7 Days to the Wolves

Eclipse4449

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7 Days to the Wolves
Heroes
Stand Its
Time10.jpg

[c3c] :bts: :king::queen::egypt::jesus::satan::viking::cowboy::eek2::ninja::evil:
 
What is this I don't even
 
Sir do you have a minute, sir please its urgent! I represent the Ministry of Fear
Citizen.jpg

Transmitions are coming in on every channel, and their not hiding thier intentions at all......
seti.jpg

CivilizationSm.jpg
 
Colonel Yourname,
Do you want me to get rid of them?
Let him say what he came to say.
Citizen.jpg
Thank you, I'm sure you know about the coming age, 2012
Pulse2.jpg

Leaders from almost every nation are saying the same thing
What are you saying?
Earth is under attack, nearly every city is claiming supremacy to what ever survives the chaos. They are individually mobilizing thier cities to take measures to control the largest part of usable resources.
One Transmission was "I'll Nuke 3/4 of the planet in less than a week".
They say that the mines they have will speed them to thier Test of time.
What do you think?
Doesn't sound like we have much time.
I have a Helo just outside, it can get me to the Air Field, there is a Carrier Waiting.
I'm "Your name" I have all of the gear I'll need.
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Spoiler to be edited
Spoiler :
I've been thinking allot about scenarios lately. I've started a few and play tested them. One in particular I may have mentioned. My first version was essentially the Crusades. Not a whole game but instead units ready to march to Jerusalem and meet other oppositions on the way. At first I was very interested in fine tuning this but realized, to make it very challenging you would need to play as your own opposition or require another player. I then realized at that point most would not find this as interesting and making the AI do this job was impossible because they immediately withdrew from where they were placed and protected their standing cities. So I dropped this idea.


So I thought about it for a while and eventually broke the game down in my head and this is what I came up with.

The first thing I came up with that I enjoy is the initial planning, from there developing a goal then achieving the goal, and we do it over and over and we stay content with the game. Win or loose we are happy because we are in control. But the hard fact is that its going to take many long hours(SP) or years(PBEM) to achieve the ultimate result.

When I look at all these ideas I realized it is just a matter of imagination because the editor gives you a very serious ability to be creative.

So all of that just to get to this part :)


Consider an Earth map with all the nations placed accordingly. Take from all civs their starting techs and all the units they could build (completely stripped). The AI would do nothing but build wealth because this option can not be removed. At this point you completely know what the civs of the world is doing. Right?

Now remove the entire tech tree and create 10 or 20 new techs and one exclusively for the human player (I get to this in a minute).
These new techs are non-linear so the AI would simply choose something else based on the benefits attached to it. In this tech and all the others would be a "Wonder" but different from the ones we are used to, generally a positive. (The Great Lighthouse = Extended Range for example)

This new wonder is substantially cheaper and has a positive attribute attached to it but it has been renamed with a negative title (the AI would not be concerned with its title). Lets name the first Wonder "A Nuclear Bomb" another one 'A new strain of "Anthrax",
another "Global economic crash". So these titles are world changing or world ending and have a different degree of urgency if you the player needed to stop it from being completed.

If all techs are relatively equal in cost, the variance would be in the city's’s terrain and shield output.

Let say this is put together well enough that a few would be completed in a single turn and a few more the following turn.

This new wonder gives the builder 20,000VP and the win condition 20,000VP, that would have been the bomb and game over! So he might be building/researching this particular thing several times but none are equal because every city is different, and add to that all the cities throughout the map from all the other civs. You as a player being able to reach and attack multiple cities in a single turn.



Your tech does nothing, its picture is replace with a leader and a message or mission to you that the world is in chaos and your tasked to straighten it out!


You have all the gold you need, and an Embassy in every capitol.

Espionage will be one of your best assets.

ICBMs, Tactical Nukes, you have a Carrier, a Helo and a Jet can be loaded on it and your main unit(s). This might be a guerrilla, the guerrilla can load on the jet but can not be unloaded unless in a city or airfield you control. The Helo would look like a Helo but act like a transport and the Guerrilla could unload anywhere it needs to. The Carrier, Helo and Jet would have maybe 6 attacks per turn(rate of fire) but the guerrilla has the “Blitz” ability, meaning he has as many attacks as he has movement points (or the maximum attacks he can have).


So you have many major tools on your side but you have a great deal happening everywhere all on its own timing and location and the “End Turn” and the load/unload “turn complete” (if your in Europe and you need to go to England this turn, you would fail). Now give all civs a group of units to protect their cities.

Your Guerrilla (Master) has 10/10/15, he has Battlefield Medicine”, he could potentially engage any number of units and could die. Your (Apprentice) is similar, can be controlled by you or a 2nd Player either MP or PBEM.

