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  • #61
    Apart from the fact the AI builds very little trade units, I think it's a great idea. (if it's the only unit availiable to be built there, then the AI might do it)

    I don't know how ToT treats distance between maps for the trade output, though...
    Indifference is Bliss

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    • #62
      Originally posted by N35t0r
      Apart from the fact the AI builds very little trade units, I think it's a great idea.
      Idea to counter this AI disinclination: Create city(s) in the Belt and event in a Freight unit for each civ at the location(s). Only the civ that owns the city(s) would get such a unit. Since I've never played ToT, though, I don't know if spawning trade units works- or how one would specify their cargo.

      Reading what I said earlier about the Lpoints confused me, and I'm the one who wrote it, so:
      Wiki's Lpoints description, with pretty (and pretty useful) pictures; a NASA study explaining the reasoning for putting the first space colony @ L5.
      My Cepha scenario
      The Solar Revolution
      Soon-to-be-updated collection of Civ2 artists' signatures. If you know one that's not listed, feel free to drop me a PM.

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      • #63
        As far as I know, spawned frieght is always set to Hides as a commodity. Though, as I've tested myself, if nothing else is available to be built, the AI will build freight (though I've also seen them stack them in big piles, blocking up terrain and driving the unit count to the limit instead of sending them to trade). Thus, this plan may not work as well as I'd like.

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        • #64
          Also, I think I have an idea for how to implement your L-Point idea, but it needs work. I'll fine-tune it when I finish Korea and the final version of EotRS.

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