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Imperialism 1870 v2.0 PBEM

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  • Originally posted by conmcb25
    If someone is REALLY uncomfortable, I would suggest they bow out, with no hard feelings from the rest of us.
    Germanos has said twice that he'll go with the majority decision here if needs be, and I don't think there'd be enough interest for a second game.

    Originally posted by conmcb25
    Darius what are you doing at that PBEM at CDG? (Or wherever it is)
    We don't even have enough players yet. Once it's fo sho that we'll start the game, I'll bring the matter up.

    Originally posted by conmcb25
    Also on slowing the research is there anyway to do that permanantly in the scenario? Instead of hex editing the .net file?

    The reason why I ask is because if this works we sohould make a recommendation to exile to possibly include it a variant to the scenario.
    Yaro originaly gave me an edited .scn, which is what I tested with. If we play with this method for a few turns and it doesn't blow up our computers, I think we should recommend it too. It'd have to be heavily tested before he'd have Spanish Civ2 and CFC edit their downloads.

    I'd like to hear his opinion on this anyway; perhaps he already tried this idea and canned it due to unforeseen problems.
    Unbelievable!

    Comment


    • Originally posted by germanos
      No.
      4424 Japanese beakers against 5026 US beakers for a tech means 1.14 japanese techs against one US tech, not the other way around.
      Ok, I see what you mean (and why you chose a 0% research rate; turns per discovery is equal to total beakers that way). With the edited file, Japan's 'advantage' over the U.S. (due to lower tech count) is decreased from 14% to 4%. I still stand by my statement that this amount is insignificant, and that it will be moreso when tech trading equalizes the number of techs each civ has.
      Last edited by Darius871; October 21, 2003, 08:48.
      Unbelievable!

      Comment



      • [germanos hurries back from math class to social studies]

        My votes still stand.
        "post reported"Winston, on the barricades for freedom of speech
        "I don't like laws all over the world. Doesn't mean I am going to do anything but post about it."Jon Miller

        Comment


        • While I think it'd be a ridiculous waste of time due to the equilibrium that will come from tech trading, Yaro said he'd make a new file so I'll forego playing the turn. There are two options I can see:

          1) Make it so that every civ has the same number of techs.
          2) Make it so that one civ's standard and edited tech numbers have the same proportion to another civ's standard and edited tech numbers. In other words: in the original version Japan has 12.5% less techs than the U.S. (28/32), and in the current edited version they have 3.7% (103/107). A new edited version with 94 techs for Japan would make them have 12.5% less again. This same process would be used to determine the tech number of the other civs.

          Which change do you have in mind?
          Last edited by Darius871; October 21, 2003, 16:07.
          Unbelievable!

          Comment


          • Originally posted by Darius871

            I'd like to hear his opinion on this anyway; perhaps he already tried this idea and canned it due to unforeseen problems.
            There are two things I'm not comfortable with, and I want to tell you

            1) I have not edited the barbarian's tech counter, so the barbarian still research at their original rate (not a big problem imho)

            2) If the AI controls any civ, it is going to be very agressive, I think, because AI's agressiveness raises when the tech counter of a human's player is raised (also, it's not a big problem imho)

            So, none of them are big problems in my humble opinion.

            And about beaker cost/tech number, I don't know what is the exact formula. You're supposing that it is lineal, and I agree; however, it's not tested, and Darius' "b suggestion" couldn't be the best if it is not lineal. However, as I've said, I think that there is not a big bussiness, for two reason:

            A) In MP, The experience told me that in this game, tech trading and alliance pretty creates a balanced situation about techs.

            B) In SP, the human player is good enough to defeat the AI, even if the advantage is somewhat reduced.

            However, I'm willing to do any other modification you want
            Trying to rehabilitateh and contribuing again to the civ-community

            Comment


            • There is allready a majority vote on playing with your modified file Yaroslav, so you can lay back and enjoy your tapas.

              Enjoy it before a job messes with it
              "post reported"Winston, on the barricades for freedom of speech
              "I don't like laws all over the world. Doesn't mean I am going to do anything but post about it."Jon Miller

              Comment


              • BUMP Darius

                Comment


                • Sorry, I forgot we agreed to go as-is.

                  Remember your CivDip files guys!

                  To Russia
                  To France
                  To Japan
                  Attached Files
                  Unbelievable!

                  Comment


                  • Originally posted by Darius871
                    Sorry, I forgot we agreed to go as-is.

                    Remember your CivDip files guys!


                    OK Darius just exactly what are we doing here?
                    *"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

                    Comment


                    • You'll see when you load it. Offer of full alliance, gifting you three techs.
                      Unbelievable!

                      Comment


                      • OK, Great.

                        Now how are we continueing with the game? Are we using the changed .net file with reduced effect for science with respect to trade units?

                        And do we still have a changed .scn file so this experiment can be recreated?

                        Just wondering because if we are going to try this and it works, it would be nice if we could actually recreate it.
                        *"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

                        Comment


                        • OK and just a reminder its Academia's turn.
                          *"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

                          Comment


                          • DAMN!!!!
                            A french and a german vessels are blocking the english channel
                            Please, don´t do that again!!!!
                            South Atlantic Conflict v1.2 - Civ II Scenario
                            Iron Curtain v1.1 - Civ II Scenario

                            Comment


                            • Germans moved after me, so we blame them.

                              Darius, what version of civdip are you using? (I don't think I've used it since Colonies 3, so I'll need to update). I assume I'll also get the ability to government switch using civdip?
                              David Disraeli
                              Economic Minister of Israel and former Prime Minister. Founding Member of One Israel, Exodus Democracy Game

                              Comment


                              • Sorry, I don't remember blocking anything, though. I won't let it happen again

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