That's good because Gelion (the Union player) has already played his turn!
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Oh, dear. We have hit a slight snag (nothing major mind!). This is what I posted at Civ Webring:
We have a slight problem. Techumseh said the Union were meant to begin the scenario but I obviously started as the Confederates. I asked if this was a big problem and he said not, but I have just started my turn and found one
When I tested the game (just the first turn or two to see how units move etc...) I noticed the CSA develops the Confederacy tech on its first turn which is in effect the Philosophy tech and gives a free advance. After Confederacy I naturally chose the CA Army tech, which I think Techumseh probably intended to be the order to give the CA a slight initial advantage.
However when I play my second turn I find the AI (?) has set the Confederate research goal to Ironclad and the CA Army tech is quite a way off being available. This really screws things up for me.
If it is not too much trouble can you play your first turn again and set up a new hotseat game with the Union going first as intended? At least we had not got very far into the game yet or revealed our strategy!
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Originally posted by fairline View PostOK, who wants a game?
BTW Brian, that nasty old 1870's central-battery battleship graphic is bothering me. Is the warship supposed to represent ironclad warships like Warrior or is it more USS Ironsides? I need to change it
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Originally posted by techumseh View PostWhile you're at it, would you consider making a Union riverine gunboat (as opposed to an ironclad)? Thanks muchly.
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I´ve read the readme and I really like the idea of giving the Rebels gold until the Union player conquered the seaport cities or all Mississippi cities. I would like to use it in my own scenario.
I often thought about how to make the Union Blockade interesting for the player.
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Originally posted by fairline View PostAlready have - the 'tinclad' graphic in my ACW unit set. Personally I think the Cairo is a nicer pic, and it is easier to distinguish between it and the river ferry transport.
I'll send you some updated files by email, and post my saved game here, Reb.
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Tech
In the read me file I would make it clear that the game is meant to be played at Colonel difficulty and the Union player should start the hotseat game off and pick the Union as Player 1 and the Confederates as Player 2. If you do it the other way the Confederates technologies get all screwed up!Last edited by McMonkey; January 4, 2010, 15:23.
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Originally posted by McMonkey View PostTech
In the read me file I would make it clear that the game is meant to be played at Colonel difficulty and the Union player should start the hotseat game off and pick the Union as Player 1 and the Confederates as Player 2. If you do it the other way the Confederates technologies get all screwed up!
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I left a key house rule out of the Readme: no selling off city improvements.
I don't know how else to deal with this. I didn't want stripped down cities, but if you reduce building costs as I have with city walls, then improvements are too, well, cheap.
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Ah, there goes my turn 1 strategy
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Originally posted by McMonkey View PostAh, there goes my turn 1 strategy
I've played both sides through till the end of 1862, and it's going very smoothly. It seems to be producing historical results for the most part. Hopefully we can avoid major flaws from now on, but after all, it is a playtest.
Please thank your playtesters for their patience.
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No problems Tech. Teething troubles are to be expected. Luckily we hadn't gone very far into the game so we haven't wasted much time. I was just sad that I couldn't spend the 4500 gold from the sale of my Granaries on masses of CS Volunteers
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Tech
Was one of the changes you made in the most recent files to delay the CSA from developing the Confederacy technology? If so I think that makes a lot of sense as I wouldn't build any of the State Militias if I had Volunteers and Cavalry available.
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Yes, the quid pro quo of speeding up research (paradigm from 30 to 20) was to start both players farther back in researching their initial techs. The game starts 4 turns before historical hostilities and I'm aiming for roughly that amount of time before the players research Unionism and Confederacy.Last edited by techumseh; January 6, 2010, 16:56.
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