August 30, 2003, 18:32
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#61
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King
Local Time: 02:47
Local Date: November 2, 2010
Join Date: Sep 2000
Location: of the Benighted Realms
Posts: 1,791
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Yep.
Brian, I heard about that on a thread around here somewhere. It's an idea that's on my mind. Wouldn't bother me too much what the AI does--they bribe units even without spy/dip units.
Thing is; this would be a nice touch. Think Lawrence of Arabia. A British spy goes into Arabia and bribes an Oriental unit of Native Horse. That unit is now used against Britain's enemies. Can't do anything like that without a spy. Or Mata Hari, the famous WWI spy.
__________________
Lost in America.
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
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August 31, 2003, 08:06
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#62
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Warlord
Local Time: 08:47
Local Date: November 2, 2010
Join Date: Feb 2001
Location: G. D. of Luxembourg
Posts: 197
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Exile, my man,
imho, Imperialism 1870 was definetly a major factor in the raise of pbeming, perfectly enjoyable in SP and came with the needed depth of information, in-game as well as readme-wise.
Just follow your instincts, nothing could possibly go wrong. By the way, I like the idea of bribing a few units from the enemy, Vlasov's army- or harki-style.
So, don't dawdle...
Respect and 2 s up,
__________________
Ceteram Macedonicus
(got the 'Macedonicus' part as a title for playtesting Bernd's Imperium Romanum)
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September 1, 2003, 16:06
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#63
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King
Local Time: 09:47
Local Date: November 2, 2010
Join Date: Oct 2002
Posts: 1,747
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Mind about posting the units .........
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September 3, 2003, 18:45
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#64
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King
Local Time: 23:47
Local Date: November 1, 2010
Join Date: Dec 1969
Location: Dixon, CA USA
Posts: 1,156
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I always shoot directly for Light Cruisers when I play, since it becomes far more easy to take coastal cities with them. If you get to them before your enemies, you're at a distinct advantage, possibly even too much so IMO.
I also just use the Steamers that I start with, and maybe build some more if I'm low on cash and desparately need to move freights or units. Still Steam Yachts are much preferred.
I definitely enjoy the scenario, and love that it puts to use the underutilized naval and trade aspects of the game. I look forward to the new version!
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September 4, 2003, 05:24
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#65
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Prince
Local Time: 07:47
Local Date: November 2, 2010
Join Date: Jan 2003
Location: Freiburg i. Br.
Posts: 331
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Hi Exile!
Imperialism is one of the scenarios I did play the most often.
What I would suggest is not to focus to much to all those little colonies but to some kind of represent the industrial states a little more. There are so much American and German citys I was missing. I know that in 1870 some citys were smaller then today but I also got some old maps at home and there still are many important citys missing (imho).
Bye, Cifer
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September 4, 2003, 09:45
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#66
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Moderator
Local Time: 08:47
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Exile:
Cifer is your man for Euro city placement, I can recommend him!
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September 4, 2003, 12:23
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#67
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Prince
Local Time: 07:47
Local Date: November 2, 2010
Join Date: Jan 2003
Location: Freiburg i. Br.
Posts: 331
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Quote:
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Originally posted by curtsibling
Exile:
Cifer is your man for Euro city placement, I can recommend him!
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Thanks a lot!
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September 6, 2003, 04:44
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#68
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Chieftain
Local Time: 09:47
Local Date: November 2, 2010
Join Date: Oct 2002
Location: Terra Scania
Posts: 85
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How is it going?
__________________
"You should count all humans as your kinfolk and the whole world as your foster country."
- Queen Kristina
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September 6, 2003, 05:40
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#69
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Chieftain
Local Time: 08:47
Local Date: November 2, 2010
Join Date: Jun 2000
Location: Hill , Wine
Posts: 80
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Any chance you'll tak up the challeng to make separate landmass for th different continents, as Andrew Livings (and him only) has don in Crises of the New World Order? It suits well a scn so much based upon trade, but is so much hard labor ... and it would also do good for AI stupidity
It's not a chance yours and his are my fav scenarios, since you can take any nation small or large and carry them to forever glory... or utter defeat ! ;p
See-ya
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September 6, 2003, 21:13
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#70
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King
Local Time: 02:47
Local Date: November 2, 2010
Join Date: Sep 2000
Location: of the Benighted Realms
Posts: 1,791
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Rolling along . . . .
I'm getting new unit graphics and am testing the changes. Everything looks good so far. May take a little longer, but the end result will be worthwhile.
__________________
Lost in America.
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
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September 9, 2003, 00:10
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#71
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Emperor
Local Time: 02:47
Local Date: November 2, 2010
Join Date: Mar 2002
Location: Smith, Wesson, and Me
Posts: 8,028
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Quote:
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Originally posted by Ceteram
imho, Imperialism 1870 was definetly a major factor in the raise of pbeming,
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Then why did you leave your games? No hard feelings of course.
Quote:
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Originally posted by Case
Have you considered releasing two versions of the scenario - one with a low tech paradigm for solo play, and another with a higher one for PBEMs? I imagine that this would be pretty easy to impliment.
