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help w alien vs human scenario

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  • #61
    Yes, air freight is meant to be disbanded. When it is created, a text box pops up and says something like "freight is to be sold (disbanded) toward the war effort." I hoped players would take the "(disbanded)" hint.

    I suspect that this will lengthen the defensive buildup phase. Is that what you want?
    Yes. Seeing that the RC Guardian is significantly cheaper than a Behemoth when it could be built, it should actually be easier to build 2 Guardians per city for D. When I tested, to some point things actually went a little faster, since with 6 turns prep I could destroy 2 manufacturing units, yielding a Raptor and Behemoth apiece. I really like this, as there is no boredom in raiding, and once done raiding the factories you can go on a quick blitz, and then go back to planning and preparing for more raids.

    Power Plant
    Manufacturing Plant
    Indeed, these should be buildable. Darwin's Voyage I deliberately sliced out, since the human player (I think) shouldn't bother with science.

    While I fix these bugs, I might as well make a readme.txt too...thanks for taking a look Agricola!

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    • #62
      I downloaded the latest CIV2TECH.........and it works beautifully!!!

      The problem in Hodads is that there are techs that have 'no' in the prereqs, are therefore unresearchable (no problem in this scen), but make Future Tech unreachable...........a definite nono in any scen!!
      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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      • #63
        Come again? I put Future Tech researchable after Space Flight, which both civs can research (the Hodads already have). The Hodad tech tree is unresearchable because when I connect it and play the scen, for some strange reason the techs automatically disconnect. I had no idea how to fix that so I scrapped the tech tree and just made most of the Hodad units event created.

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        • #64
          The CIV2 algorithm looks at the tech tree as a whole. If you check your tech tree from the first techs to Future Tech, you will find that you have no path of researchable techs from the start to Future Tech.
          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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          • #65
            I'll check with Civ2Tech and fix any problems it brings up.

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            • #66
              Found the 3-4 bugs plagueing my tech tree. When I had just started this scen, I didn't realize the full differences of nil/no and so left a few techs on prereq/no. Very bad idea as Agricola said.

              on your Civ2Tech program Mercator. What a tool!

              Anyway, here is my fixed version. It gives at least me a fun game.

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