Quite a set of bug fixes and other accomplishments there Gary! 
I'll respond as tersely as possible to things I need to say something about...
On the ship boarding, if you would really like to do it for demo 7,I can certainly wait an extra week.
Me:
Gary:
I thought you were already going ahead with scenario files... I said I had no objections to doing it that way if the other stakeholders didn't mind, and they didn't
so I thought that one was set in stone! If you would like an official concession
I surrender to both your logic, and to the fact that I was seriously outvoted
. If you can do this for demo 7 I think it would help a lot in the areas Laurent and Richard have mentioned.
Sorry, managed to forget about this one.
Please use code like:
GovtEconOrder o = new GovtEconOrder("Legion", 0, 40);// 40% of production to Legion
civ.getCivEconomy().addGovtEconOrder(o);
We haven't completely decided what the level of the orders should be. At a guess I would make the Romans have an order like 90% Legion, and for the Carthaginian a mix of light horse, phalanx, and elephants perhaps, may be 40%, 40%, and 10% respectively for now. We can test out what works better ones the orders are implemented.
My suggestion for the moment is to go ahead and implement it, letting the player use the order at their discretion. We can simply prohibit the AI from using the order. If that is not agreeable then I suggest completely removing the order from the interface, since it only annoys the players.
Based on the limited testing that Twinge did, I got the impression that changing the sliders caused crashes. I can look into this in more detail if you'd like. Volunteers? 
This one should probably be discussed in the military thread. I believe Laurent and I just talked about it recently there. As a simple step in this direction we could allow some small percentage of the population to turn into WarriorBands or something. The problem is to have infrastructure enough to make them turn back! Obviously it should be more sophisticated in the future...
Yeah, I remember us discussing this ages ago, before demo 6, and you were always in favor of a lag. I can't think of a good algorithm for how long it should take though. Maybe just a constant lag of 2 turns or something from when the order is created? I don't think any additional Labour resource is needed, since Labour goes into generating the Road Building points. Do you mean local Labour like an engineer? Amusing, whenever I say Labour my dictation software thinks I'm talking about the party!
Yes you Definitely deserve some fun
. I always liked the old Dawn scenario from demo 6 too, where you are fighting for your life against numerous assailants from like turn two. If that one would also be fun, I put in a strong vote for reproducing that. I was thinking of trying to talk Dale into doing it anyway if he got to the point where he was good enough at slinging together scenarios.
Agreed. But please make it so that the -econ switch can make it available for testing purposes.
Yeah, if the player doesn't get to use it it's not nearly as much fun! I had been thinking something like this:
the big bad final barbarian invasion comes on turn X. The player, if they haven't been asleep, should be able to just crank out a bunch of chariots by then. We make as added victory conditions that the player can only win after turn X plus 10 or something, and there can be no populated squares controlled by barbarians. The player would not need to eliminate all barbarian units. That will ensure that things end with a fight, which I think most players will like.
A definite thumbs up on enabling HTML for the tutorial!

I'll respond as tersely as possible to things I need to say something about...
On the ship boarding, if you would really like to do it for demo 7,I can certainly wait an extra week.
Me:
10. specify technology levels for civs at the start of the scenario. The Dawn scenario is pretty much ok starting at minimum tech levels, but levels for many techs in delenda should start near a value of 10 or so. (Gary)
This is done in the sense that the technology file has this option. I am not at all happy about writing a lot of code so an existing technology is modified. In effect, if we move to per scenario files, this will be done, otherwise not.
so I thought that one was set in stone! If you would like an official concession
I surrender to both your logic, and to the fact that I was seriously outvoted
. If you can do this for demo 7 I think it would help a lot in the areas Laurent and Richard have mentioned.
12. Give civs default economic orders that will use their production capacity effectively. (Gary for xml, Mark for specific orders ) Gary said: Mark, if you would write out for me the GovtEconOrdersInfo calls needed to achieve this (with a single float parameter where needed) I will add them to BuildingOrders. This seems to me to be the only way this can be achieved for D7.
Waiting on Mark.
Waiting on Mark.
Please use code like: GovtEconOrder o = new GovtEconOrder("Legion", 0, 40);// 40% of production to Legion
civ.getCivEconomy().addGovtEconOrder(o);
We haven't completely decided what the level of the orders should be. At a guess I would make the Romans have an order like 90% Legion, and for the Carthaginian a mix of light horse, phalanx, and elephants perhaps, may be 40%, 40%, and 10% respectively for now. We can test out what works better ones the orders are implemented.
quote: -144 (Richard) The "Move to nearest enemy" should be recalculated every turn. Now they just go to where the unit was when tne order was given.[medium, D7] ***
As I explained long ago the reason for this is to stop the following tactic:
*Put a single light cavalry unit nearest to the enemy.
*Wait until they start following it.
*Lead them off into the blue yonder somewhere.
*Clobber their cities.
As I explained long ago the reason for this is to stop the following tactic:
*Put a single light cavalry unit nearest to the enemy.
*Wait until they start following it.
*Lead them off into the blue yonder somewhere.
*Clobber their cities.
quote: -152 either eliminate Ruler button or mark gui as "Don't Touch, for Display Only" or some such [high D7] ***
Why?
Why?

quote: f149 (Richard) There should be some kind of home field advantage. Cities fall over way too easily. Maybe in city battles we should generate free horde units to represent militia. When the city is attacked, the units join the defending TF. Then they return to civilian life when the battle is over. [medium priority d7, we have talked recently about an auto-mustered militia]. ***[Mark]
I am really keen on this.
I am really keen on this.
quote: F151 Road building delay needed, so roads can't be flash-built. Also way to figure out how much resources to use... Too long to duplicate here, see feature list.
I always wanted this. There should be a labour resource too.
I always wanted this. There should be a labour resource too.
To this list I will add something that I intend to do anyway - upgrade the Attila scenario and release that with D7. I have to get some fun out of this.
What about getting rid of the confusing map square economy gui for D7?
what about using the chariot to wipe out the barabarians?
the big bad final barbarian invasion comes on turn X. The player, if they haven't been asleep, should be able to just crank out a bunch of chariots by then. We make as added victory conditions that the player can only win after turn X plus 10 or something, and there can be no populated squares controlled by barbarians. The player would not need to eliminate all barbarian units. That will ensure that things end with a fight, which I think most players will like.
A definite thumbs up on enabling HTML for the tutorial!

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