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Thread: The Sea Kings!

  1. #61
    EZRhino
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    Thanks you guys Fairline's talent with pixel art is I think a part of reason the civ2 scenario creation community remains so robust.

    GhostOfDisco: I would be honored if you used the map for your scenario, though most of the map is taken up by areas of little importance in the crusades

    Btw the dimensions of the actual screenshot, not the in-game zoom determine the memory size of the image. In general I prefer the zoomed out look better, but I like to mix it up
    Sea Kings TOT

    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

  2. #62
    Varwnos
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    Can you post the map file?

  3. #63
    EZRhino
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    varwnos, a big part of the scenario is exploration and I want the map to be a surprise when I release it. After that feel free to use it however you want
    Sea Kings TOT

    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

  4. #64
    Uncle Dead Bird
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    BUMP!

    I've answered your request in my Mythological Age scenario thread.

    Look forward to trying this one!

    UDB

  5. #65
    EZRhino
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    Have any of you guys ever tried using odd-even invisible cities as a way to regulate random barbarian horde spawning?

    Would they act as barbarian singularities: sucking barb units past an inescapable event horizon into the odd-even twilight zone? Can barbs even enter these cities like normal units?
    Last edited by EZRhino; June 12, 2007 at 18:48.
    Sea Kings TOT

    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

  6. #66
    Boco
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    I'm eager to hear your answer! If you draw a blank here, post the question at CivFan. It has higher odds of drawing a response from Catfish/Wobbegong there.

  7. #67
    kobayashi
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    Originally posted by EZRhino
    Have any of you guys ever tried using odd-even invisible cities as a way to regulate random barbarian horde spawning?

    Would they act as barbarian singularities: sucking barb units past an inescapable event horizon into the odd-even twilight zone? Can barbs even enter these cities like normal units?
    Yes I think they do, I've had some experience using the odd-even cities in my Battlefield Chess/Fall of Koenigsburg scenario and the AI units do buzz around the invisible cities. I had to make them allies to everyone to overcome this phenomenon.

    No they cannot enter the alternate dimension cities and I might add that I've learned from previous experimentation, the odd-even cities/units emit almost no ZOC.
    .
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  8. #68
    Gagliaudo
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    EZRhino : what about those damned Sea Peoples ???

    will they sail endless along the "Large Green" ?
    "Dilexi iustitiam, odivi iniquitatem, propterea morior in exilio" [PAPA GREGORIUS VII +1085] - ("He amado la justicia, he odiado la iniquidad, por eso muero en exilio") - ("I loved justice, I hated unfairness, that's why I die in exile") - (J'ai aimé la justice, j'ai détesté l'iniquité, c'est pourquoi je meurs en exil") - ("Ich liebte Gerechtigkeit und hasste Ungerechtigkeit, deshalb sterbe ich im Exil")

  9. #69
    EZRhino
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    Indeed.
    The dread sea wankers will surely be a blight upon the house of egypt!! lol

    I ToT events.txt.
    Sea Kings TOT

    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

  10. #70
    fairline
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    dread sea wankers - LOL. I have this horrible image in my head right now of Sea People lining the gunwales of their boats and casting their seed over the side willy-nilly. yeuch!

  11. #71
    Gagliaudo
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    so, let's hope to see them ASAP !

    keep on, EZR !!!
    "Dilexi iustitiam, odivi iniquitatem, propterea morior in exilio" [PAPA GREGORIUS VII +1085] - ("He amado la justicia, he odiado la iniquidad, por eso muero en exilio") - ("I loved justice, I hated unfairness, that's why I die in exile") - (J'ai aimé la justice, j'ai détesté l'iniquité, c'est pourquoi je meurs en exil") - ("Ich liebte Gerechtigkeit und hasste Ungerechtigkeit, deshalb sterbe ich im Exil")

  12. #72
    EZRhino
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    Originally posted by fairline
    dread sea wankers - LOL. I have this horrible image in my head right now of Sea People lining the gunwales of their boats and casting their seed over the side willy-nilly. yeuch!
    Ouch!
    Perhaps the apolyton in-joke was to obscure.
    Sea Kings TOT

    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

  13. #73
    techumseh
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    How is this beautiful looking scenario coming along?
    Tecumseh's Village, Home of Fine Civilization Scenarios

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  14. #74
    EZRhino
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    Slowly but surely All the basics are in place, so now I'm going tinker with it for a while until it starts to feel right.
    Sea Kings TOT

    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

  15. #75
    KoitnreinA
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    wow n1ce szenario

  16. #76
    EZRhino
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    Thanks Koitnrein
    Sea Kings TOT

    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

  17. #77
    KoitnreinA
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    when will be the scenario finished?

    sorry i am bad in english xD

  18. #78
    EZRhino
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    Your English is far better than my German

    The scenario will be done eventually, I'm not sure exactly when that will be. Sometime in the next few months probably.
    Sea Kings TOT

