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Old October 16, 2003, 19:39   #91
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Did you really have any doubts?

From a ToT Rules.txt
Code:
; Advanced unit fields ...
; C) minimum bribe amount:        n - minimum bribe; 0 - don't care; -1 - can't bribe...
@UNITS_ADVANCED
00000010, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Legion d'Or
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Old October 16, 2003, 20:10   #92
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...........................
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Old October 17, 2003, 11:33   #93
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Perhaps I should make this scen for ToT only!
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Old October 17, 2003, 12:01   #94
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NNNNNNNNNNNNNNNNNNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!

Don't do that. ToT is good but not near as good as regulag Civ.
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Old October 17, 2003, 12:24   #95
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LOL!

Re-Gulag Civ...I like that!
But Gulag once is good enough for me.

Worry not, MGE then ToT...I will do one for both formats.
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Old October 17, 2003, 12:46   #96
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Quote:
Originally posted by curtsibling
LOL!

Re-Gulag Civ...I like that!
But Gulag once is good enough for me.

Worry not, MGE then ToT...I will do one for both formats.
That's a good idea, Curt. It lets those who use MGE play an excellent scenario, and allows you to realize the full potential of Bitterfrost. Just think, multiple layers, invisible units, impassible terrain, unbribable units, undisbandable units, untradable techs, 81 unit slots.....ahhhh!
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Old October 17, 2003, 12:50   #97
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@techumseh:

My sentiments exactly!

ToT will allow me to create many cool add-ons to the scen!

Including more Ancient units!
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Old October 17, 2003, 13:53   #98
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Perhaps, to counter the apparent ever-lasting AI wish to mine hills, you can trade hills (walls in your scen) with mountains (which can be mined in your scen.) That way, the AI will probably ignore the walls but will mine the 'mountains' (which used to be vanilla's hills).. Despite their craze to mine them, i doubt they'll do it if they are outside of the cities' radii...
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Old October 17, 2003, 14:52   #99
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No sweat, you can prevent the AI mining hills or anything in rules...
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Old October 17, 2003, 15:40   #100
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But it was mentiones earlier that the settlers kept moving about in the hills, as if they were trying to mine them (even though they couldn't)... I'll look for it...
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Old October 17, 2003, 15:51   #101
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Specific units yes. Cities unbribable= no. Bummer.
Hey, nice ( oYo )!

Last edited by tanelorn; October 17, 2003 at 15:56.
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Old October 17, 2003, 16:11   #102
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Quote:
Originally posted by tanelorn
Minor observartions:

On both file-sets, a number of AI workers stick on walls, buzzing on and off them. Mining hills seems to be hardwired in the system, so they try to mine even if they are not allowed by the rules.
Hwere it is, finally allowed to post after tons of server too busy messages...

EDIT:

Tanelorn, you need to add spaces to both sides of the Y
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Old October 17, 2003, 16:33   #103
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Good point, the bigger the better, (( o Y o )).
As for the hill thing, thats how it happened on the first map: In the Bursar map-view, the worker that they start with got stuck going up and down the walls, on and off etc. Other workers passed him by, on their way to establish new cities -they didn't get stuck too).
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Old October 17, 2003, 17:20   #104
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Quote:
Originally posted by tanelorn
Specific units yes. Cities unbribable= no. Bummer.
Hey, nice ( oYo )!
Unbribable cities, yes! Just add a palace. And you can even do this in FW/MGE!
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Old October 17, 2003, 19:02   #105
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Tanelorn: maybe switching hills and mountains will solve this, and don't tell me it's a lot of work 'cause i won't believe you
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Old October 17, 2003, 21:51   #106
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It is a lot of work!

I think mountains are dealt with in the same way as mountains anyway.
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Old October 17, 2003, 21:54   #107
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I have to make a choice.

Should I drop diplo units from this scenario?

An all-human or ToT scen might have a use for them,
but as it is, in MGE it causes too much hassle with the current way things are in Bitterfrost.

