I've been working for some time on an Aiel War scenario, based on the Wheel of Time series. A few things are coming up as sticking points...
1) Tech trading. Ugly, ugly, ugly. I've read the Sleague tips and anything I could find here on the matter and it all seems to come down to removing diplomatic units and barring negotiations (although someone said Allied AI civs could trade techs even if negotiations were barred). However for this scenario it would be nice, if not essential, for different civ's to be able to change their relationships, i.e. the White Tower and Tear may not be at Peace (merely neutral) at the beginning, but as the Aiel threat becomes more apparent they should be able to mass their units without going at one another. If I simply need to make everyone west of the Dragonwall at Peace (or even Allied) with each other and disable all negotiations, then I will, but is it definitively decided that CivII cannot prevent tech trading via normal means? I have disabled tech from conquest and reduced the AI value of civ-specific techs to 0.
A no-no tech would work of course except that you cannot build units based on a no-no tech, which defeats the purpose...
2) Barbarian cities for Ogier. An AI barbarian city seems to unfortify everything and go on a rampage, which is decidedly out of character in this case. Is the solution simply to make Ogier have Movement 0? However I was thinking of using them as random event-given 'Engineers' which would at the least require two types of ogier, AI and player-controlled.
3) Calendar. The Wheel of Time uses a 13-month lunar calendar, but I'm willing to forgo one month if needed. I've found where to rename the months/"AD" suffix, can you use the same technique of 'extending' menus to the month list? Would be a decidedly interesting technique in non-Earth maps...
4) Any way to force one city in one civ to be able to create a special unit? (I'm thinking of the Whitecloaks unit from Amador, which is only one city in the "Southlands" nation). There was a thread on making Damascus (as in steel) a 'sub-civ' but it would require using up one of my civs and I'm already short a few. (Mayene a city of the Tairens? Blood and ashes!)
5) This isn't important until later, but... there are several places where the Difficulty rating titles are stored. Which one affects the actual list shown? Labels.txt? And which files do NOT get 'overwritten' when in a Scenario file. I'm thinking for example of city.gif which you have to manually copy over for it to have an effect. I heard that game.txt and pedia.txt might be like this but not consistently.
6. I can't think of a 6...can you?
Thanks in advance.
Ah. One other tidbit. What the heck is version 5.2.5f? That's what my MGE says it is, which I thought was supposed to be 2.78 or something....it's got a version date of 16-November-98. I can't find anything on this version anywhere. I haven't run into any bugs though so I don't know if I even need a patch or not...
1) Tech trading. Ugly, ugly, ugly. I've read the Sleague tips and anything I could find here on the matter and it all seems to come down to removing diplomatic units and barring negotiations (although someone said Allied AI civs could trade techs even if negotiations were barred). However for this scenario it would be nice, if not essential, for different civ's to be able to change their relationships, i.e. the White Tower and Tear may not be at Peace (merely neutral) at the beginning, but as the Aiel threat becomes more apparent they should be able to mass their units without going at one another. If I simply need to make everyone west of the Dragonwall at Peace (or even Allied) with each other and disable all negotiations, then I will, but is it definitively decided that CivII cannot prevent tech trading via normal means? I have disabled tech from conquest and reduced the AI value of civ-specific techs to 0.
A no-no tech would work of course except that you cannot build units based on a no-no tech, which defeats the purpose...
2) Barbarian cities for Ogier. An AI barbarian city seems to unfortify everything and go on a rampage, which is decidedly out of character in this case. Is the solution simply to make Ogier have Movement 0? However I was thinking of using them as random event-given 'Engineers' which would at the least require two types of ogier, AI and player-controlled.
3) Calendar. The Wheel of Time uses a 13-month lunar calendar, but I'm willing to forgo one month if needed. I've found where to rename the months/"AD" suffix, can you use the same technique of 'extending' menus to the month list? Would be a decidedly interesting technique in non-Earth maps...
4) Any way to force one city in one civ to be able to create a special unit? (I'm thinking of the Whitecloaks unit from Amador, which is only one city in the "Southlands" nation). There was a thread on making Damascus (as in steel) a 'sub-civ' but it would require using up one of my civs and I'm already short a few. (Mayene a city of the Tairens? Blood and ashes!)
5) This isn't important until later, but... there are several places where the Difficulty rating titles are stored. Which one affects the actual list shown? Labels.txt? And which files do NOT get 'overwritten' when in a Scenario file. I'm thinking for example of city.gif which you have to manually copy over for it to have an effect. I heard that game.txt and pedia.txt might be like this but not consistently.
6. I can't think of a 6...can you?
Thanks in advance.
Ah. One other tidbit. What the heck is version 5.2.5f? That's what my MGE says it is, which I thought was supposed to be 2.78 or something....it's got a version date of 16-November-98. I can't find anything on this version anywhere. I haven't run into any bugs though so I don't know if I even need a patch or not...
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