@Harry Tuttle
Here are a few minor items for your attention.
1. Golden Nugget Saloon has 2 funny and completely useless techs at start - Industrialization and Seargander Cunning. These must slow down Golden Nugget research.
2. AI saloons research Gunfire Cover and Rifle Posts. Both are techs that do nothing and lead to nothing.
3. In Cyrion's game, the AI operated Blue Moon Saloon seems to have acquired an 'impassable' as a unit. I only mention this because it might be an indicator of a problem of some sort.
4. Would the ranchers in the corral look better if they were on horseback? They do move fast and no self-respecting rancher should be made to chase rustlers on foot.
5. Now for the messy part. I've noticed that all three types of freshly spawned US units (Infantry, Cav Mounted and Cav Officer) either tend to promptly kill themselves by attacking the nearest mountain or just vanish within two or three turns. I think that I’m correct in thinking that they are equivalent to barbarians in vanilla Civ2. From your comments I would have thought that they are supposed to stay around and continue to be a problem for the saloons.
As it stands, they are spawned so far from Gold Gulch that they pose no threat to the town and are a threat only to other units in the immediate vicinity of ~(4,46) and ~(131,87). This means that only whores who are waiting to bribe them or to bribe Pioneers are at risk.
From what I can tell, their life expectancy is no more than 3 turns, even after I had cheated a barb saloon into existence. I tried spawning them away from mountains so they couldn’t commit suicide but they were all gone within 2 or 3 turns. Also, on the basis of limited testing, if N barb units are created by events during a turn, N-1 units actually appear in some cases. This happens regularly near (4,46) at the beginning of turn 20.
The only positive result I got was when they were spawned within <5 squares of Gold Gulch. Then at least some headed into town and attacked the nearest saloon.
If you want them to be a genuine problem, it may be necessary to change them to Sioux or Nature units and arrange it so that the Sioux or Nature are implacably hostile to all saloons
6. What is a 'Hoople Head"?
Here are a few minor items for your attention.
1. Golden Nugget Saloon has 2 funny and completely useless techs at start - Industrialization and Seargander Cunning. These must slow down Golden Nugget research.
2. AI saloons research Gunfire Cover and Rifle Posts. Both are techs that do nothing and lead to nothing.
3. In Cyrion's game, the AI operated Blue Moon Saloon seems to have acquired an 'impassable' as a unit. I only mention this because it might be an indicator of a problem of some sort.
4. Would the ranchers in the corral look better if they were on horseback? They do move fast and no self-respecting rancher should be made to chase rustlers on foot.
5. Now for the messy part. I've noticed that all three types of freshly spawned US units (Infantry, Cav Mounted and Cav Officer) either tend to promptly kill themselves by attacking the nearest mountain or just vanish within two or three turns. I think that I’m correct in thinking that they are equivalent to barbarians in vanilla Civ2. From your comments I would have thought that they are supposed to stay around and continue to be a problem for the saloons.
As it stands, they are spawned so far from Gold Gulch that they pose no threat to the town and are a threat only to other units in the immediate vicinity of ~(4,46) and ~(131,87). This means that only whores who are waiting to bribe them or to bribe Pioneers are at risk.
From what I can tell, their life expectancy is no more than 3 turns, even after I had cheated a barb saloon into existence. I tried spawning them away from mountains so they couldn’t commit suicide but they were all gone within 2 or 3 turns. Also, on the basis of limited testing, if N barb units are created by events during a turn, N-1 units actually appear in some cases. This happens regularly near (4,46) at the beginning of turn 20.
The only positive result I got was when they were spawned within <5 squares of Gold Gulch. Then at least some headed into town and attacked the nearest saloon.
If you want them to be a genuine problem, it may be necessary to change them to Sioux or Nature units and arrange it so that the Sioux or Nature are implacably hostile to all saloons
6. What is a 'Hoople Head"?
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