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Caesar's Gallic War

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  • #61
    problem posting the damn thing . . .

    or this
    Attached Files
    Lost in America.
    "a freaking mastermind." --Stefu
    "or a very good liar." --Stefu
    "Jesus" avatars created by Mercator and Laszlo.

    Comment


    • #62
      @Jerec

      You sent me the file in the evening of Jan 10 and I sent the fixed version to your @yahoo.com address a few hours later on Jan 11.

      I got the message that file had been sent.

      Sorry that you didn't get it. Luckily I still had a copy in Recycle. Here it is.

      Please check your pm for details.
      Attached Files
      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.

      Comment


      • #63
        @AGRICOLA

        The fault seems to be with my e-mail...I'll post the .sav on the forum from now on to save fustration. And yes, everyone is at each other's throat...or will be. Caesar conquered Gaul through diplomacy too, so the option is open to you to bribe one civ to attack another, even the S. Confederation to attack Roman Hispania. As a matter of fact, the economy will be a large part of this game. You start off with an economy that is upside down, with one improvement with a maint. of 50 G, to simulate Caesar's debt that he had racked up in Rome as a member of the Triumvirate. It's necessary to conquer and develop cities and raze village/minor tribe units for cash rewards.

        But I'm afraid that I'm at a standstill right now. Even with the stuff that Exile pointed out, (Thanks Exile! ) the game still says that there are bugs somewhere. That should be able to be fixed with a more thorough combing of the txt. The real problem is that when I start the game as "begin scenario," it crashes, and I have absolutely no idea why. Other than that, the scen is perfectly ready to start playtesting. Oh well. I'll fix this bug even if it takes me years.

        Comment


        • #64
          Update. I've fixed the crashing, it had to do with the title...I guess I won't have a title for a little while at least.

          Maybe this is a dumb idea, but I'm posting the events in a readable manner, instead of attaching it. Maybe a few bugs will be sniffed out again...I seriously can't find any, and it's driving me nuts, as this is the last thing that I need before playtesting begins.

          *edit* For ease of scrolling, I've deleted all the events.
          Last edited by Jerec; January 15, 2008, 17:49.

          Comment


          • #65
            Maybe this is a dumb idea . . . . .
            Definitely not. If you are building a rat trap you might as well find out what the rats that frequent this forum are thinking.


            Although I don't know how the scen is structured, the following 2 events conjure up an immediate mental picture of a candy store , much like the immortal Old Willy in Gold Gulch and 2 Partisans rising whenever a Red Army is killed in Red Front. Sounds like a pretty good deal if one has no money but owns a bunch of cavalry. It has me wondering about how far 79,67 is from the nearest Gauls, whether there is a handy road or river and how easily one can manage to get a stack of cavalry killed.

            @IF
            UNITKILLED
            unit=Merc Cavalry
            attacker=ANYBODY
            defender=Romans
            @THEN
            CREATEUNIT
            unit=Merc Cavalry
            owner=Romans
            veteran=yes
            homecity=NONE
            locations
            79,67
            endlocations
            CHANGEMONEY
            receiver=Romans
            amount=-100
            @ENDIF

            @IF
            UNITKILLED
            unit=Merc Cavalry
            attacker=ANYBODY
            defender=Romans
            @THEN
            CREATEUNIT
            unit=Merc Cavalry
            owner=Romans
            veteran=yes
            homecity=NONE
            locations
            79,67
            endlocations
            CHANGEMONEY
            receiver=Romans
            amount=-100
            @ENDIF
            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.

            Comment


            • #66
              Originally posted by AGRICOLA

              Definitely not. If you are building a rat trap you might as well find out what the rats that frequent this forum are thinking.



              Although I don't know how the scen is structured, the following 2 events conjure up an immediate mental picture of a candy store , much like the immortal Old Willy in Gold Gulch and 2 Partisans rising whenever a Red Army is killed in Red Front. Sounds like a pretty good deal if one has no money but owns a bunch of cavalry. It has me wondering about how far 79,67 is from the nearest Gauls, whether there is a handy road or river and how easily one can manage to get a stack of cavalry killed.
              79, 67 is the Roman Camp in the Alps. There does happen to be a road leading into the Gaulish heartland from there... I don't know if you noticed this, but it COSTS 100 gold every time your merc cavalry is killed...and no money means no new legions. And in my game, cavalry are USELESS ( A=4, D=2) in battle against all enemies except the basic Gaulish levies, (A=5, D=1). As in the real Gallic War, they are mainly used as scouts with the see 2 squares ability, to sniff out villages and minor tribes to raze by the legions or light troops. Cretan light troops cost 150 G when they are killed too.

