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Old October 3, 2003, 00:06   #91
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That's great ozzy and Dang (Frank)

Good work.

Let's test it Sat night, pick a civ that's not yours and play anonomously Let's get to at least the event trigger with one minute turns, no trading, no war - but all of us build the new units etc.

I've always wanted to play not knowing who had what civ
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Old October 3, 2003, 02:26   #92
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Let the event be triggerred by a tech but no one can use the canals till someone build Eiffel.
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Old October 3, 2003, 07:08   #93
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Quote:
Originally posted by deity
Let the event be triggerred by a tech but no one can use the canals till someone build Eiffel.
you mean jsut trust people !!!!!
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Old October 3, 2003, 07:54   #94
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you mean jsut trust people !!!!!
Yes, that's the one
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Old October 3, 2003, 09:31   #95
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did you ge tmy meesage Deity... I suggest a website upload and just let me know where to downlaod the stuff fromk ....
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Old October 3, 2003, 09:47   #96
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I like the idea of having a unit placed on the canal zone that can be destroyed to open up the canal by a special unit that becomes available with railroad or something.
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Old October 3, 2003, 13:56   #97
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do you mean we have to create a unit to kill our own unit to make canals open ???
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Old October 3, 2003, 17:47   #98
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Doesn't work with Wonders
OK guys, I feel real stupid...

I searched for this wonder building as a trigger, and wasn't able to find it! I must have mixed it with the "DONTPLAYWONDERS" you can have at the beginning of the event file!

It's the only reference I saw to wonders in the events file!

So it seems you can do it only with:
1) a tech discovery
2) an unit destruction
3) a city conquest

Sorry about that, and I hope I didn't raise too much hope...

Don't know why I imagined it could be done with Wonders, maybe I should stop drinking...
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Old October 3, 2003, 18:53   #99
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Im going with the air unit, or engineer transforming to ocean solution, which ever one works better. You guys dont have to worry about it.
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Old October 3, 2003, 19:02   #100
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Quote:
Originally posted by OzzyKP

What coordinates do you want to start with Ljube?
Don't really care Ozzy, but if I am going to play Serbia, let it be the location of Belgrade (82, 36).

The titles are as follows:

1, Knez, Kneginja, 2, Kralj, Kraljica, 3, Drug, Drugarica, 4, Vladika, Igumanija, 5, Ustavobranitelj, Ustavobranitelj, 6, Predsednik, Predsednik

Stupid titles really, I know. Unpronounceable.

Needless to say, I'll be white.

Are we going to have a test run this weekend?
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Old October 3, 2003, 19:15   #101
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Here's the scenario as it stands now.

It can be downloaded from http://home.houston.rr.com/dangime/hotw4.zip

The current canal solution is simply to blast the barbarian ballon unit out of the sky when fighters are available. You cant bribe it since its double stacked, and it cant move and shouldnt ever crash.....Fighters came around roughly the same time as the canals right? Close enough for a game like civ2.....
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Old October 3, 2003, 22:23   #102
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Fighters come a bit late, but will work fine for a test run I suppose...

Can you change the ballon graphic to blend in with the land, so that it is either desert or jungle depending on which canal? And then make a Canal Engineer unit with the fighter tag that needs... how 'bout 250 production. Make this available with Industrialization.

Put the ballon/canal terrain unit down to 0 defense, and give the canal engineer unit a 2 or 3 attack. This is to avoid having powerful fighter like units early. You'll probably also want to create a simple ship with the carrier tag that can transport the canal engineer places.
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Old October 3, 2003, 22:25   #103
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To clarify. We'll need to different canal units. One that looks like jungle to be placed on 25,69 and one that looks like desert to be placed on 91,51. There will be two of each unit at each spot. There should be two seperate events to correspond to each unit stack and canal.
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Old October 3, 2003, 22:37   #104
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Ozzy...you're right this is probably better left for after the test run.

First its alot of work for something that just might end up confusing people. For one thing, no matter what unit I put there, it will be inpassable to ground units, since it will either actually be ocean and just look like land, or it will have some sort of unit in the way. So why make it look like land when it cant be used as land?

