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.
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.
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