Whoa guys!
I take it you like the first impression. For that I thank you, but let's make sure it lives up to a fraction of the billing you're giving it.
Remember this is a beta (my first complete scenario at that). I need your help to fix bugs and improve it, and I will be responsive.
At this point, I only know it works with one style of play.
Known bugs:
Scenario does not end on turn 38 as it should. For settings, I've given it: turn increment =-1, starting year = 22793, max turns = 38, # turns elapsed = 199. In writing this, I suspect that max turns should = 199 + 38 = 237. I'll test it and change it shortly, but I gotta work tonight.
There are two interfaces between squares that don't allow movement where they actually should. Seems to be a ZOC problem. During development, I switched squares forming these borders from impassable to passable. It's not a big deal, since you can usually move a car unit into the destination, and that permits movement across the border.
Several texts in Game.txt dealing with negotiation need to be changed. I'm still learning the contexts in which they appear.
Biggest hurdles:
EA has a bit of a learning curve. Much of vanilla ToT has changed. I've tried to smooth it with a html tech tree diagram, advice.txt, the hints section of the html guide, and the pedia. Pay attention to these, and the curve is less steep.
EA scoring rewards perfectionists and treats sloppy tactics roughly. Two types of play will gain high points: slow, steady, careful (this was the historical approach); and fast but effective. Fast but careless is likely to result in a low score. You'll still trounce enemy units and gobble up cities, which ought to satsify novice warlord in you.
Just won't get bragging rights on the forum.
I take it you like the first impression. For that I thank you, but let's make sure it lives up to a fraction of the billing you're giving it.
Remember this is a beta (my first complete scenario at that). I need your help to fix bugs and improve it, and I will be responsive.
At this point, I only know it works with one style of play.Known bugs:
Scenario does not end on turn 38 as it should. For settings, I've given it: turn increment =-1, starting year = 22793, max turns = 38, # turns elapsed = 199. In writing this, I suspect that max turns should = 199 + 38 = 237. I'll test it and change it shortly, but I gotta work tonight.
There are two interfaces between squares that don't allow movement where they actually should. Seems to be a ZOC problem. During development, I switched squares forming these borders from impassable to passable. It's not a big deal, since you can usually move a car unit into the destination, and that permits movement across the border.
Several texts in Game.txt dealing with negotiation need to be changed. I'm still learning the contexts in which they appear.
Biggest hurdles:
EA has a bit of a learning curve. Much of vanilla ToT has changed. I've tried to smooth it with a html tech tree diagram, advice.txt, the hints section of the html guide, and the pedia. Pay attention to these, and the curve is less steep.
EA scoring rewards perfectionists and treats sloppy tactics roughly. Two types of play will gain high points: slow, steady, careful (this was the historical approach); and fast but effective. Fast but careless is likely to result in a low score. You'll still trounce enemy units and gobble up cities, which ought to satsify novice warlord in you.
Just won't get bragging rights on the forum.
I think I fixed it. Try PM'ing now. I also use dwylie7THISADDRESSHASNOZEROSORCAPS000@operamail.co m, but not frequently.
Mouseover events are triggered when you pass the mouse over an object. As you move the rodent cursor over the rectangles and ovals in the right panel, properties of that tech (buildable improvements, associated events, miscellaneous notes, and the tech category) show in the left panel. No clicking needed. Btw, pay attention to the tech category. You'll soon learn that you like R Garrison Arty units, and the pathway to getting these units is color-coded. Btw, I'm hoping for a bit of time to go back some 2200 years and kick some Romans. Looks like a lot of fun.
, about a week ago I painstakingly added signatures (where known) to all of the terrain graphics at my site. Hopefully that will clear up most of the confusion regarding their origin.
I don't want to make the scn my working file. Or is the sav and scn identical, but for the extension? Otherwise, I'll dig for a hex editor.
You don't know how close I came to uploading T2 without a fish next the ocean squarelets.
.


), what's the status of Bitterfrost, Curt?
I thought it might be 1A14 for the 3 Turks, but no prize.
That won't stop the scenario from running, but it takes a while to load.
Anyway, you're in the wrong civ block. Each civ, from 0 to 7, has its own data block which immediately follows the initial settings (map size and relationships, civ names and leaders, etc). Civ 0 (block 1) is barbarian, so you want block 2 for the Allies, 3 for Ottomans and 4 for the Sanusi. The data blocks are well-defined, separated by a heap of zeros, so finding the right ones shouldn't be a problem. To remove the Ikhawan values, change bytes 2706 and 341A to 00.
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