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Development: Command & Control - Rome

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  • #16
    Good idea.

    Keeping the AI from going nuts and cranking out crap is an issue I am struggling with at the moment too.

    Problem is that Western Europe has a concentration of cities, meaning that I had to provide a special terrain
    to keep cities at a decent size, but at the same time, stop the cities from starving. Although the AI goes
    out of control and soon starves cites by cranking out settlers...So my advice would be to make sure that
    you keep a firm control of settler production too!

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

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    • #17
      ToT has the random flag. You could use it by making settlers unbuildable but available through random events at capitals. Or at set intervals, ofcourse.
      "Whoever thinks freely, thinks well"
      -Rigas Velestinlis (Ferraios)
      "...êáé ô' üíïìá ôçò, ôï ãëõêý, ôï ëÝãáíå Áñåôïýóá..."
      "I have a cunning plan..." (Baldric)

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      • #18
        @Tanelorn: I was thinking along the same lines. I don't know how much I want the AI to have settlers.

        @Curt: Yeah, I was thinking of working with the terrain to lower food. It'll probably be hit or miss in most cases.

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        • #19
          Do you happen to need a title graphic HT for this project? If so I'd be glad to take a shot at one.

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          • #20
            Originally posted by Sarsstock
            Do you happen to need a title graphic HT for this project? If so I'd be glad to take a shot at one.
            Sure Chris! Something Romanesque.

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            • #21
              Could someone check this map and make sure that all my rivers and coastlines are correct? It's in MGE right now for ease of use. CivCity is my friend.
              Attached Files

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              • #22
                This is a great scenario topic, even if it lacks the Great Frog of Antioch!

                Should you ever need help hexing cities or terrain after the jump to ToT, I'd be glad to help.

                Geographical advice, however, I'll leave to the more learned cartographers around here.
                El Aurens v2 Beta!

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                • #23
                  Thanks Boco!

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                  • #24
                    I'm going to add three unique terrain tiles to the game which will be placed under special cities to beef up historical attributes.

                    For instance, Antioch will have a trade tile under it that will give it a boost in trade to depict its value.

                    The three tiles will each have one of the following attributes:

                    Trade
                    Production
                    Food

                    Where should I put these guys?
                    Last edited by Harry Tuttle; December 27, 2006, 22:21.

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                    • #25
                      Food in Egypt. Trade in Carthage. Production in Rome.
                      Tecumseh's Village, Home of Fine Civilization Scenarios

                      www.tecumseh.150m.com

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                      • #26
                        I've already added the first two, but I'm debating giving Rome a tile as the Romans are the main player oriented civ.

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                        • #27
                          Who will be the list of civs, and who all will be stuck being played by the barbs?

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                          • #28
                            Well,

                            Romans
                            Carthaginians
                            Ptolemies
                            Seleucids
                            Macedonians (Greeks in summary)
                            Persians
                            Gauls (Celts in summary)

                            The various old Greek colonies not under a major player's complete control will be barbarian. The Germans will also probably be Barbarians too.

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                            • #29
                              Hmmm, seems I missed a few rivers in Iran. I think I'll redo the map again and add space up to the Indus and Kush.

                              I also have a finished beta for the tech tree, among other things.
                              Last edited by Harry Tuttle; December 28, 2006, 21:58.

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                              • #30
                                Terrain rules complete.
                                Improvements placeholders complete.
                                Events outlined.
                                Unit placeholders complete.
                                City placeholders complete.
                                Tech tree improvement branches complete.
                                City graphics complete.
                                Civs chosen to compliment diplomacy screen.
                                Map is 90%
                                Graphics are 90%

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