Sounds like an odd-even co-ordinate error to me. Check your events.txt to make sure.
Announcement
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No announcement yet.
New Scenario: "Atomic Eagle"
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Update:
-Tech Tree has been mapped and will be implemented tomorrow.
-Beginning synopsis written and built into game.txt and events.txt.
-Special opening storyline campaign completely finished and all bugs worked out.
-Half of the worlds cities have had improvements added, other half will be finished tomorow.
-Beginning units have had prereqs assigned.
-Barbarians have not been given the option to build units - to much concern over unit limit in game.
-A premium sound editor may be coming from a friend, so don't be surprised if there is a soundtrack included.
-City limit has been met.
-"City" units used to mimic random cities on map have been cut out over concern that the max unit limit will be reached. And no, the units aren't going to be wimpy defensive units. Think about controlling divisions on the scale of Barbarossa and you can start to see what could be.
That's it for now folks!
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Update:
-Tech Tree finished
-All Wonders and Improvements given prereqs
-Terrain values given for all terrain + special resource tiles
-Food Routes started, 12 done, 36 when done.
-British Indian unit route laid, will be working out bugs.
-Icons completely done, finally.
-"Strategic units" to be given stats.
-Events for Strategic part of the game to be written.
-Improvements for most of Europe still need to be done.
And no, sorry, no new screenshots as of yet. The units have been almost completed anyways, so no new graphics to shock and amaze. The guts are being worked on right now.
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Food Routes for Americans and British complete. Extra economic trade routes tying British Home Islands with territories in Middle East and India complete. Key American and British cities are now dependent on distant city resources (food, trade routes) adding a definate strategic balance. Nazi keystone trade regions will be added soon.
Off on a business trip for the next few days. So no new updates probably till next week.
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Ok, improvements done across the board. Still need to put in Nazi and Soviet trade/food routes. I'm starting work on the second chapter where there will be war on a grander scale than the usual squads. Once I get the units figured out for the second chapter and then the final chapter I can start to playtest and tweak this monster. The second chapter events shouldn't be to hard as there will be a smaller quantity of selective unit triggers. Hope to be playtesting by Xmas. Wish me luck!
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Hmmm, before I start getting into the nitty gritty of utter war I thought I'd get some help from the experts. I need a few tips on overall AI tenacity. Does anyone have any good "unit supply line" tips? As in getting one civ to funnel units toward another civ, over long distances.
For example:
American and British aircraft and ground units funneled over the Atlantic, preferably through Iceland or by transport.
British aircraft and ground units funneled from India to the Middle East.
I have the airfields and roads set up, but I'm just afraid that even with Vendetta turned on towards the Nazis and Axis, and the Edit Kings options all turned to their highest to generate the usual utter rage the Americans and Brits will just sit on their butts. How effective is the City Objective option? Any ideas?
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Yet another Update...
Unit.gifs have been completed for the first 4 out of 5 chapters in the scenario. I had to make some minor cuts to some nice units, but they had to be made. Ah well.
To accompany the slight cut down in units I'm going to have to change the tech tree just a smidge.
I just have to do some trade routes for the Nazis and I can start writing the next couple of event files.
But hey, the beast is coming along nicely. After the events are done I can start playtesting to work out the major bugs and then realease it to you guys for the outside playtesting! Sound good? Alright!
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The playtesting will be avaliable soon. I'm balancing right now.
One last thing. Remember how I found out that a civ could be created that has no cities? Well I realized that since they will cease to exist as soon as another civ is made the human player I can expand my unit #'s for that particular civ beyond what I would have available if I used the units.gif from the strategic part of the game... So yeah, this means more units to look at and play with early in the game. Neat-o.
Anyways, just thought I'd share. Playtest coming soon.
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