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  • #16
    Harry T, you have overdone yourself here! I began with high expectations, which generally isn't alwaysa good thing, but I was amazed after playing some turns. You must ahve really used alot of time making this. Great to see someone finally got to use Mercator's fence technique. Graphics are outstanding and the concept is genious. I'm really looking forward to the relesed version, because this was fun. I'm always amazed when unorthodox scenarios come out, scenarios that is different from those classic war scens.

    I don't know what's causing it, but I sure experienced the same thing with the gold. I got all my income at the ranch, by first bribing 'enemy' boxers and cotrolling the ranch killing cattle. Also, what are the Ranchers good for, other than defense?
    Find my civ2 scenarios here

    Ave Europa, nostra vera Patria!

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    • #17
      No worries Harry, I'm sure you'll find an explanation for the bug in no time. In any case, I came up with a much better concept for a title.gif for this here scenario if your interested in a different one for the release version. It will look allot like this DVD boxset for the movie Desperado and El Mariachi.
      Attached Files

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      • #18
        Originally posted by Kobra
        I got all my income at the ranch, by first bribing 'enemy' boxers and cotrolling the ranch killing cattle. Also, what are the Ranchers good for, other than defense?
        Good idea, the cattle re-pop after they are rustled providing for an extremely lucrative source of cash. That is one strategic point that should be heavily fought over.

        The ranchers are meant to attack, but you're right, they just stand there like scarecrows, even with their superior stats. It might have something to do with the Zone of Control flag that keeps them from escaping the pen. I remember I had forgotten to turn it on once and they started streaming toward town. I might try that, or just make the pen bigger.

        @Sarrstock - Sure, anything you can make I'll be glad to use. A stylized version might be interesting.

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        • #19
          Little comment, your cities.txt ran out, my new saloons are called the Issus and Naples.
          Calling all Designers, the SL CivGroup is open for business!

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          • #20
            I love it, very original
            "You smug-faced crowds with kindling eye Who cheer when soldier lads march by, Sneak home and pray you'll never know The hell where youth and laughter go." -- Siegfried Sassoon, 'Suicide in the Trenches'
            "What is a cynic? A man who knows the price of everything and the value of nothing." - Oscar Wilde

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            • #21
              Originally posted by GoPostal
              Little comment, your cities.txt ran out, my new saloons are called the Issus and Naples.
              Yeah, I thought it might. I need to get the thesaurus out. How many saloons did you have and where did you place them?

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              • #22
                Oh yeah, has anyone gotten a special unit yet? They are achieved through research.

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                • #23
                  I've built 'Open Prostitution' in several of my saloons and they don't work.

                  One more thing: several terrain 'specials' (trough n ditch, to name one) produce less resources than the original terrain does. (the trough and ditch produces 022 while a standard street produces 505)
                  Indifference is Bliss

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                  • #24
                    Here's an updated rules.txt. Overwrite your old rules.txt in your scenario directory. OLD RULES.TXT REMOVED Continue down thread

                    Things Fixed:

                    1) Ranchers can now attack (Sub flagged was turned on before)

                    2) Rancher attack upped and defense brought down (attack or be attacked)

                    3) Fierce storms has had missile flag turned off and "helicopter" stats added. Maybe they'll attack now...

                    Found out what the "one time gold nugget bonus" bug is. To quote the Scenario Design Tips @ Scenario League:

                    The Anybody parameter:
                    It doesn't work properly - it WILL work the first time, but the second time Anybody becomes whoever triggered the event the first time. So the event won't occur if another Civ triggers it, but will occur if the first Civ to trigger it does. If you have a recurring event that can be triggered by different Civs, don't use the Anybody parameter, but code a trigger for each Civ separately. If it's a one time event, you can get away with using Anybody.
                    I will have to take a look at what I can delete out of the events. If this is indeed a problem with all the ANYBODY events then I may have a serious size problem on my hands. I count the following events as having "multiple times ANYBODY" problems:

                    1) Gold Nuggets
                    2) Rancher killed
                    3) Pioneer killed
                    4) Cattle rustled
                    5) Gunboat killed
                    6) Grizzly killed
                    7) Wolves killed
                    8) Snake killed
                    9) Indian Treaty killed
                    10) Long Horns killed

                    C-R-A-P. Either the settlement on the other side of the river is going to get a LOT smaller or I'm going to be bundling CivSwap in with the zip.
                    Last edited by Harry Tuttle; September 23, 2004, 22:18.

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                    • #25
                      Originally posted by N35t0r
                      I've built 'Open Prostitution' in several of my saloons and they don't work.

                      One more thing: several terrain 'specials' (trough n ditch, to name one) produce less resources than the original terrain does. (the trough and ditch produces 022 while a standard street produces 505)
                      "Open Prostitution" is in the temple slot... Hmmm, it has X1 as a prereq, which is "Prostitution". Maybe the fact that it has an "extra tech" as a prereq could be causing the problem? Anyone encounter this?

                      As for the terrain:

                      Prime: Street, 1, 1, 5, 0, 5,

                      5 Food, 0 Shield, 5 Trade


                      Secondary: Trough n Hitch, 1, 3, 0, 2, 2,

                      0 Food, 2 Shield, 2 Trade

                      Your right. I was going to go a different direction with the terrain with the bonuses not really being bonuses, but just different terrain. I think I'll just keep the bonus terrain as actual bonuses. I'll start updating them. Thanks for the help.

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                      • #26
                        Tremendous work, Harry!
                        Blooming excellent graphics!

                        Downloading and playing right now!

                        http://sleague.apolyton.net/index.php?title=Home
                        http://totalfear.blogspot.com/

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                        • #27
                          You need the tech in the Ceremonial Burial slot to make 'temples' make one content cityzen happy, and the one in the Mysticisim slot to make them make an additional citizen happy.

                          Cathedrals need the tech in the Monotheism slot to work (4 citizens), but if communism is also discovered, they work for 3 citizens. Coliseums work regardless of tech, but Electronics improves them from 3 to 4 citizens.


                          [edit:]

                          And you might want to keep some o fthe differences in the specials, only that troughs in a road reducing trade by three and patrons from 5 to none seems odd to me. you can always have some as true bonus resources while others remain as they are.
                          Indifference is Bliss

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                          • #28
                            Ok, new rules.txt with changes added since last rules.txt post.

                            I will update the main zip as I make changes.

                            EDIT: zip deleted, proceed down the thread
                            Last edited by Harry Tuttle; October 19, 2004, 22:29.

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                            • #29
                              Originally posted by curtsibling
                              Tremendous work, Harry!
                              Blooming excellent graphics!

                              Downloading and playing right now!

                              Thanks Curt!

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                              • #30
                                Question: Will the ANBODY event problem still be a problem in multiplayer or PBEM?

                                I'm not to sure how that style of game plays, but will the save file, derived from the scenario file, still carry with it the "first civ that gets the event forever" flag?

                                Or will the multiple copies of event files on all the players computers just make that individual players save carry the "first civ that gets the event forever" flag on just their computer?

                                Can using delevents.exe wipe that out when sharing files?

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