February 24, 2003, 13:35
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#61
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Deity
Local Time: 14:03
Local Date: November 1, 2010
Join Date: May 2002
Posts: 11,289
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Status: Player (Civ Choice) Traits chosen
- Eli (Egypt) Industrious and Religious
- ormuzd (Japan) Militaristic and Religious
- Sir Ralph (Persian/Celts?) ? and ?
- ADG (Aztecs) Industrial Religion
- CerberusIV ? ? and ?
- GhengisFarb (Germans) Industrious and Religious
Edit: updated from posts below.
Last edited by GhengisFarb™; February 24, 2003 at 14:12.
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February 24, 2003, 14:01
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#62
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Emperor
Local Time: 23:03
Local Date: November 1, 2010
Join Date: Jul 2000
Location: Israel
Posts: 6,480
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I'll keep the Egyptian traits. Industrious and Religious.
__________________
"Beware of he who would deny you access to information, for in his heart he dreams himself your master" - Commissioner Pravin Lal.
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February 24, 2003, 14:02
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#63
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Deity
Local Time: 22:03
Local Date: November 1, 2010
Join Date: Jun 2001
Posts: 11,112
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Traits: (From random pick again )
Religious and Industrial
On the other hand, it seems like most players want these traits, so maybe I should just stick with the standard traits for Aztecs... don't want everybody to have the same traits...
__________________
This space is empty... or is it?
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February 24, 2003, 15:05
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#64
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Civ4: Colonization Content Editor
Local Time: 21:03
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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Edit: screw it, make me the Celts, but give them persian traits: scientific and industrious. Don't like Jerxes, Brennus is cooler.
And please add my desired customization:
Name: British
Formal: Britannia
Noun: Britannians
Adjective: Britannian
Title: Lord
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February 24, 2003, 15:13
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#65
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Emperor
Local Time: 21:03
Local Date: November 1, 2010
Join Date: Oct 2002
Location: on the Emerald Isle
Posts: 5,316
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Ottomans as they come - scientific and industrious.
GhengisFarb - I did notice you would be the next player after me in two games where I am playing the Ottomans. I will be careful to name the games differently and send the saves separately. I already do something similar with BetaHound in two other games.
I would suggest starting a new thread for the turn posts when we are ready to start. That should include a name for the game. Any suggestions?
__________________
Never give an AI an even break.
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February 24, 2003, 15:29
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#66
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Emperor
Local Time: 23:03
Local Date: November 1, 2010
Join Date: Jul 2000
Location: Israel
Posts: 6,480
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I'll start a new thread when we get the map figured out.
__________________
"Beware of he who would deny you access to information, for in his heart he dreams himself your master" - Commissioner Pravin Lal.
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February 24, 2003, 19:20
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#67
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Deity
Local Time: 14:03
Local Date: November 1, 2010
Join Date: May 2002
Posts: 11,289
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Status: Player (Civ Choice) Traits chosen
- Eli (Egypt) Industrious and Religious
- ormuzd (Japan) Militaristic and Religious
- Sir Ralph (Celts) Scientific and Industrious
- ADG (Aztecs) Industrious and Religious
- CerberusIV (Ottomans) Scientific and Industrious
- GhengisFarb (Germans) Industrious and Religious
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February 24, 2003, 20:00
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#68
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Civ4: Colonization Content Editor
Local Time: 21:03
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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The map seems to be ready. I posted our civ wishes. Let's get the game running.
ormuzd should have my email (I'm sending the "Large Map" turns to him). For all others, it's sirralph at gmx dot com
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February 24, 2003, 23:00
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#69
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Deity
Local Time: 14:03
Local Date: November 1, 2010
Join Date: May 2002
Posts: 11,289
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Quote:
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Originally posted by Sir Ralph
The map seems to be ready. I posted our civ wishes. Let's get the game running.
ormuzd should have my email (I'm sending the "Large Map" turns to him). For all others, it's sirralph at gmx dot com
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Did we get the continental mood effect and only cities on continent flags changed for the Wonders?
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February 25, 2003, 03:25
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#70
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Emperor
Local Time: 22:03
Local Date: November 1, 2010
Join Date: Jan 2003
Posts: 3,522
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yes, I have it, sir Ralph
mine is nebucadnez2ar at yahoo.com
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February 25, 2003, 04:42
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#71
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Civ4: Colonization Content Editor
Local Time: 21:03
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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Quote:
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Originally posted by GhengisFarb
Did we get the continental mood effect and only cities on continent flags changed for the Wonders?
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I think not. Would you please make a list of changes and post it in the map maker thread? I can't do it for quite a while (at work with no access to the game).
Another question we need to address is the difficulty level (for happiness reasons and research pace). Also, since we won't tech trade and the research speed on a huge map is adjusted for 16 tech whoring AIs, do we want to lower the factor a bit?
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February 25, 2003, 05:37
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#72
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Emperor
Local Time: 21:03
Local Date: November 1, 2010
Join Date: Oct 2002
Location: on the Emerald Isle
Posts: 5,316
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I thought multiplayer games defaulted to Regent? So that is what we are stuck with.
Research rate should not be too much of a problem I would have thought. Even without trading the cost decreases as more players discover a tech.
__________________
Never give an AI an even break.
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February 25, 2003, 06:14
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#73
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Emperor
Local Time: 22:03
Local Date: November 1, 2010
Join Date: Jan 2003
Posts: 3,522
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But I think we have to find each other to decrease the cost, don't we?
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February 25, 2003, 06:17
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#74
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Civ4: Colonization Content Editor
Local Time: 21:03
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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Quote:
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Originally posted by CerberusIV
I thought multiplayer games defaulted to Regent? So that is what we are stuck with.