The next level of difficulty would be to have each civ able to make trades and have a few civs able to produce workers and these workers tradeable, this could add effect if the build time of a mine was reduced to a single turn.

Very random, very unpredictable all in a single turn or 2 or 3. You will receive VP for controlling cities that you have disarmed but you could loose them because you can not stay around to defended them(victory point scoring must be completely overhauled and values set on how devastating the wonder would be.

If what you controlled would be duplicated to challenge 2 players, the discussion would be a big deal to coordinate your efforts. The cool thing is when having an embassy with everyone you would be alerted on every one of those wonders being built, it is up to you to figure out the puzzle of getting it all done, and it is relatively short in real time, perhaps 7 turns we will call Days.

So what do you think?
 
A few notes:

- A city has to be able to build at least one type of unit. Otherwise, the game crashes.
- You can make the game run on days rather than weeks, using labels.txt. I read tom2050 post this somewhere, and I don't remember exactly how he achieved it, but you may want to ask him.
 
A few notes:

- A city has to be able to build at least one type of unit. Otherwise, the game crashes.
- You can make the game run on days rather than weeks, using labels.txt. I read tom2050 post this somewhere, and I don't remember exactly how he achieved it, but you may want to ask him.

Here it was:
tom2050 said:
You can do Turn 1, Turn 2, etc... I use Day 1, Day 2, Day 3.... in CoMM3.

IIRC, I set Base unit of time to Years... Start Date 1 AD. Time Scale all in 1 unit each. Then modified the labels.txt and replaced BC and AD with Day. I think I did something else also; but it shows up as "Day #".

EDIT: I also changed the place of the variable in the labels.txt so the BC/AD (which you can change to Turn) shows up after the number. Like this:

Find the $NUM0 $BCAD0 line and replace it with:
$BCAD0 $NUM0

This will get you what you want.
 
A few notes:

- A city has to be able to build at least one type of unit. Otherwise, the game crashes.
- You can make the game run on days rather than weeks, using labels.txt. I read tom2050 post this somewhere, and I don't remember exactly how he achieved it, but you may want to ask him.
Thanks for the note:goodjob: I really only wanted to place some challenging units around but I could make a civ build a single type of unit.

It would be nice to allow or make possible the trading of units like trading a worker inside your capitol
 
Here it was:

Wow thanks:goodjob: This is a little above my ability but this is the basic reason I started this thread.

Here is my biggest desire or issue. I want to strip the tech tree and start over?? Does this mean that there will be a text folder that must be downloaded by users?
I hope not but if it must have it than I will do it.
 
I want this to become a scenario that 2 players that has an hour to do a direct connection could certainly win or loose, better luck next time.

This is heavily dependent on the ship bridge technique although I'm using a Helo a tank, APC, jet and of coarse ships etc. And maybe a key leader abducted or one of your own captured to throw a wrench into the situation.

A short linear tech line uninteresting to the AI but vital for the players would que you in on perhaps a auto-produced unit somewhere.

What are some other ideas that would be global, world effecting, world ending? Here are some;
Nuke
Monopolize crude oil
Major religious war
virus
new bacterea introduced to the ocean
Melt polar regions by heating the ocean in some way
block the Sun rays
alter the moon/earth gravity
Global EMP (destroys all electronics)

(with these genocides, only the maker is prepared for the event)
 
I have not been able to accomplish my first and primary goal and that is to allow my foot units to be loaded into the various support units the Helo, Main Battle Tank and APC.

After which they need to be able to unload from it into another.

I've checked load and unload and Build Army and also selected Army as their special ability. Still no option to load
 
The transports need the 'unload' flag.

The units to be transpoted need the 'load' flag. I think... Check how it's normally set up.

I wouldn't check the army options though unless you have a specific purpose.

It's probably not your problem, but a transport cannot transport another transport.

Also the transports need to specify what kind of unit they can transport. Eg 'transports only foot units' flag. If you don't give this flag though, I believe it can transport both foot and wheeled units.

Hope some of that helped.

Sounds like an interesting mod, though to be honest I don't fully understand what your trying to achieve.
 
The transports need the 'unload' flag.

The units to be transpoted need the 'load' flag. I think... Check how it's normally set up.

I wouldn't check the army options though unless you have a specific purpose.

It's probably not your problem, but a transport cannot transport another transport.

Also the transports need to specify what kind of unit they can transport. Eg 'transports only foot units' flag. If you don't give this flag though, I believe it can transport both foot and wheeled units.

Hope some of that helped.

Sounds like an interesting mod, though to be honest I don't fully understand what your trying to achieve.
My honest appreciation for your comments!!!


Transports; It looks like some trial and error.

oh no, transport a transport wont work, this was a big part of my idea.