Can anyone suggest units they would like to see instead?

Or an alternate use for the Witch, Thief and Cleric units?

Suggestions are welcome...
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Old October 17, 2003, 23:47   #108
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It is a lot of work!

Not in MapEdit.

Have you made a nice 40x50 map yet?

Or an alternate use for the Witch, Thief and Cleric units?

Nuclear weapons? Heroes?
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Old October 18, 2003, 06:11   #109
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Yep!

A new map is underway...

I think heroes might have to be the answer...
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Old October 19, 2003, 07:37   #110
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I present to you who wish to playetest: the new Bitterfrost build!

Go to the 1st page post to Download it!

Can you survive this new version?

New features:
A totally new map, made by Curt and Palaiologos!
All evil races are now unbribable!
All races now build normally, as far as I can see.
Undead are a real threat.
Ancients will become a real threat.
Every now and then, a hero unit will arise in your capital.
Witches, Clerics and thieves will try and make the units and cities of other races join your cause!
(expept Undead and Ancients)
Other minor tweakage has happened too.


Please give me feedback and tell me of your experiences, critical remarks, or desired changes, etc.

Look forward to hearing from y'all!

Enjoy!!!

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Old October 20, 2003, 11:14   #111
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Sorry I missed this earlier:

Quote:
Originally posted by curtsibling
@Catfish:
Now that you mention it, I have been making a ToT version...Fancy helping me with some terrain or your amazing effects?

If you are too busy, it is cool, but otherwise, this could be a good scen to increase support for ToT!
I'll see what I can do. Hell, I might get inspired to work on my own scenarios again. At the very least I'll see about getting you some 24-bit terrains for the scenario.

Quote:
Originally posted by gerryandersson
ToT is good but not near as good as regulag Civ
Really?
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Old October 20, 2003, 11:58   #112
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Nice one, catfish!

Your new units certainly rock!

Making 24-bit versions of the Bitterfrost units would be amazing, but sadly it would take an aeon!

Terrains would be most welcome, sir!

And at your own pace, no rush!

*salutes*
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Old October 20, 2003, 19:39   #113
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Holy cow!

During the 22nd year of colonisation as the Coven, I took a small peek to see who was doing good.

I think it was plain to see who was making the biggest strides!

I think a primitive Zatarn future awaits!
Attached Thumbnails:
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Old October 21, 2003, 16:20   #114
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UPDATED VERSION on the first page.

(if anyone is still test-playing)

Features some new unit values, and overall better gameplay.

I think this scen will be complete soon, then it is onto the ToT version!

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Old October 24, 2003, 17:00   #115
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To the battlements!
The blood freezes in the veins of the defenders before the sea of silent, marching undeath that should never have been.
It will be over soon.

Suddenly a desperate cry is heard from the gates:
Die you wreched undead scum!
-Unleashes new secret ultra weapon against the hordes of gleaming bone:

"Fetch Ralf! Fetch! Go boy!
Good boy Ralfie!"
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Old October 24, 2003, 17:40   #116
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Curt i have not gone senile, yet.

I had nothing to do with the map, man! Undeserved credits are not what i asked for!

The Cleric gfx looks superb BTW!
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Old October 24, 2003, 22:21   #117
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LOL!
Your advice helped me in the development!

Well folks, does the new version play any better?
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Old October 25, 2003, 05:44   #118
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Yes, it is great
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Old October 25, 2003, 07:53   #119
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Hey, Gerry, Cheers!

I consider the playtest complete!
Full version will be out tomorrow, then I will make a new thread for the ToT version.

A mighty thanks to all who playtested and gave advice!
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Old October 25, 2003, 10:33   #120
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I know it's only marginally related to the thread*, but is there a no-CD patch for Civ2 out there at all?

*Related in the sense that, although I would love to give Bitterfrost a go, I don't have my Civ2 CD with me at uni.
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