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No, if we all are careful while loading the game. We play Strat forum PBEMs 3 and 4 at Emperor level and nothing has changed, although we're already fairly far in the game.
Quote:
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Research rate should not be too much of a problem I would have thought. Even without trading the cost decreases as more players discover a tech.
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It will be a problem, trust me, especially in the early game. Just try it, create a scenario with 6 lone civs on a huge map, make sure the AIs don't trade (put them on far apart islands) and you'll see how fast you can research. We should lower the "tech rate" setting to its value for a large, may be even standard map. As it stands, it's designed for 16 tech whoring civs, while we are only 6 non-trading.
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February 25, 2003, 10:35
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#75
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Emperor
Local Time: 22:03
Local Date: November 1, 2010
Join Date: Jan 2003
Posts: 3,522
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is it possible to post or send al modifications made in the scenario? I am not sure what is changed and what is just suggested.
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February 25, 2003, 11:06
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#76
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Deity
Local Time: 14:03
Local Date: November 1, 2010
Join Date: May 2002
Posts: 11,289
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I agree with Sir Ralph that the science rate will slow the game dramatically in the early stages.
Wonders that need changes:
The Pyramids (change to "Gain in every city" upper right)
Sun Tzu (change to "Gain in every city" upper right)
JS Bach's Cathedral (unselect "continental mood effect" lower left)
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February 25, 2003, 12:30
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#77
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Civ4: Colonization Content Editor
Local Time: 21:03
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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My proposal for a compromise concerning the tech rate is to set it from the huge map value (400) to a value between a large and a standard map (300..240). Perhaps to 270? If we take the sheer # of civs, it should be 200 (small map), but after all we suffer no corruption, although won't have much land to expand. 270 should be somewhat balanced.
Ah, all numbers are "IIRC", don't have the game here at work. Could anyone confirm the numbers?
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February 25, 2003, 12:42
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#78
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Deity
Local Time: 14:03
Local Date: November 1, 2010
Join Date: May 2002
Posts: 11,289
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Quote:
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Originally posted by Sir Ralph
Ah, all numbers are "IIRC", don't have the game here at work. Could anyone confirm the numbers?
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Those numbers are correct.
By the way, PLEASE change your avatar. It is so hard to take you seriously with a cheap muppet head for your avatar.
I've been viewing GS lands in my head as Jim Henson's the Muppet Show.
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February 25, 2003, 13:41
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#79
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Civ4: Colonization Content Editor
Local Time: 21:03
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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What do you have against Knollo, the inventor? http://www.masine.de/spielhaus
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February 25, 2003, 17:35
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#80
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Civ4: Colonization Content Editor
Local Time: 21:03
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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How do you like Sir Dupré?
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February 25, 2003, 20:59
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#81
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Deity
Local Time: 14:03
Local Date: November 1, 2010
Join Date: May 2002
Posts: 11,289
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Quote:
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Originally posted by Sir Ralph
How do you like Sir Dupré?
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He's better than Knollo, but have you thought of Lord British?
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February 26, 2003, 06:30
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#82
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Civ4: Colonization Content Editor
Local Time: 21:03
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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Quote:
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Originally posted by GhengisFarb
He's better than Knollo, but have you thought of Lord British?
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After this game has started, perhaps. Mind you that I'm going to replay Ultima VII . Btw, in the directory is an excellent Ultima scenario, the base for a real epic SP game. I haven't played it yet, only had a look at the map, but I already know it will be a hell lot of fun.
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February 27, 2003, 19:16
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#83
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Deity
Local Time: 14:03
Local Date: November 1, 2010
Join Date: May 2002
Posts: 11,289
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So, have we decided to nix this game after all?
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February 27, 2003, 19:39
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#84
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Civ4: Colonization Content Editor
Local Time: 21:03
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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No, I guess we are still waiting for the map. Sheik hasn't been around for 2 days, but is now online.
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February 28, 2003, 04:12
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#85
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Civ4: Colonization Content Editor
Local Time: 21:03
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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Seems our map maker left us. I try to wake him by a PM. If he doesn't respond, let's think about other possibilities to create a map.
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March 1, 2003, 21:38
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#86
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King
Local Time: 15:03
Local Date: November 1, 2010
Join Date: May 2002
Posts: 1,088
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Here is the zip of the .bix. I have PMed Sir Ralph regarding the map. It is pretty much ready to go but you might want to have another player double check my work.
EDIT: Map bix deleted
Last edited by Sheik; March 2, 2003 at 13:05.
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March 2, 2003, 04:33
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#87
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Civ4: Colonization Content Editor
Local Time: 21:03
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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Looks like we can get started now!
I will find a player to doublecheck the scenario and to create a 4000BC savegame out of it, which will be mailed to Eli.
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March 2, 2003, 04:52
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#88
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Civ4: Colonization Content Editor
Local Time: 21:03
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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Eli, can you please PM your email and desired password to alexman? I hope all others are still here, after the long break.
Let's get this game started!
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March 2, 2003, 05:16
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#89
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Emperor
Local Time: 23:03
Local Date: November 1, 2010
Join Date: Jul 2000
Location: Israel
Posts: 6,480
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PM sent.
__________________
"Beware of he who would deny you access to information, for in his heart he dreams himself your master" - Commissioner Pravin Lal.
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March 2, 2003, 11:58
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#90
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Firaxis Games Software Engineer
Local Time: 16:03
Local Date: November 1, 2010
Join Date: Mar 1998
Posts: 5,360
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One question: have all of you installed the 1.21f patch, or should I use 1.14f?
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