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  • #31
    Originally posted by Smiley
    Miscellaneous sections from Rules.txt

    Cosmic Variables- Fundamentalism edited to freeze technology.
    I'd up the tech lost to 100% as well just in case a scientist gets to happen somewhere.
    Indifference is Bliss

    Comment


    • #32
      Say, if I were to up it past 100%, would they start losing techs?

      Other currently outstanding questions:

      1. What happens if you diallow government changing but a democracy riots?

      2. How does a RecievedTech trigger work if the JustOnce flag isn't used?

      3. Does the AI ever re-home units? This is for a mini-mission where the AI gets an unkillable superunit that you can only take out by taking its home city.
      Last edited by :) Smiley; May 18, 2005, 02:08.
      Visit First Cultural Industries
      There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild
      Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd

      Comment


      • #33
        Reminds me very much of an excellent utopian novel, 'Ecotopia'. Very cool, and much looking forward to playing! Good luck!
        Ants. An MGE scenario
        http://apolyton.net/upload/view.php?file=57835_ant.zip

        Comment


        • #34
          Originally posted by Smiley
          2. How does a RecievedTech trigger work if the JustOnce flag isn't used?
          Then your trigger activates the event every turn after the tech has been received!
          Ankh-Morpork, we have an orangutan...
          Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
          POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
          LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

          Comment


          • #35
            I am doubtful if the AI ever does rehome units, but it will certainly disband some.

            If the unit is powerful and useful to the AI, it will stay around,
            seeing as the enemy civs are fixated with the most powerful hitter.

            It really depends on what role you give the uber-unit...

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

            Comment


            • #36
              What Curt specified is true - on the other hand you could event-create that unit and give it a home city via that very event

              Comment


              • #37
                Hey Sarsstock, any news on those units?

                Comment


                • #38
                  Here's all the units made (of Californian allegiance, at least) for that scen idea. They may be a wee bit 'redneck' for your needs, Smiley.
                  Attached Files

                  Comment


                  • #39
                    They're perfect for the other side.

                    As of now, rules.txt editing is mostly complete, and I'll be starting on the map soon.
                    Visit First Cultural Industries
                    There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild
                    Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd

                    Comment


                    • #40
                      Some interesting observations:

                      Using the "Fractional movement" technique I made Freeways and Bridges have a movecost of 1/2. (Road modifier is set to 2) Everything works fine, but the move costs of the bridge and freeway show up funny in the Civilopedia, as do the move cost of all the units. Unit move costs show up normally in the build menu though.

                      Examples of the weirdness:
                      Actual movement -->Displayed

                      0-->0
                      1-->0
                      2-->1
                      3-->2
                      4-->2
                      5-->3
                      7-->4
                      8-->5
                      10-->6
                      12-->8
                      15-->10
                      16-->10
                      18-->12
                      20-->13
                      Attached Files
                      Visit First Cultural Industries
                      There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild
                      Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd

                      Comment


                      • #41
                        Units are more or less done, though there are 7 extra slots, so let's hear some suggestions!

                        Current unit list:

                        First row

                        (Empty Slot)
                        Engineers
                        Mad Cow - land missile
                        Giant Mecha - powerful ground attack
                        Peace Mobile - can't be built, generated when you kill a Tank
                        Tank- fast and powerful enemy unit
                        Mammoth Tank- slightly slower but much stronger. Built by events in certain cities.
                        (Empty Slot)
                        Cloyne Lvl 2- Cloyne is one of your two hero units, which have boosted stats. Different techs level up your heroes, and they become more powerful and gain special abilities. When your hero units die in battle they get regenerated in San Francisco.

                        Second row

                        Activist- second level defense, also the partisan unit.
                        Hippie- your initial defense
                        Magical Girl - third level defense
                        Cloyne Lvl 3
                        Cloyne Lvl 4 - paradrop
                        Cloyne Lvl 5 -Domain 3 unit
                        G-1000 - an early boss
                        Governator G-X - He's back... stronger and faster
                        Cyberdemon - You'll face this beast late in the game. Practically unbeatable, the only way to take it out will be to capture its home city.

                        Third row

                        Conan the Republican - The third iteration of Arnold
                        Ahnuld - a steroid-boosted beast
                        (Empty Slot)
                        SUB- one of the barbarians
                        Ashby Lvl 1 - your other hero unit
                        Psychic - ultimate buildable defense unit. Also good for attacking cities late in game (has ignore walls flag)
                        Ashby Lvl 2
                        Ashby Lvl 3
                        Ashby Lvl 4

                        Fourth row

                        Black Helicopter - a late game, powerful heli
                        Airship - an early air unit, good for scouting
                        Jet- the enemy airforce
                        Pegasus - your first offensive air unit
                        Angel - a souped up version
                        (Empty Slot)
                        Ruins- used to block placement of units after certain events
                        Sutro Tower - terrain feature
                        Fenwick Tower - terrain feature

                        Fifth row

                        Lazorfrigate - late game attack ship
                        Ferry - sea transport
                        Gunboat - basic naval unit
                        Battleship - big bad enemy ship
                        (Empty Slot)
                        NIMBYs - related to an event
                        Evil Castle - Fixed target
                        Ultrachurch - Fixed target
                        Fenwick Tower - terrain feature

                        Sixth row

                        Rainbow Haze - a missile unit
                        Nerd - diplomat
                        H4xx0r- spy
                        (Empty Slot)
                        Traders - freight
                        Bridge Out - event created special
                        Cloyne Lvl 1
                        Cloyne Lvl 6 - air unit, cannot be attacked
                        Hybrid Tank - fast attack unit, buildable

                        Seventh row

                        Gun Nut - the fundamentalist infantry
                        Sky Castle - powerful air unit
                        Bridge Crew - kills Bridge Out units
                        (Empty Slot)
                        Ashby Lvl 5
                        Ashby Lvl 6
                        Imperial Walker - a powerful event created unit
                        Dragon - a powerful event created enemy
                        Barbarian Leader
                        Attached Files
                        Visit First Cultural Industries
                        There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild
                        Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd

                        Comment


                        • #42
                          Everything works fine, but the move costs of the bridge and freeway show up funny in the Civilopedia, as do the move cost of all the units.
                          Move costs of units always turn out funny on my Civilopedia. I've always just thought it was an inherent glytch. Is there something I should know?

                          Comment


                          • #43
                            Originally posted by Smiley
                            the move costs of the bridge and freeway show up funny in the Civilopedia, as do the move cost of all the units.
                            I'm having the same problem in my ant scenario. I'm looking for a solution as well!
                            Ants. An MGE scenario
                            http://apolyton.net/upload/view.php?file=57835_ant.zip

                            Comment


                            • #44
                              I think someone made a Rambo unit. You could use Stallone as a counter to Ahhhhhnold.

                              Comment


                              • #45
                                This one?
                                The artist who made this, please step fourth and submit a version with your sig attached,
                                This is the only version i can have of it, beacause it was off my units hoarde zip disk i made a while ago,
                                Attached Files
                                I am not delusional! Now if you'll excuse me, i'm gonna go dance with the purple wombat who's playing show-tunes in my coffee cup!
                                Rules are like Egg's. They're fun when thrown out the window!
                                Difference is irrelevant when dosage is higher than recommended!

                                Comment

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