ruff_hi
Sep 10, 2007, 09:54 AM
How about the people involved in this mod play a Succession Game with it once we release v1.0. The aim of the SG would be to highlight our wonderful mod (with a bit of bug testing thrown in).
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View Full Version : Idea for when we Release v1.0 ruff_hi Sep 10, 2007, 09:54 AM How about the people involved in this mod play a Succession Game with it once we release v1.0. The aim of the SG would be to highlight our wonderful mod (with a bit of bug testing thrown in). FeedBack Sep 10, 2007, 10:38 AM How about the people involved in this mod play a Succession Game with it once we release v1.0. The aim of the SG would be to highlight our wonderful mod (with a bit of bug testing thrown in). If you guys do it when you guys release the mod and need an extra player, count me in. :wavey: NikNaks Sep 10, 2007, 01:28 PM That'd be awesome! Now I can't wait for the 1.0 release! alerum68 Sep 10, 2007, 01:29 PM Ruff, it was only last night I was thinking the same thing! Both to test, and to advertise as well. What should we call it? The BUG Mod Test Game, or something with style? I also think that we do this before 1.0 is released. Maybe play 2 games, both fairly quick and small. 1 regular BUG, and 1 flavor BUG. @Feedback - I'm sure we'll have 1 spot left open.;) I know both me and Ruff play SGs (Although it's been almost 2 years since my last), but I'm not sure if the other guys play 'em or not. Have you yourself had any issues with using BUG in SGs? And are you using Flavorful or BUG? edit: (Cross post with Nik) A succesion game is somewhat like MultiPlayer but instead of each person controling a team, the whole group of people (Usually around 5 or 6 max, play the same team. It started back with Civ2, before Multiplayer. Basically the game is broken into 3 parts... the early game each player normally gets 20 turns, the middle game 10 turns, and late game is 5. For each action you document what you did, and what the AI did. You also take screenshots and post them on the forum. SGs is the whole reason behind the Autologger. It captures everything, and even lets you make custom entries, so you just copy and paste instead of writing up full turn reports. After you play you upload your save, and the next person plays their turns. Usually after each set of turns there is a little talk about which direction to take the game, and a vote is taken on major things like going to war, or changing building directions. FeedBack Sep 10, 2007, 02:23 PM @Feedback - I'm sure we'll have 1 spot left open.;) I know both me and Ruff play SGs (Although it's been almost 2 years since my last), but I'm not sure if the other guys play 'em or not. Have you yourself had any issues with using BUG in SGs? And are you using Flavorful or BUG? Alerum, currently I'm using only the Vanilla BUG. The 3.03 version is way too buggy graphically wasted for my tastes and I cannot rollback. Damn Steam... :gripe: The issues I had got covered already. And the last one, regarding the unit naming, seem to have already been covered too. I must say you guys :rockon:! So, when the time comes, please add me to the roster. :) ruff_hi Sep 10, 2007, 04:22 PM Maybe play 2 games, both fairly quick and small. 1 regular BUG, and 1 flavor BUG. or we could play the same game with some people using regular BUG and others using flavor BUG - that would really help to highlight the difference. alerum68 Sep 10, 2007, 04:27 PM Good idea. I'm sure we can get 10 people together very easily for this. ruff_hi Sep 10, 2007, 04:29 PM actually - I was thinking the same game as in ... I play using BUG, you play using Flavor BUG from the SAME save. alerum68 Sep 10, 2007, 05:26 PM Yeah, I knew what you meant. Just need to get 2 teams together, which is usually around 10 people. EmperorFool Sep 12, 2007, 10:15 PM I've never played in an SG yet, but I'd like to. I know it'll be tough at times to work in the time, but I suspect this will be rather low pressure. As long as you guys don't mind when I need to punt my turn, I'd love to do it. ·Imhotep· Sep 13, 2007, 02:15 PM I'd give it a go too, the work you've done on this mod deserves it ! alerum68 Sep 13, 2007, 04:50 PM Would be great to have you play EF! Have you read any of the SGs? Also, since we're going to be having alot of newbie SGers, we may want to keep it on a low level... Noble or lower. Is probably better that way to show off all the features anyway.:) EmperorFool Sep 13, 2007, 09:45 PM I've read a bunch of Sisiutil's ALCs (not SGs, but similar posting format) and a few of Ruff's crazy SGs from his sig. My only hesitation is the amount of work required to do the actual posting (uploading screenshots to an img-host and linking to them -- yes, I'm a lazy SOB), but the games look really fun. alerum68 Sep 14, 2007, 08:15 AM Firefox has a nice little add-on that makes uploading images very easy. It will even give you a choice of formats to use, and forum post are one of them. With autologger and that plug in, uploading a screen shot & log won't take long at all. I'm guessing if you take your time with the game-play, and do a few random Events that don't pop up, you're looking about 20-30 mins a turn, in total. ruff_hi Sep 16, 2007, 06:30 PM All good SGs have a theme. Here is my suggestion ... everyone knows that Japan doesn't trust anyone, no open borders, no trades, no nothing. Also, in Vanilla Civ, Japan was organized so they had low expenses. Now that Japan is defensive, it pines for the days that it was organized. So, based on this, we are Japan, playing the ultra Japanese