First off, thank you all for your kind comments. I'm extremely happy that everyone likes the scenario even if it's only a playtest!
Changes as of 11:04 pm EST 9/30/04
The appropriate zip and rules.txt has been updated.
Changes:
1) Hookers have been moved farther apart. This should prevent any pre-emption by the first turn player.
2) Pioneers have been given an extremely low shield cost. This is still disportionate for disbandment, but I'd like to hear any recommendations to a remedy to make the pioneers disband at a higher pay off. I could have the pioneers pop up as civ specific, allowing for a free bonus, with the possibility of bribery from the hookers, but that will require more event space. I'll have to look into this.
3) The saloon owners have been given the maximum shields possible. This should, in theory, cause the storm units to attack the main saloon.
4) The cavalry units, all three kinds, have been given higher shields, making them extremely costly to bribe.
5) The animal units have been given two space visibility. Maybe now they will be able to spot your pioneers.
I am working on the sounds right now because that has piqued my interest at present. I promise plenty of sound bytes from the Duke!
I was thinking of using Civswap to wipe out the events each turn so as to eliminate the ANYBODY event problem. Unfortunately, I'm pretty sure it will wipe out the "Have tech -> get unit" events I have worked in for the special celebrity units causing multiple "hero" units to pop up each turn.
I may have to use Civswap to reload events each turn, each with a town terrain square popping up at a turn number, so as to keep the regular events intact and add additional space for a civ specific "postANYBODY" event. Of course the hero units will have to have some other trigger, but that can be worked out. Hell of a way to do things, but I think I may be able to work out a solution.
Do me a favor and add to my draft letter in the Civ2 Source Code Petition thread so we can fix this unusable command once and for all.
Keep the ideas coming! Thanks
Changes as of 11:04 pm EST 9/30/04
The appropriate zip and rules.txt has been updated.
Changes:
1) Hookers have been moved farther apart. This should prevent any pre-emption by the first turn player.
2) Pioneers have been given an extremely low shield cost. This is still disportionate for disbandment, but I'd like to hear any recommendations to a remedy to make the pioneers disband at a higher pay off. I could have the pioneers pop up as civ specific, allowing for a free bonus, with the possibility of bribery from the hookers, but that will require more event space. I'll have to look into this.
3) The saloon owners have been given the maximum shields possible. This should, in theory, cause the storm units to attack the main saloon.
4) The cavalry units, all three kinds, have been given higher shields, making them extremely costly to bribe.
5) The animal units have been given two space visibility. Maybe now they will be able to spot your pioneers.
I am working on the sounds right now because that has piqued my interest at present. I promise plenty of sound bytes from the Duke!
I was thinking of using Civswap to wipe out the events each turn so as to eliminate the ANYBODY event problem. Unfortunately, I'm pretty sure it will wipe out the "Have tech -> get unit" events I have worked in for the special celebrity units causing multiple "hero" units to pop up each turn.
I may have to use Civswap to reload events each turn, each with a town terrain square popping up at a turn number, so as to keep the regular events intact and add additional space for a civ specific "postANYBODY" event. Of course the hero units will have to have some other trigger, but that can be worked out. Hell of a way to do things, but I think I may be able to work out a solution.
Do me a favor and add to my draft letter in the Civ2 Source Code Petition thread so we can fix this unusable command once and for all.
Keep the ideas coming! Thanks
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