So why make 4 units, and mod graphics for all these units for this? Just have the fighters blast the units from the sky at the proper time. Fighters were in their first large scale use during ww1 in 1914 when the panama canal opened. If you want some kind of signifigant cost attached to making the canal, I'll just increase the defense of the ballon units so it takes a deticated assault to break them. I think its a good enough effort for a mod pack that will be used once by one group then probably never looked at again, at least for the same purpose. I'll adjust the ballon graphic to a "canal zone" graphic or something.
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Old October 4, 2003, 00:14   #105
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Ok. Scratch all that, Frank had a great idea that is a heck of a lot simplier and is actually more accurate I think. I'll let him explain.
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Old October 4, 2003, 00:39   #106
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To make a canal, go to a grassland square. Mine it. Instead of getting a forest you'll get an ocean square, after 80 turns, or 40 for engineers.

You'll have to wait untill engineers to forest grasslands (you can still do plains) but thats typical of anicent people anyway.

And the new modern infantry unit makes hilling / foresting cities for defense less neccessary, although I think you can still forest them after engineer. Here's a pic of the test of modern infantry in action.


[IMG]C:\Documents and Settings\Frank Johnson\Desktop\test.jpg[/IMG]

The howies on the left fought regular fortified mech inf. The howies on the right fought modern infantry with the pikeman tag. They get the 50% bonus from these results. Against any other modern unit their defense would only be equal to mech inf.

Last edited by Frank Johnson; October 4, 2003 at 01:38.
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Old October 4, 2003, 02:09   #107
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Raz, I emailed you the civ program. Did you get it?
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Old October 4, 2003, 06:20   #108
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please email it to me as well won't you?

just send a mail to this login and ask for my email adress to attach the program
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Old October 4, 2003, 10:03   #109
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Ecthelion, you don't have civ2?
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Old October 4, 2003, 14:28   #110
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Yes I do. I must have mixed up threads or so, thought they were talking about some tool
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Old October 4, 2003, 21:10   #111
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Download the scenario. We need a 7th for next week when we start.
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File Type: zip hotw4.zip (324.0 KB, 7 views)
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Old October 4, 2003, 22:11   #112
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Huts or no huts?

I like having huts, but I can see reasons not to. I can go either way.
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Old October 5, 2003, 02:09   #113
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He swings both ways...
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Old October 5, 2003, 09:28   #114
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Quote:
Originally posted by deity
He swings both ways...
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Old October 5, 2003, 10:00   #115
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Ok, we ran a test last night, and we have a few more specifications. Because of space concerns, and because several people are non-commital over which civ they are, Deity, Frank and I moved stuff around a bit. The posted map is where everyone will start.

Ljube - Serbs - White
Ozzy - English - Orange
Deity - Azande - Yellow
Frank - Chinese - Light Blue
Raz - Egyptians - Green
Prom or 7th player - Tartars - Dark Blue
Prom or 7th player - Indians - Purple

It was also decided to not allow city bribe, and increase the cost of spies to 80 sheilds. The Diplomat price will remain the same.

Still need to decide the question of whether to have huts. Looks like everyone is gonna have 2 settlers. The tech rate is gonna be 15/10, like HOTW2. Frank (or the host) needs to fix it so we do not all have communication with eachother from the start and so civs are not killed upon retirement. And the default tax rates need to be fixed.

Here is the map of our starting spots. Prom, please pick either the Indians or Tartars.
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Old October 5, 2003, 14:49   #116
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I'll take the Indians...
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Old October 5, 2003, 15:37   #117
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Ok the current zip should properly reflect the starting locations of all civs, proper names and genders for the players we've confirmed, and treaties say no one has contact so make sure the person who hosts doesnt select everyone can negoiate from the start.

This version still doesnt have huts, since I prefer not to have them and everyone else still seems split on the idea.
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Old October 5, 2003, 17:09   #118
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ok deity not got the eml yet, but will check again shortly...

I am fine with my starting location, i will just need to study some aqncient Egyptian websites to get in the swing iof things

What was the timing of this game again, i cant seem to remember what was agreed.
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Old October 5, 2003, 18:44   #119
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Saturday nights at 11pm USA Eastern time. (-5 GMT I think) Though if Prom could do 10 or 1030, it'd be better. But if not, 11 works.
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Old October 5, 2003, 19:11   #120
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Oh, and Deity and Ljube were talking last night about using something other than mining grassland.
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