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View Poll Results: Are you ready to start playing AU 202?
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Yes! Bring it on! Now!
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15 |
75.00% |
No, give me another week or so.
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4 |
20.00% |
No, never! What a silly idea for a AU game!
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1 |
5.00% |
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December 5, 2002, 02:10
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#1
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Firaxis Games Software Engineer
Local Time: 09:59
Local Date: November 2, 2010
Join Date: Mar 1998
Posts: 5,360
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AU 202: Scout and Expand
Welcome to Apolyton University course 202!
In this class we will show how the expansionist trait helps win the game, even on this standard map (Continents, 70% Water, Normal, Temperate, 4 billion, Roaming Barbs). We shall explore the map, control communications, and pop lots of goody huts.
You can play any expansionist Civilization, except for the Iroquois, who are AI-controlled (to avoid the temptation to build MW instead of scouts )
The attached zip file contains three scenarios. A Civ3 1.29f version (sorry, no Mongols, Arabs, or Scandinavians), a PTW 1.14f version, and an AU mod 1.12 version.
As you play, don't forget to submit your solutions, observations, and analysis in the spoiler thread!
WARNING: In PTW, as you browse through the list of scenarios, you can see the minimap for each of them. Cover the minimap before selecting the AU 202 scenario, and keep it covered until you start the game! (Thanks for the solution, Catt!)
May your Pottery serve you well!
PS. Ignore the poll. We are playing now!
Last edited by alexman; December 5, 2002 at 17:55.
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December 5, 2002, 02:23
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#2
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Prince
Local Time: 07:59
Local Date: November 2, 2010
Join Date: Aug 2002
Posts: 495
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Finals are approaching. What better time..... ?
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December 5, 2002, 04:02
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#3
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Deity
Local Time: 07:59
Local Date: November 2, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
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Expansionist? Let me know.
__________________
(\__/)
(='.'=)
(")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.
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December 5, 2002, 10:52
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#4
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Prince
Local Time: 05:59
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Seattle
Posts: 555
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We should do 'pelo with raging hordes to make it challenging
I look forward re-reading Aeson thread and giving this trait an educated try. I'm only 10 minutes into my current game so the timing is almost perfect.
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December 5, 2002, 11:00
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#5
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Prince
Local Time: 08:59
Local Date: November 2, 2010
Join Date: Jun 2002
Location: The Physics Guy
Posts: 977
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Is this PTW or regular Civ3 or both?
If I can play it (i.e. regular Civ3), I certainly will!
--Kon--
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December 5, 2002, 11:06
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#6
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Warlord
Local Time: 15:59
Local Date: November 2, 2010
Join Date: Jul 2002
Location: Heidelberg, Germany
Posts: 114
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I don't have PtW either.
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December 5, 2002, 11:31
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#7
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Emperor
Local Time: 13:59
Local Date: November 2, 2010
Join Date: Mar 2002
Location: All Glory To The Hypnotoad!
Posts: 4,223
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If you are going to do a stock Civ3 and a PTW version - for AI comparison purposes - then I'll play (still no PTW here ).
__________________
If I'm posting here then Counterglow must be down.
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December 5, 2002, 11:32
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#8
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King
Local Time: 06:59
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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I believe I just cast the 10th "bring it on" vote .
Catt
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December 5, 2002, 11:36
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#9
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Firaxis Games Software Engineer
Local Time: 09:59
Local Date: November 2, 2010
Join Date: Mar 1998
Posts: 5,360
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The game is on its way!
(by the end of the day today)
PS. Three versions: PTW 1.14f, Civ3 1.29f, and AU mod 1.12.
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December 5, 2002, 11:53
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#10
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Prince
Local Time: 07:59
Local Date: November 2, 2010
Join Date: Aug 2002
Posts: 495
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Can anyone tell me where I can read the changes to AU Mod 1.12? Thanks.
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December 5, 2002, 11:55
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#11
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Firaxis Games Software Engineer
Local Time: 09:59
Local Date: November 2, 2010
Join Date: Mar 1998
Posts: 5,360
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Quote:
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Originally posted by BRC
Can anyone tell me where I can read the changes to AU Mod 1.12? Thanks.
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AU Mod 1.12 (PTW version).
Readme is in second and third posts of that thread.
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December 5, 2002, 12:15
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#12
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Prince
Local Time: 07:59
Local Date: November 2, 2010
Join Date: Aug 2002
Posts: 495
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Thanks Alexman
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December 5, 2002, 12:23
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#13
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Prince
Local Time: 05:59
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Seattle
Posts: 555
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I can't find Aeson's Expansionist thread Can somebody give it a
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December 5, 2002, 12:26
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#14
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Prince
Local Time: 07:59
Local Date: November 2, 2010
Join Date: Aug 2002
Posts: 495
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Jawa: me neither. Anybody know where it went???
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December 5, 2002, 12:28
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#15
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Prince
Local Time: 07:59
Local Date: November 2, 2010
Join Date: Aug 2002
Posts: 495
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Got Aeson's thread up.
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December 5, 2002, 15:48
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#16
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Firaxis Games Software Engineer
Local Time: 09:59
Local Date: November 2, 2010
Join Date: Mar 1998
Posts: 5,360
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In PTW, you get to see the mini-map just after loading a scenario, but before starting the game.
Question: Is this annoying enough to everyone so that I should post saved games instead of scenarios? I would probably just choose an expansionist civ at Monarch level. Otherwise with a scenario you can choose any expansionist civ at any level.
