If you're talking about a PBEM, at least one generated by the Scenario Editor, I think the traded-techs thing needs to be set to 'Yes' (even) at the beginning; apparently the action of a CMN assigning the starting techs is equivalent to trading in the game's lights. I think the spreadsheet just cycles the tech counter once or twice anyway, like modifying the slot number.Originally posted by HongHu
Not traded because I was looking at first available tech. You know, at turn one.
Although in my experience the spreadsheet generally works just fine, I think that sometimes, like when using the University, for example, it might be necessary to lie about some of the settings to get the spreadsheet to work right; it's just a matter of getting it to focus once on the right group of techs to withhold when you first start using it for a particular game, the rest of if (namely the joker tech and all the misc mechanics like the prereq's and all the subsequent tech choices) seems to be OK without the need to jigger at all once it has been tuned in. If there seems to be trouble, just mess with the slot number til the techs withheld match what is actually the case in the game in question, then everything will be alright after that.


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.However, I can say I've played a few modded games and scenarios in which the changes (made by the creator) took effect irregardless of anything I did or didn't do with my local copy of the text. I'd need to do more thorough testing to see if this is always true. If it is, as I suspect, then MP games are nicely vaulted against this sort of tampering or accidental mis-match of texts.
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