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I didn't see a response to this; will there be two versions? Also being in the CFC game I think the tech paradigm needs to be drastically reduced. Even in SP I get to WWI techs in the 1880's.
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September 9, 2003, 23:37
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#72
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Deity
Local Time: 03:47
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Busy increasing the population of my country.
Posts: 15,413
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Do railroads have unlimited movement?
__________________
*"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta
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September 10, 2003, 02:38
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#73
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King
Local Time: 02:47
Local Date: November 2, 2010
Join Date: Sep 2000
Location: of the Benighted Realms
Posts: 1,791
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No unlimited RR movement.
The cities remain.
IIRC, John Possidente warns about setting the cosmic number too high. Just look at my experiences with the road movement multiplier. Darius, I'll be happy to include a rules.txt with a setting of 15 or 20 in it, and you can, of course substitute and use it, but I can't guarantee that it will function properly or even run at all.
The only substantial changes are a few tweaks to the tech tree and the inclusion of potentially many more Oriental units which are much stronger than in the original scenario. Building costs for improvements, especially factories and exchanges are tremedously increased, though maintenance costs remain unchanged. Unit costs are increased slightly for ground units and substantially for naval and air units. I put the machine gun back in and took out the large freighter. I created the AGENT, which is an enhanced spy, delivered via events. By far the most exciting changes are the nearly totally new set of unit graphics, the results of my untoward demands and the genius of Fairline. The new unit mix is superb as a result of his sterling efforts.
__________________
Lost in America.
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
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September 10, 2003, 03:19
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#74
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Moderator
Local Time: 08:47
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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I think this work by Exile and fairline will retake it's well deserved crown as the king of 19th century scenarios...
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September 10, 2003, 07:25
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#75
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Emperor
Local Time: 17:47
Local Date: November 2, 2010
Join Date: Feb 2000
Posts: 3,057
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Exile, is there any chance that you'll kill off Canberra? As I said of the beta version, Canberra was nothing but sheep filled plains in 1870 and a small scale construction site in 1914.* I'd nix it and add an American city.
*Now of course its a beautiful, sophisticated and universally beloved metropolis
__________________
'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
- Neal Stephenson, Cryptonomicon
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September 10, 2003, 10:23
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#76
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King
Local Time: 02:47
Local Date: November 2, 2010
Join Date: Sep 2000
Location: of the Benighted Realms
Posts: 1,791
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LOL!
Nick, I would take your advice and do it, cuz frankly, after you telling me about Canberra's late origins, I can't help but think of it as a giant sheeping station now.
But it is too much trouble to start lifting cities and planting other ones now.
Even so, I'll ask Henrik for his assistance next time I hear from him. He's the master of such things and has helped out before. I'll probably put another city in Africa, though, before I elect to place another in the States.
Any ideas on African cities that I left out?
I was thinking about Bucharest or maybe Sofia too. Anyone know the intimate history of either of those cities during the period?
I'm still testing to make sure all the changes work and didn't screw up anything else.
__________________
Lost in America.
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
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September 10, 2003, 13:02
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#77
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King
Local Time: 07:47
Local Date: November 2, 2010
Join Date: Sep 2002
Location: of the wing
Posts: 2,013
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Maybe Salisbury, Harare or Kampala could be included, or possibly one of the Portuguese cities in Mozambique?
Thanks for the compliments Exile, but don't over-hype the units - people's expectation may be raised too high
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September 10, 2003, 16:03
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#78
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Deity
Local Time: 03:47
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Busy increasing the population of my country.
Posts: 15,413
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Quote:
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Originally posted by Exile
No unlimited RR movement.
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Great, maybe Ill PBEM this one then!
Thanks
__________________
*"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta
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September 10, 2003, 16:04
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#79
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King
Local Time: 23:47
Local Date: November 1, 2010
Join Date: Dec 1969
Location: Dixon, CA USA
Posts: 1,156
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Bucharest was important, because it blocked Russia from striking at Constantinople. Austria forced Russia to recognize Romanian independence during the Crimean war, and adding an independent buffer between Russia and the Balkans was definitely in Austria's interest.
That's my two cents. The Americans are too powerful, so you probably shouldn't give them more cities. But another African city could be cool, though I don't have any suggestions
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September 10, 2003, 20:43
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#80
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King
Local Time: 07:47
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Constantinople, Queen of Cities
Posts: 1,563
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Wait,
You mean the cities Bucharest and Sofia or their respective countries?
In any case i would reccomend oppening an encyclopaedia, it would offer much more info than a short post at Apolyton.
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September 11, 2003, 07:45
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#81
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Emperor
Local Time: 17:47
Local Date: November 2, 2010
Join Date: Feb 2000
Posts: 3,057
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Re: LOL!
Quote:
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Originally posted by Exile
Nick, I would take your advice and do it, cuz frankly, after you telling me about Canberra's late origins, I can't help but think of it as a giant sheeping station now.
