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Atomic Eagle II: The Price of Freedom Development
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Originally posted by Broken_Erika
will there be a preview of the units anytime soon?
@Nestor: I just realized that the .alt extension on the events can substitute what we want to do, but I'll have to do some testing. The scenario league aludes to the events being randomized with the .alt extension
Though, I'm wondering if the events will be randomized every time the save is loaded, not just the initial scenario file.
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Harry I can more than understand why you'd want to work on the events first before focusing more on the units. In a game this complex.... the events will be an acheivment ten times as great as the units.gif upon completion.
Also, hopefully I'll have some rough idea's for a title.gif to show you within the next week.
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Originally posted by Sarsstock
Harry I can more than understand why you'd want to work on the events first before focusing more on the units. In a game this complex.... the events will be an acheivment ten times as great as the units.gif upon completion.
Also, hopefully I'll have some rough idea's for a title.gif to show you within the next week.
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If anyone is keeping a calendar I have started to build the food routes between the cities. I've also kept track of where the food is going to go, whether it be from A to B or A to B to C.
In English this means I'm documenting everything for you Civ entrepeneurs.
Cities have also been populated entirely and improvements have been added.
Evertime a city is lost on the way to Kansas the player will feel it. Food routes have been tagged by Front, so you will feel the burn.
I'll be porting things to ToT exclusively in a little while.
Oh one thing. I remember reading somewhere in some online manual that tech abbreviations in ToT are hardcoded to game interactions (happiness, etc...). How true is this?
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Evertime a city is lost on the way to Kansas the player will feel it. Food routes have been tagged by Front, so you will feel the burn.STDs are like pokemon... you gotta catch them ALL!!!
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Are food trade routes terminated though if a city is captured by another power? Normal trade routes aren't so I'm just wondering if this also holds true for food supplies.
No, they are not. In developing Red Front 1.5, Colwyn wanted to set up Leningrad so that it had an adequate food only if it had food trade routes with 3 cities that the Germans were sure to capture. The idea was to starve Leningrad unless the player took drastic action.
I set it up but the idea did not work because the food routes stayed in place when the Germans captured the 3 cities and we had the crazy situation of German-held cities supplying Leningrad with food.Excerpts from the Manual of the Civilization Fanatic :
Money can buy happiness, just raise the luxury rate to 50%.
Money is not the root of all evil, it is the root of great empires.
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Originally posted by AGRICOLA
No, they are not. In developing Red Front 1.5, Colwyn wanted to set up Leningrad so that it had an adequate food only if it had food trade routes with 3 cities that the Germans were sure to capture. The idea was to starve Leningrad unless the player took drastic action.
I set it up but the idea did not work because the food routes stayed in place when the Germans captured the 3 cities and we had the crazy situation of German-held cities supplying Leningrad with food.
Well I'll have to see about this........... At least I've only started to tie in the routes so I haven't put to much work into it....
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Good to hear Curt! People are going to love it!
OK! I think I found a solution!
I thought about how to terminate a food trade route. The only way is for one of the cities in the chain to be destroyed right?
Well here's the solution:
Originally I had a trade route going from Omaha to New York directly - A to B. Of course, if the Germans capture Omaha the trade route will still continue unless Omaha is destroyed. Well how about I include an intermediary city, that can be destroyed therefore severing the food route?
So, the trade route is now A to B to C. The Intermediary city can be based in the large "off limits" portion of the map, fenced in by impassable terrain.
Option #1:
The Intermediary city is owned by the 6th civ and is placed on terrain that has just enough food production for a size 1 city to survive. The intermediary city can never grow beyond size 1. The 6th civ has no possible units it can build. The Omaha to New York food is run through the city in a wash transfer (netting to zero)
When Omaha is captured by the Germans an event creates a barbarian unit next to the Intermediary city. The barb unit captures the city, destroying it, severing the food route chain.
Option #2:
The Intermediary city is owned by the 6th civ and is placed on terrain that has just enough food production for the city's food production to net out to zero. The Omaha to New York food is run through the city in a wash transfer (netting to zero).
Upon Omaha being captured (or ALL the bread basket cities) an event changes the terrain around the city to a non-food producing terrain, causing a famine in the city. The city loses it's population and disappears, severing the food route chain.
Well how about that? I just tested the famine route for making the intermediary city disappear and it works. Looks like I have an option.
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Originally posted by Harry Tuttle
I thought about how to terminate a food trade route. The only way is for one of the cities in the chain to be destroyed right?
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That's the answer! Use 'TakeTechnolgy' to remove Mysticism or something else like it, and throw key cities into disorder. The same thing can be done by giving a tech which makes 'Shakespeare's Theatre' or some other happiness wonder obsolete. Or change terrain adjacent to a city to something less fertile, or just create some partisans which will pillage farmland.
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Make 'em unhappy – now that's a slick trick. I forgot, does that reduce the food values to anarchy levels or does it directly wipe out the food link?
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