My idea is based on 3 main ideas
1) Altering the time it takes to complete a wonder to a very short span 1~7 turns
and renaming these wonders to names that sound like it could destroy the world (and you must stop the production of it) or enough Victory points will be earned and the AI would win!
2) use a set of units much like the trick of using a ship bridge to transport your key units across the ocean. I want to extend this onto the land if possible, For example the modern Carrier is loaded with a helo and a tank and your 2 foot units, The carrier carries these units to the needed shore and unloads the group, the tank and 2 foot units then load into the helo(this is a land transport unit with helicopter art). The helo transport you for 20 or 30 squares and the tank and 2 foot units unload and reload into the tank which also can transport them further. This becomes a puzzle in how you will use these units to get all that you need accomplished. each unit has certain strengths.
3) All civs are limited in producing units to emphasize the building of these wonders and this means in all or most of each civs cities.

So you begin pulled in literally hundreds of directions at the same time trying to save the world from each civilization trying to destroy it. If 10 civs have 10 cities (100 cities) and a few build units but the rest of the cities build these various wonders NOTE; these wonders have positive attributes like wonders normally do but they just have horrifying names.

The next big leap is that your units can attack many many times, they can move attack, move attack and so on depending on how many movement points they have.
So the carrier can kill the defending units of a costal city and take it(this stopping the production of that wonder, and this could be some where else after deploying its loaded units(unload units in Europe and procede to Africa).

Now each wonder cost a different amount and will differ from place to place depending on the sheilds a city can harvest. I want devastating wonders to cost more(NUKE) and medium wonders(MELTING POLAR ICE CAP)
VICTORY POINT LIMIT; 50,000vp
NUKE 50,00vp
MELTING POLAR ICE CAP 25,000VP
although melting the polar ice cap would alter the coastline drastically it would not end the world but if he also introduced
A MUTATING PARASITE TO THE OCEAN) 25,000VP the effect also drastic

All of this is based on if the world is going to end in 2012 each Leader then decides he wants complete control when it happens or complete control of what is left.

note on melting ice cap, I can not raise the sea level but we only have 7 turns and if you imagine the devastation to start occuring after the 7th day

note on the title, its a song, the wolves are these leaders.

note on the human player(s) you have a tech tree also, but it is simply a mission statement and it has no attributes to attract the AIs. You would not build any of the other Tech/wonders because you are the good guys.

I started this thread to see how possible this idea would be. Many builders have created their own tech trees, balanced an idea against another idea like placing units that will oppose each other. I want to balance time, cost, movement, attacks and distance:crazyeye:

PLEASE REPLY even if your comments are negitive, because I do not want to do this for me, I want to create something that is very short that you can play in completion in a hour or two. I don't think we play a certain amount of turns today, instead today I will play until I achieve a certain goal, maybe Monarchy (this could take several hours) at this point you had a goal and achieved it but you did not win the game.

I propose you receive a mission to save the world, your goal. Your Embassies will alert you of every wonder being built in the world and you use your gold to determine exactly where, how important it is and depending on that cities shield production you devise a plan of attack. Some cities will be building the NUKE but you estimate it will take 3 turns in that city and 5 in another so you prioritize. Along the way you will receive VP but the idea is that if you stop the production of these things by the end of the 7th turn you win anyway.

Turn one loads and you take note of all that is being built and by whom, you create a priority list (this could be an hour).
Using the units you have to carry out your plan (maybe 2 hours).
The game could never be the same twice.
And here is the best part!!! Multiplayer games are played less because they take so long, If this could be played by 2 players in a simultanious-moves match more people would have 2 hours to try it than 8 hours in a normal game
 
So many years ago I played a RTS game called StarCraft/BroadWar. I could not compete with the kids playing so I turned to the games editor. After some time I became pretty good at cranking out very detailed mission oriented scenarios, I used players usernames and crafted personalized missions that could challenge anyone based on IF/THEN, actions/conditions and created dialogs that had hardcore players asking me for more. Well my point is, I understood that editor and pushed it far beyond the norm, my only limits were time itself and my own imagination.

Today you guys are doing this here with the Civ3 editor. There is so many amazing scenarios and full blown mods, The builders are still cranking them out. You don't build them for yourself, you build them for everyone else, (THANK YOU!!!)

I understand a good bit here but the difference between this and the above editor is a world apart. I think what I want to do here is relatively easy, (well for you that is) I'm just not familar with what needs checked and if other things need check too to produce the desired effect.


If this sounds interesting to you and you are willing to help me, I think a list of achievable and unachievable goals should be created.
Based on a world map or the map I posted, make decisions on core elements such as civs, cities and the base units of these civs.
The techs, the wonders in them and their costs, prereqs and if something occurs there after such as a major cultural boost or an alternative prereq that quadrupoles shield production prior to begining the ultimate wonder
 
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