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There's a rather risque statue in the middle of Canberra commemerating Canberra's past as a sheep stud. Japanese tourists love getting their photos taken with it, and parents have to chase thier kids away from it to stop them being corrupted
Quote:
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But it is too much trouble to start lifting cities and planting other ones now.
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Killing cities is easy: move the cursor onto it and then hit shift+D twice.
__________________
'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
- Neal Stephenson, Cryptonomicon
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September 11, 2003, 07:58
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#82
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King
Local Time: 07:47
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Constantinople, Queen of Cities
Posts: 1,563
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Re: Re: LOL!
Quote:
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Originally posted by Case
Killing cities is easy: move the cursor onto it and then hit shift+D twice.
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And all this time i reduced them to size 1 and had another civ capture them!
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September 11, 2003, 15:28
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#83
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Emperor
Local Time: 04:47
Local Date: November 2, 2010
Join Date: Jan 2000
Location: ( o Y o )
Posts: 5,048
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you need to have the cheat mode active, and it is ctrl + shift + D and shift + D (if there is more than one unit)
__________________
Indifference is Bliss
Progressive Game ID #0023
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September 12, 2003, 09:02
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#84
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King
Local Time: 09:47
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Europe
Posts: 1,761
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Exile:
I've always wondered how you managed to make trade so lucrative? For instance when you trade Gold with New York from some European city you get up to 2000 gold. What's the formula?
The best scenario out there BTW
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September 12, 2003, 15:27
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#85
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King
Local Time: 02:47
Local Date: November 2, 2010
Join Date: Sep 2000
Location: of the Benighted Realms
Posts: 1,791
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TOP SECRET . . .
The formula will have to remain my secret.
Thanks. If you like it now, you'll appreciate the new version.
The new cities are Tirane and Bucharest. I wanted to make the Balkan region much more contentious. The addition of these two cities should do just that, especially in mp games.
Tampa and Canberra are gone. Canberra for reasons mentioned by Nick above, lol, and Tampa because I thought it created a sort of artificial "canal" across florida that didn't exist. Alexandria has been moved 1 square upward and to the left. I thought that this positioning was both more accurate and gave Alexandria and Cairo a little more room.
Lots of little terrain touch-ups just to suit my tastes.
One more little problem has appeared though. Nick, can you email or pm me? The problem I've got now is that the names of the three newly-placed cities don't appear on the Player maps at start. The cities are visible, but the names aren't. Does this have something to do with that "no special view?"
Other than that, a few more unit graphics are due, and some more spot testing to make sure everything works. Maybe next week. lol.
__________________
Lost in America.
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
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September 13, 2003, 23:45
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#86
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King
Local Time: 03:47
Local Date: November 2, 2010
Join Date: Jan 2000
Location: Massachusetts, USA
Posts: 2,048
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Re: TOP SECRET . . .
Quote:
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Originally posted by Exile
The problem I've got now is that the names of the three newly-placed cities don't appear on the Player maps at start. The cities are visible, but the names aren't. Does this have something to do with that "no special view?"
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Those player's "haven't seen" those cities yet, you need to cheat-place a unit of each civ in view of the3 new cities (use a unit with see-2 ability). I am almost certain this will fix the name issue.
__________________
It's a wonder that you still know how to breathe.
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September 14, 2003, 08:05
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#87
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Moderator
Local Time: 09:47
Local Date: November 2, 2010
Join Date: Apr 2002
Location: Helsingborg, Scania
Posts: 1,253
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hey, why just not reveale the map again? works for me..
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September 15, 2003, 23:21
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#88
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King
Local Time: 02:47
Local Date: November 2, 2010
Join Date: Sep 2000
Location: of the Benighted Realms
Posts: 1,791
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Almost there . . . .
Problem fixed. And no more spotted. I'm waiting for the final gif from fairline and I'll zip it and shoot it.
Darius, here's what I've done about the tech paradigm; I won't set it higher than 10. Everyone I've communicated with about this issue says if I take it over 10 there are no guarantees. I simply won't put out a scenario that contains that much uncertainty about whether or not it'll function. What I discovered, however, was that the setting within the scen file itself supercedes the rules.txt file. Because of this, there's no point including an alternate Rules.txt file with a higher paradigm--it wouldn't matter. The scen setting won't change. Inside the scen, it was set on 8. It is now reset to 10. Better than nothing, but not the boost to the paradigm you were looking for.
__________________
Lost in America.
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
Last edited by Exile; September 15, 2003 at 23:27.
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September 16, 2003, 14:12
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#89
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King
Local Time: 07:47
Local Date: November 2, 2010
Join Date: Sep 2002
Location: of the wing
Posts: 2,013
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Re: Yep.
Quote:
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Originally posted by Exile
...Wouldn't bother me too much what the AI does--they bribe units even without spy/dip units.
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Is that a function of having a normal unit occupy the vanilla civ spy/diplomat slots, or can it be any unit slot that the AI uses as impromptu diplos?
BTW, I've e-mailed the final gif
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September 16, 2003, 14:20
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#90
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Emperor
Local Time: 08:47
Local Date: November 2, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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Any AI unit can bribe.
And in the normal game too, I once had a unit bribed by an enemy elephant!
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