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December 5, 2002, 16:11
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#17
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Emperor
Local Time: 09:59
Local Date: November 2, 2010
Join Date: Jan 2002
Posts: 7,017
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Bah, I don't like either option. If it were up to me I'd go with the Scenario, and close my eyes when the minimap loads up...
Dominae
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December 5, 2002, 16:59
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#18
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Chieftain
Local Time: 13:59
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Los Angeles, CA
Posts: 60
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Quote:
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Originally posted by alexman
In PTW, you get to see the mini-map just after loading a scenario, but before starting the game.
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That's a bad thing if we're trying to play with the advantages of Expansionist. Sure, you don't know the exact details, but you're still losing a lot of the feeling of exploring the map.
- Gus
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December 5, 2002, 17:04
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#19
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King
Local Time: 06:59
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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Quote:
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Originally posted by Dominae
If it were up to me I'd go with the Scenario, and close my eyes when the minimap loads up...
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I'd do the same. I haven't decided which expansionist civ to play (we get to pick, right?) and I like to play at Emperor. I'll play a scenario if you post it. (And I'll open one of the ptw scenarios first just to see where on the screen the minimap location pops up - voila, easy to cover this portion of the screen for the instant it takes to fire-up AU 102).
Catt
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December 5, 2002, 17:21
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#20
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Prince
Local Time: 05:59
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Seattle
Posts: 555
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Eye's closed and Mongol for me.
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December 5, 2002, 17:59
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#21
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Firaxis Games Software Engineer
Local Time: 09:59
Local Date: November 2, 2010
Join Date: Mar 1998
Posts: 5,360
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Initial post updated! Knock yourselves out!
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December 5, 2002, 18:44
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#22
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Emperor
Local Time: 09:59
Local Date: November 2, 2010
Join Date: Jan 2002
Posts: 7,017
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I officially claim the English as my civ. I want to make sure Expansionist is the true source of success in my game, not a decent UU or an great second trait (both of which the English arguably lack). I expect kudos if I win this one!
Have a good one all.
Dominae
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December 5, 2002, 18:50
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#23
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Prince
Local Time: 13:59
Local Date: November 2, 2010
Join Date: Oct 2002
Posts: 689
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No chance of a MODed v1.29. I'll play it with AU MOD 1.06 otherwise.
Dominae, I was going to lose as the English. It would now be embarrassing when you win!
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December 5, 2002, 18:54
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#24
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Firaxis Games Software Engineer
Local Time: 09:59
Local Date: November 2, 2010
Join Date: Mar 1998
Posts: 5,360
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Sorry, I didn't know there would be an interest in that. For a 1.29f mod, import the rules from AU mod v1.06.
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December 5, 2002, 19:04
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#25
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Emperor
Local Time: 09:59
Local Date: November 2, 2010
Join Date: Jan 2002
Posts: 7,017
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Quote:
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Originally posted by Nor Me
Dominae, I was going to lose as the English. It would now be embarrassing when you win!
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Nor Me, we won't lose as the English, simply because of that...secret power they have. Shh! Keep it secret and we'll look great when we post our results!
Seriously, I've never tried the English. Should be fun.
Dominae
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December 5, 2002, 19:13
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#26
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Prince
Local Time: 13:59
Local Date: November 2, 2010
Join Date: Oct 2002
Posts: 689
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I've won as the English. Just not on a standard map on emperor. But isn't it obvious they're the best civ?
I've implemented the major relevant changes in AU PTW 1.12 to AU mod 1.06 now so I'll use that. Standard versions are boring.
Last edited by Nor Me; December 5, 2002 at 19:32.
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December 5, 2002, 21:39
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#27
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King
Local Time: 06:59
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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Quote:
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Originally posted by Nor Me
I've won as the English. Just not on a standard map on emperor.
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Play it as a scenario and you can set your own difficulty level! Chieftain or Deity, makes no difference for AU purposes.
Catt
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December 5, 2002, 21:43
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#28
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King
Local Time: 06:59
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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I just dowloaded the zip. I'll play the standard PTW 1.14f version. Arabs or Zulu, this time I think. Probably Arabs since I've played them once in a "training game" just for exploration of PTW gameplay aspects but haven't really "played" them as a civ.
Catt
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December 5, 2002, 21:52
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#29
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Firaxis Games Software Engineer
Local Time: 09:59
Local Date: November 2, 2010
Join Date: Mar 1998
Posts: 5,360
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Catt, stop snubbing the AU mod!
Since I can't really play this one (I had to see the map to place the civs in the same location for each of the three scenarios), I could use your help in evaluating the new changes.
That goes for everyone!
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December 5, 2002, 22:06
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#30
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King
Local Time: 06:59
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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Ok, maybe I will. But I'm a little behind the curve. I started being one of the few whipping boys to play standard games in an effort to get a comparison of AI performance (since others started with the AI mod version of games before I started the games) -- it's now actually a bit of a learning process since I'm not familiar with some of the basic tweaks everyone else has been playing since v1.01 (or whatever the first version was). I'll spend some time with the Readme so I don't make some silly blunders in the game.
But several of us have got to play a standard version (just to compare AI development, particularly on the "non-human" continent, to continue our exploration on whether the Mod seems to generate "Killer AI's" more frequently than standard rules). A bit off-topic (should probably go in the Mod thread), but I am less interested in a more challenging overall AI, and more interested in seeing one or two Killer AI's created in each game -- i.e., I'm not interested in seeing a rising tide lift all boats; I want a tidal wave to create a couple of monsters that must be dealt with.
Catt
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