    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

  19. #79
    EZRhino
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    I've been giving some thought to some game play issues plaguing me recently. The AI, with one notable exception, proves to be utterly incompetent at conquering enemy cities. In some areas too many units are more content to go for a nice backpacking trip out in the bush instead of expanding their lords dominions (of course, who can blame them ) When the disparate civs need is proximity. Foreign campaigns and seaborne voyages seem take long enough that it can get repetitive to move units through the countryside for turn after turn. And he prospect of doing anything at all in the huge cloak of blackness surrounding the bright little oikumene of your civilization intimidates me in the same way the first few turns of moving units in Red Front usually does

    I've just realized that the map is too big for the AI to be as aggressive/intelligent as I would like for my scenario, so I'm crafting a new map of about 16,000 squares (as opposed to 32,000). I want there to be plenty of room for empire building, if only slighty less empty void to fill than there is now If any would like to use the current map feel free to DL it. Cropped a bit with Mercator's mapedit tool I'm sure one could find some use or other for it

    Btw, Anyone with a clue as to why some barbarian cities will assiduously produce units for the war effort while others will merely complete their first unit and subsequently fail to accrue shields from the point on?

    Getting enough barbarians with as little help for the events.txt is critical to the scenario that I'm working on and it's maddening to watch the Cypriot and Minoan cities chugging out sea peoples even as the Kashka and the bedu of Palestine fail to materialize

    Any ideas?

    This is more or less what greece would look like with the resolution reduced by about a third. I might have to make it smaller still:
    Last edited by EZRhino; July 17, 2007 at 22:22.
    Sea Kings TOT

    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

  20. #80
    EZRhino
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    Here's the map
    Attached Files Attached Files
    Sea Kings TOT

    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

  21. #81
    Harry Tuttle
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    Have you tried adding Hi-Value units to your cities? I have found that the AI will seek out and reliably attack units that have a high cost. You can use them as teasers to get the AI to attack.

  22. #82
    EZRhino
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    Yea, actually the defensive units are very expensive generally compared to the attack units (chariots/various siege weapons). Strangely the AI seems to prefer to mass defenders instead of attackers. This might have something to do with the advice.txt...

    Civs just need to be near each other to not only because this affects how belligerent the AI is diplomatically but also because this tends to channel their respective armies into one another's territory more effectively.
    Sea Kings TOT

    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

  23. #83
    techumseh
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    Too large maps are a common mistake. I think you're right to start over with a smaller map. I've had to do the same thing several times. There's no doubt that it maximizes both the combat and diplomatic abilities of the AI.

    I think the AI only builds new units in barb cities until the total number of barb units reaches a fixed level. And it's quite low, AFAIK - 6 or 8.

    If you haven't reviewed Willam Keenan's Barbarian Paper on the Cradle site, have a look. Manipulating game-created barbs is a matter of controlling which techs are available. Large areas of forest, mountain and hills with no units nearby determines where they will appear. The presence of settler units is the trigger for the spawning of barbarians.

    Otherwise, events can supplement the AI in barb creation. Unfortunately, I can't seem to get barb units to respond to the MoveUnit command, so you have to create them right where you need them.

    Any chance of doing this for ToT? There's 100b of memory in the events heap, as opposed to only 30 for MGE, plus many units can be created with one event - so it's a far more powerful tool.
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  24. #84
    EZRhino
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    It is going to be for ToT, but I'm already starting to feel the squeeze for events space. I did read Keenan's barbarian papers, definitely a must read!

    Originally posted by techumseh I think the AI only builds new units in barb cities until the total number of barb units reaches a fixed level. And it's quite low, AFAIK - 6 or 8.
    Strange, there are far more than eight barbarian units on the map, and yet some cities continue to churn out new barbarians indefinitely while others fail to complete even one...
    Sea Kings TOT

    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

  25. #85
    fairline
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    I guess Tech meant 6-8 barbs in a single city rather than on the map as a whole. Are the barb units defensive, thereby encouraging the AI to horde them in a city rather than sending them out to attack other civs?

  26. #86
    tanelorn
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    Wow, what an accurate map, down to minute details. Let me guess, desert is impassable terrain and glacier is for desert trade routes, right?

  27. #87
    EZRhino
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    Originally posted by fairline
    I guess Tech meant 6-8 barbs in a single city rather than on the map as a whole. Are the barb units defensive, thereby encouraging the AI to horde them in a city rather than sending them out to attack other civs?
    The phenomena occurs frequently in cities with only one or two barbarian units. It's not so much that the AI hoards them within a city so much as it fails ever to even build them. The shield box never fills up...

    Originally posted by tanelorn Wow, what an accurate map, down to minute details. Let me guess, desert is impassable terrain and glacier is for desert trade routes, right?
    Hey tanelorn, long time no see Thanks for the compliment and yes you're right
    Sea Kings TOT

    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

  28. #88
    fairline
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    Any chance you can delay your wedding to get this one out? I'm dying to play it.

    I'm sure the future Mrs Rhino won't mind...

  29. #89
    EZRhino
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    Don't worry Gareth, it's a pretty long engagement. Perhaps even long enough for me to finish the scenario before the advent of nuptial doom...
    Sea Kings TOT

    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

  30. #90
    tanelorn
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    Congrats. I think. If you are the marrying type.
    I mean, if relationships are the battle of the sexes, engagement is a truce and marriage is victory or surrender.
    Too definite, too soon, for some of us.

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