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  • #46
    That's good because Gelion (the Union player) has already played his turn!
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    • #47
      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!
      Just thought I would let you know. Its a good job there aren't hundreds of units to move on turn 1!
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      • #48
        Originally posted by fairline View Post
        OK, 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
        While you're at it, would you consider making a Union riverine gunboat (as opposed to an ironclad)? Thanks muchly.
        Tecumseh's Village, Home of Fine Civilization Scenarios

        www.tecumseh.150m.com

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        • #49
          Originally posted by techumseh View Post
          I'll have a go. Union or Confederates? Union goes first.
          I like a challenge, so I'll play the South. Will you e-mail the save or post it here?
          http://sleague.apolyton.net/index.ph...ory:Civ2_Units

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          • #50
            Originally posted by techumseh View Post
            While you're at it, would you consider making a Union riverine gunboat (as opposed to an ironclad)? Thanks muchly.
            Already 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.
            http://sleague.apolyton.net/index.ph...ory:Civ2_Units

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            • #51
              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.
              American War of Independence
              A Divided Nation - US Civilwar

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              • #52
                Originally posted by fairline View Post
                Already 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 want to add an unarmoured gunboat. The 'tinclad' is fine, but I'm currently using it as the river transport. Maybe what I need is just a plain old steamboat.

                I'll send you some updated files by email, and post my saved game here, Reb.
                Tecumseh's Village, Home of Fine Civilization Scenarios

                www.tecumseh.150m.com

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                • #53
                  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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                  • #54
                    Originally posted by McMonkey View Post
                    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!
                    Thanks, McM. I'll send you a new set of files, including that change. I've fixed several errors and improved the gameplay. The Neutral States events are cleaned up also. Leader units are strengthened to enhance the offensive capabilities of both sides. I think it's finally ready for primetime.
                    Tecumseh's Village, Home of Fine Civilization Scenarios

                    www.tecumseh.150m.com

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                    • #55
                      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.
                      Tecumseh's Village, Home of Fine Civilization Scenarios

                      www.tecumseh.150m.com

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                      • #56
                        Ah, there goes my turn 1 strategy
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                        • #57
                          Originally posted by McMonkey View Post
                          Ah, there goes my turn 1 strategy
                          I'm sorry about the last minute edits and fixes. I should have given this a comprehensive play-through before releasing it, even to playtesters. It's just that it would have added another week or two delay. I think we've got most of the major issues dealt with now.

                          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.
                          Tecumseh's Village, Home of Fine Civilization Scenarios

                          www.tecumseh.150m.com

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                          • #58
                            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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                            • #59
                              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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                              • #60
                                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.
                                Tecumseh's Village, Home of Fine Civilization Scenarios

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