              Agricola, did you happen to see any errors in the events? As soon as I squash the bugs, you can playtest for yourself!
              Last edited by Jerec; January 15, 2008, 01:51.

              Comment


              • #67
                I'm afraid that your thinking is not nearly devious enough to stop an experienced rat.

                If by the end of your turn you have
                - spent as much of your money as you can in building units so that the treasury contains only a few coppers
                - have moved a stack of cavalry (the more units, the better) up to a mass of ugly, truculent Gauls

                By the start of your next turn you should have
                - twice as many NONE vet cavalry
                - no coppers
                - whatever income your cities generate,

                Repeat the above a few times and you are going to have a lot of cavalry units that may be useless for fighting but that a sneaky general like Caesar can use to make all kinds of good things happen. Heck, with the 2 for 1 deal, it might even be worth building some cavalry to speed up the doubling process.

                Cretan light troops are of no interest because one gets only 1 replacement unit. Bah!
                Last edited by AGRICOLA; January 15, 2008, 07:19.
                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.

                Comment


                • #68
                  Originally posted by AGRICOLA
                  I'm afraid that your thinking is not nearly devious enough to stop an experienced rat.
                  ...

                  Cretan light troops are of no interest because one gets only 1 replacement unit. Bah!
                  you naughty, naughty playtester!

                  To Jerec: Agricola is sure to notice such things which people like you and me would never dream of...
                  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


                  • #69
                    @Cyrion

                    Most sincere thanks for your vote of confidence.
                    Attached Files
                    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.

                    Comment


                    • #70
                      Originally posted by AGRICOLA
                      I'm afraid that your thinking is not nearly devious enough to stop an experienced rat.

                      If by the end of your turn you have
                      - spent as much of your money as you can in building units so that the treasury contains only a few coppers
                      - have moved a stack of cavalry (the more units, the better) up to a mass of ugly, truculent Gauls

                      By the start of your next turn you should have
                      - twice as many NONE vet cavalry
                      - no coppers
                      - whatever income your cities generate,

                      Repeat the above a few times and you are going to have a lot of cavalry units that may be useless for fighting but that a sneaky general like Caesar can use to make all kinds of good things happen. Heck, with the 2 for 1 deal, it might even be worth building some cavalry to speed up the doubling process.

                      Cretan light troops are of no interest because one gets only 1 replacement unit. Bah!
                      Now I understand. And you misunderstood. There are TWO different merc cavalry units, and, I know, the game does differentiate between them in the events even though they are the same name. I tested. No two for one deal. Every time any merc of Caesar's is killed, he immediately gets ONE replacement at the Roman Camp in the Alps for a small cash fee of 100 or 150 G. I'm afraid the king of rats has been trapped...
                      Attached Files

                      Comment


                      • #71
                        Just in case, I suppose I'll tack on a letter in front of each merc cavalry's name...N. (Numidian) merc cavalry, and H. (Hispanic) merc cavalry.
                        Last edited by Jerec; January 15, 2008, 11:50.

                        Comment


                        • #72
                          Originally posted by Jerec
                          Just in case, I suppose I'll tack on a letter in front of each merc cavalry's name...N. (Numidian) merc cavalry, and H. (Hispanic) merc cavalry.
                          That would be good, yes!

                          And congrats for your rat-catching!
                          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


                          • #73
                            I'm not convinced by the logic of your argument because
                            - in MGE each event is coded in a record 444 bytes long
                            - as the wording of the two events is identical, the two event records are identical
                            - what you seem to be suggesting is that CIV2.exe does not do the same thing when it carries out two identical events.
                            -
                            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.

                            Comment


                            • #74
                              Originally posted by AGRICOLA
                              I'm not convinced by the logic of your argument because
                              - in MGE each event is coded in a record 444 bytes long
                              - as the wording of the two events is identical, the two event records are identical
                              - what you seem to be suggesting is that CIV2.exe does not do the same thing when it carries out two identical events.
                              -
                              I made about half the events using the in-game editor, including these two. In the Alien scen as well, I found that even with two identically named units, if you use the editor, the game seems to be able to differentiate between them...though that might have been a fluke for reasons unknown. In any case, the rat king has been deposed for now, and I'll soon differentiate the names just in case it was a fluke.

                              Comment


                              • #75
                                I've pinned down some of the skewed events with a process of elimination. Does anybody see something wrong with these?

                                *edit* Fixed them.
                                Last edited by Jerec; January 15, 2008, 21:05.

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