Hello Scenario League,
It's been a couple of years now that I have been ghosting and quietly play testing, but I have two reasons to think that I'll be welcome back:
1) I was a first-time scenario maker but I joined apolyton and said that I was going to make a scenario, then I actually finished it!
2) This is a pretty cool group that way.
The theory behind Ants was to have a full build game from first nest to empire, different tribes representing various famous ant species. A bit off of the beaten path, but ants have long embodied human co-operation, construction, competition, and conquest, and the civ engine makes for a great game.
Anyway, my career is back on track, but entry level (photovoltaics manufacturing), and my girlfriend just told me she is pregnant, so while I might not have a lot of extra time, I'm sure that I need this.
I hope that some of you will join me (again). I bring to the table this time slightly improved computer-art skills, and have met a couple of people that really like the scenario.
This time around would like to make the following improvements:
new title screen (including spell check)
only move-2 barbarians from huts
redo food icon (a small sugar crystal should be nice)
fix, but limt slavers to revolt and bribe (I remember impossible?)
add an ant high council (or prevent pop-up?)
finish spaceship dll
adjust food paradigm, lower high end
new special resource names
fix bulldogs send queen out on a raft
more water, rework terrain (moist, wet, near river)
do it in TOT (why not)
underground nest for capital
give the units another go
One of the best play-features of the game is killing a species first quee to eliminate the faction. In TOT, we may take that battle underground by letting 2nd map workers dig tunnels and caverns. Can the AI handle it? To be worked out, just an idea now.
Anyway, let me know if anyone is interested to help out on this one. As far as I know, the link at the bottom of my name still takes you to the original scenario download.
It's been a couple of years now that I have been ghosting and quietly play testing, but I have two reasons to think that I'll be welcome back:
1) I was a first-time scenario maker but I joined apolyton and said that I was going to make a scenario, then I actually finished it!
2) This is a pretty cool group that way.
The theory behind Ants was to have a full build game from first nest to empire, different tribes representing various famous ant species. A bit off of the beaten path, but ants have long embodied human co-operation, construction, competition, and conquest, and the civ engine makes for a great game.
Anyway, my career is back on track, but entry level (photovoltaics manufacturing), and my girlfriend just told me she is pregnant, so while I might not have a lot of extra time, I'm sure that I need this.
I hope that some of you will join me (again). I bring to the table this time slightly improved computer-art skills, and have met a couple of people that really like the scenario.
This time around would like to make the following improvements:
new title screen (including spell check)
only move-2 barbarians from huts
redo food icon (a small sugar crystal should be nice)
fix, but limt slavers to revolt and bribe (I remember impossible?)
add an ant high council (or prevent pop-up?)
finish spaceship dll
adjust food paradigm, lower high end
new special resource names
fix bulldogs send queen out on a raft
more water, rework terrain (moist, wet, near river)
do it in TOT (why not)
underground nest for capital
give the units another go
One of the best play-features of the game is killing a species first quee to eliminate the faction. In TOT, we may take that battle underground by letting 2nd map workers dig tunnels and caverns. Can the AI handle it? To be worked out, just an idea now.
Anyway, let me know if anyone is interested to help out on this one. As far as I know, the link at the bottom of my name still takes you to the original scenario download.
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