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  • #31
    Re: Adding new Improvements/Wonders

    Originally posted by Rothy
    Hi there, I am wondering if I have to create a civlopedia entry for new improvements and wonders i create, or would just copying them with the Multitool and renaming hem be enough??
    That depends on what you're planning to do with your mod. MultiTool just copies the existing text verbatim, so if you're just planning on playing it yourself, it's not really an issue. However if you hope to have other people play it, you'll have to provide them with information about the new units/improvements etc. Otherwise they won't have a clue how to use them.

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    • #32
      If we introduce an early, cheap coast ship, an AI civ behind jungles/mountains might use it to get its settlers somewhere else.
      The difference between industrial society and information society:
      In an industrial society you take a shower when you have come home from work.
      In an information society you take a shower before leaving for work.

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      • #33
        Yeah, but then they might have spread all over the planet by the time you get your first ship built. What I'm planning on doing is having a second settler, called a Pioneer, available at the same time as the Explorer. A bit more expensive and a higher food cost, but otherwise normal. Just to be fair about it, I won't let myself be able to build one. I'll have to do it the hard way.

        PS My last game screwed up because of some bug in the Bic (hmmm, I like the sound of that) so I decided to look around using the cheat. I noticed that the English were cutting a good swath through the Jungle, with several cities in the middle of a large tract. It seems they had conquered a couple of Persian cities on the other side and buillding the roads to them provided the opportunity to get their Settlers in to, well..settle. So I'm not going to bother creating another version of the Settler, the wheeled attribute works just fine IMO. It just slows them down for awhile, it doesn't stop them.
        Last edited by Willem; March 2, 2002, 12:43.

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        • #34
          Originally posted by Spatzimaus

          I've done a similar thing for Workers; at Replaceable Parts I added the "Engineer" unit (0/1/2) with higher movement, a 1 defense (so he can't be captured) and he can be Airlifted. Except, in this case the Worker upgrades; for the Settlers it'd be nice to keep both varieties.
          I really missed the engineer from Civ II. That unit made road building so much faster with that extra movement point. I think I will add one there too. Yay.

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          • #35
            Originally posted by Willem
            Yeah, but then they might have spread all over the planet by the time you get your first ship built.
            Well, of course you would also have a no-tech boat, so you can do the same.

            What I'm planning on doing is having a second settler, called a Pioneer, available at the same time as the Explorer. A bit more expensive and a higher food cost, but otherwise normal. Just to be fair about it, I won't let myself be able to build one. I'll have to do it the hard way.
            Seems fine.
            The difference between industrial society and information society:
            In an industrial society you take a shower when you have come home from work.
            In an information society you take a shower before leaving for work.

            Comment

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