own actions, you had to continue the battle!

H Tower, it would be and honour - Please, be my guest!

I will be getting this beast ready this week!
So stay tuned!
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Old May 21, 2003, 00:39   #198
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I've been following this thread for a while. Just out of curiousity, will there be diplo/spy units in the game? I figure they could be used as more or less inciters of forces against enemies (ie: USSR putting spies into the Middle East and bribing units, then using them to attack Israel or somesuch).
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Old May 23, 2003, 05:42   #199
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I was initially going to use diplo units, but the thought of the USSR having NATO techs, or the way the AI uses these units, put me off the idea.

If there was some way to disable tech-theft, and keep the other options, It would be perfect.
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Old May 23, 2003, 06:06   #200
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I have got two questions for our regular SL men of wisdom!

First one is: in which city should I place the the Ruhr Valley Industrial Complex objective wonder?



Any ideas?

Also, what is the highest production cost number that you can give a wonder or improvement?

EG:
Space Programme, 300, 0, X5,

Instead of 300 hundred, could it be 900?
Would it crash the game?
Has anyone tried a super big number?

Any pointers are welcome...
Just curious!
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Old May 23, 2003, 06:11   #201
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I am going to eliminate RRs too.

I have used the time-tested trick of making the RR tech into 'urbanisation' and making raidroads into unbuildable urban areas around cities...

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Old May 23, 2003, 06:33   #202
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Quote:
Originally posted by curtsibling
First one is: in which city should I place the the Ruhr Valley Industrial Complex objective wonder?
In Cologne
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Old May 23, 2003, 07:16   #203
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Quote:
Originally posted by curtsibling
If there was some way to disable tech-theft, and keep the other options, It would be perfect.
Open the game.txt / @SPYOPTIONS and delete the line 'Steal Technology'. Unfortunately it only works for human players; the ai will still use this option..

Quote:
Originally posted by Arthedain
In Cologne
definitely!
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Old May 23, 2003, 08:04   #204
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As Dr Kellogg stated you can alter the game.txt to prevent the human player from stealing tech, but this does not stop the AI from doing so...

Andrew Livings had a stopgap solution for this in his Crises of the New World Order scenario. He toggled the tech stolen flag for all the cities and limited the espionage units to diplomats, consequently the computer could not steal techs - I believe Gothmogs Civcity utility can be used to achieve this effect. The only problem with this is that when the city is taken over, the tech stolen flag is reset...

It's not a perfect solution, but it might make it still possible for you to introduce diplomatic units if you want to. I love the secret agent graphic, it would be a shame not to use him!

BTW, Ireland was never a member of NATO, we should be a neutral country.
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Old May 23, 2003, 09:29   #205
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Cologne
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Old May 23, 2003, 09:29   #206
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BTW looks really good
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Old May 23, 2003, 13:33   #207
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Quote:
Originally posted by curtsibling
I am going to eliminate RRs too.

I have used the time-tested trick of making the RR tech into 'urbanisation' and making raidroads into unbuildable urban areas around cities...
Could you perhaps have an alternative rules/description/terrain1 file to allow railroads? I never get used to having limited movement like that - it seems to slow the game down and make movement actions really redundant.
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Old May 23, 2003, 17:35   #208
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Shouldn't Berlin be Soviet controlled?????
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Old May 23, 2003, 18:44   #209
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I reckon the scenario is set in an alternative timeline.
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Old May 23, 2003, 18:46   #210
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And BTW Curt i think it is wrong to have Romell leading the coup.
Perhaps Von Runstdent, or someone else more prestigious.
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