game. We don't trust anyone that is close by. People from further away are ok, people from far away are our friends. No one is allowed to touch borders with us ... if they do, we declare war and raze cities until we have cleared some room around our borders. However, we are also aiming for a minimum expense civilization. As such, we can only have cities as such ... http://www.civfanatics.net/uploads10/ironring.jpg ... this will minimize our expenses. This will make the game a 9CC. EmperorFool Sep 16, 2007, 07:41 PM Nice, I like that a lot. This will help me with my warring as I tend to be a bit of a pansy when it comes to war. I figure I can always build just one more unit and then I'll be ready to attack. Oh wait, maybe one more. Oooh, CS and if I just tech to Machinery, I could use Macemen instead of Swordsmen. ... And then it's 1950 and I almost have Tanks and then I'll really be able to kick some ass, so I'll just wait a liiiiiiittle bit longer. :( Being forced to declare war (and having others that know how many units are needed to attack) will help. When I eventually do attack, I usually tromp over my enemy, meaning I could have attacked that much sooner. I need to learn the art of shorter, more frequent wars. I've never tried for a Conquest victory, and I've only tried Domination twice -- once kinda by accident once I had pounded the biggest and toughest kid on the block and realized the others would probably be even easier (they were). alerum68 Sep 17, 2007, 08:45 AM One think Ruff... RCP doesn't work at all on CIV. I like the variant, and am all for it!:) ruff_hi Sep 17, 2007, 05:54 PM One think Ruff... RCP doesn't work at all on CIV. I like the variant, and am all for it!:)RCP? I got the idea of the city placement from this article (http://forums.civfanatics.com/showthread.php?t=138473). alerum68 Sep 18, 2007, 08:46 AM Ring City Placement. Was a strategy exploining the corruption code in Civ 3. You build out in rings to avoid said corruption... didn't know someone has figured out the new maint. as well. Will take a look at it tonight, and see how it goes. alerum68 Sep 29, 2007, 12:38 PM 1.0 is out...:) Civ: Japan Map: Pangaea Size: Standard Climate: Temperate Sealevel: Random Era: Ancient Speed: Normal Resources: Standard Conditions: Perm. alliance off. Choose Religion on. Variant: The further the Better. Any civ we are close too are our enemies. Only those far away are friends. When another civ's border touches are we MUST declare war as soon as it's discovered. Also, we will attempt the new method of RCP, placing cities inside rings of 4, 9, 13, 18... so the first ring will be 3 tiles away from the Palace, second 8 tiles away, etc... Diag. tiles are counted as 1.5 when rounding, and tiles are rounded down. Refer to Cheese Wheel. Any changes or additions, or should I roll a map? ruff_hi Sep 29, 2007, 01:02 PM 1.0 is out...:)I have a save all rolled up. I was planing on only going out 1 ring. Should I start a SG thread? EmperorFool Sep 29, 2007, 01:08 PM Maybe as a compromise between Ruff's idea of only the first ring and yours of keeping to the rings: We can only build cities in the next ring as long as no rival cities are on or within that ring. Even if an AI has a city on the next ring but isn't touching our borders, we must capture (and raze if not on the ring?) before expanding to that next ring. It would limit us possibly but not nearly as much as not being able to go past the first ring. As well, what happens when we capture an AI city that isn't on a ring? Edit: I'm fine with any method you guys choose. :) ruff_hi Sep 29, 2007, 01:30 PM I like the compromise EF. First ring ... err ... first and then moving on to the second ring. We can build a city in the second ring if there is room (ie no touching borders when city has expanded once. If there isn't room - must raze cities until there is room. Aim is space victory so that we have a nice long game? I'll get the start up today. However, I cannot play the first set. Game thread up here (http://forums.civfanatics.com/showthread.php?p=5998815#post5998815) but it is currently empty. I'll fill in the details (pic, save, theme, roster, etc) after I mow the lawn. alerum68 Sep 29, 2007, 03:34 PM Space Race in an SG? You are brave Ruff.;) As for the first round, I've always liked having everyone taking a go, and playing the WORST start of them all, as long as defeat is not too close.;) I think we'll need 6 spots... we've had at least 1 request for a non-bug developer to play I remember, and there are 5 of us already... so, we'll leave the last spot open to whomever fixes the damn regen bug.:p alerum68 Sep 30, 2007, 06:06 PM Hey Ruff, what do you think of the idea of making the renamer have it's own ini file so when there is an update and the bug.ini file is updated, the renaming codes are retained. I got all my set up perfectly one day, and installed 1.0 not merging the ini first and lost it all.:p ruff_hi Sep 30, 2007, 06:17 PM I thought of that too but got confused when I dug into the code that set the ini file name (or used the ini file) and just went with the easy solution. I will look at it and see if I can see my way through. Edit: Had a look at the actual ini file name is pretty deep in the code. To change it (I think, as in, as far as I can tell with my usual coding brilliance :D) would involve an almost exact copy (1, maybe 2 lines changed) of bugoptions.py and ruffmodcontrol.py and then the naming options file pointing to the new files. Just tried it and failed. Probably best if EF answers this question. |
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