Harlan,
I definitely want to add Islam to the tree and the government Caliphate, which was actually my 'test' Government when I was first attempting to modify files.
As for the Dark Ages setup, I was using it as a means to extend the playing time between the Ancient and Early Medieval units. Someone made the suggestion about how he used that format to simulate the period of time between the collaspe of the Roman Empire and the rise of the Feudal state in Europe. I was looking at it from a play standpoint first, but since I am now planning on filling out the tech tree post-ancient, this will be re-evaluated. This whole thing initially started out as only in the Ancient age but appears to be growing.
I may also drop down the length of the game from the 1000 turns it is now, to something lower. It's actually nice to have an option to play a shorter game.
I will definitely welcome a 'floor plan' for the Medieval Techs from anyone. My first concern now is to make sure that the basic structure is sound, especially in terms of combat, pollution, and happiness. (especially happiness) I am using the suggestion that Wes made regarding using pollution to simulate happiness problems, as this was something that really griped me when I first played the game. So if you are playtesting, please note how those issues are going. I want the player to have to struggle with infrastructure problems. I may have to make entertainers available earlier. Please also note if the AI is building wonders.
I do not have the raw images, as when I started this, it was going to be for personal use, but I will send you what I do have.
Diodorus,
Thanks for the suggestions and I will be incorporating them on the next update. I went to the bookstore on Friday night and got the info which I had incorporated in my current update. I went with the term Palantini, but will probably change it to the more formal and recognizable sounding Praetorians. Same with the phalanx going to Hypaspists.
The War Galley will go to Heptiremes, as they are designed with bombard capabilities, and this fits the bill nicely.
I also do welcome anyone to take a look at the various text files in the govern.txt. What I did there was take the more advanced governments and used them as a base for the early ones. I also tweaked some numbers in there, as I printed them out and had them all in front of me at one time. If anything seems unusual, then notify me.
And make sure you are using the version 1.02. (see above post for link).
I definitely want to add Islam to the tree and the government Caliphate, which was actually my 'test' Government when I was first attempting to modify files.
As for the Dark Ages setup, I was using it as a means to extend the playing time between the Ancient and Early Medieval units. Someone made the suggestion about how he used that format to simulate the period of time between the collaspe of the Roman Empire and the rise of the Feudal state in Europe. I was looking at it from a play standpoint first, but since I am now planning on filling out the tech tree post-ancient, this will be re-evaluated. This whole thing initially started out as only in the Ancient age but appears to be growing.
I may also drop down the length of the game from the 1000 turns it is now, to something lower. It's actually nice to have an option to play a shorter game.
I will definitely welcome a 'floor plan' for the Medieval Techs from anyone. My first concern now is to make sure that the basic structure is sound, especially in terms of combat, pollution, and happiness. (especially happiness) I am using the suggestion that Wes made regarding using pollution to simulate happiness problems, as this was something that really griped me when I first played the game. So if you are playtesting, please note how those issues are going. I want the player to have to struggle with infrastructure problems. I may have to make entertainers available earlier. Please also note if the AI is building wonders.
I do not have the raw images, as when I started this, it was going to be for personal use, but I will send you what I do have.
Diodorus,
Thanks for the suggestions and I will be incorporating them on the next update. I went to the bookstore on Friday night and got the info which I had incorporated in my current update. I went with the term Palantini, but will probably change it to the more formal and recognizable sounding Praetorians. Same with the phalanx going to Hypaspists.
The War Galley will go to Heptiremes, as they are designed with bombard capabilities, and this fits the bill nicely.
I also do welcome anyone to take a look at the various text files in the govern.txt. What I did there was take the more advanced governments and used them as a base for the early ones. I also tweaked some numbers in there, as I printed them out and had them all in front of me at one time. If anything seems unusual, then notify me.
And make sure you are using the version 1.02. (see above post for link).
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