bucfan76 said:When I unzip the file it is empty, any thoughts?
I just downloaded this file to test it out and it contains the script.txt file, I don't know why its not working for you, try downloading it agian.
bucfan76 said:When I unzip the file it is empty, any thoughts?
Cabbit said:I have tried your mod and I think it is fun.
I do have a couple of comments that you might want to consider:
1) "Japaneese Culture" tech (that's misspelled, sorry it just annoys me)
2) The maps for this scenario have almost no ocean and not very much sea, this limits the value of technologies that allow:
a) boats to not sink in ocean
b) trade over oceans tiles
while the second is not so bad, becuase your scenario is based entirely on island colonization, which makes not being able to trade across an ocean barrier very annoying I think that there should be a map offered w/ more ocean so that there is more advantage to having ocean-worthy ships.
3) Why did you remove the dromon, even if you don't want it as the golden age unit for byzantines it still makes a good flavor unit?
4) I really think a modern or industrial era marine unit should be included in the mod. There are, after all, a number of other land/sea units that would fit in this age and since this is a maritine scenario, a marine would seem like a very natural choice.
5) Should "perfect solider" be "perfect soldier"?
6) Should any pirate vessels be allowed to upgrade?
7) Should all pirate units capable of enslavement create the same unit upon enslavement? I would personally suggest that, since most pirate units are pretty strong, that they enslave weaker units, like maybe the Pirate Ghostship creates Pirate Ships... otherwise the pirates have the chance to eponentially expand their navy.
8) How about adding clipper ships; they were the fastest sailing ships ever built until steam power made them obsolete.
These are just some things to think about, except for the grammatical errors, those really should be fixed.
Heres a tangential remark;
The rules for this scenario might be a good starting place to build a Pirate Scenario.
I also wanted to ask: What is the difference between the ICa_v22_tinyMP.biq and the ICa_v22_tiny.biq files?
what I meant was just that it was probably misspelled.5) Should "perfect solider" be "perfect soldier"?
Cabbit said:what I meant was just that it was probably misspelled.
As far as what a pirate scenario would look like:
It largely depends on if there is some way to enslave aquatic flag units. If there is someway to get that then the objective would be for pirate civs to defeat as many navel units as possible, gather booty (flag unit) until the reach the VP limit.
I doubt the AI would play the game right, so the piont to doing such a scenario would mainly be becuase it would be fun for the human players.
Cabbit said:I don't know how many spelling errors there are, they don't really ruin the game, I just want to piont them out as something to fix if there is a next version
I agree w/ you on navel combat being neglected (I figure that's why you made your mod in the first place), but, unfortunately, although you can add more units and change world maps you can't change certain intrinsic characteristics in the mod. Like as you said, Navels Leaders, Navel Armies, Great Leaders for Air/Navel battles. Another thing is sea resources, there should be a way for players to access stratagic resources in the ocean, (such as oil, whales or pearls could be a luxery, stuff like this) but unfortunately most of this stuff cannot be put into the game.
By the way, I checked that you can have navel flag units, they act wierd, but they work. (you have to have mobile flag units, I think, because ships will not sieze flag units, so you have to move the flag unit to a city then have a land unit sieze it, leave the city, and return) Still, this makes a pirate scenario feasible, I'ld even consider doing it myself, but I don't think I'll have the time to do it in the near future.
http://forums.civfanatics.com/showthread.php?t=107074
http://forums.civfanatics.com/showthread.php?t=107558
http://forums.civfanatics.com/showthread.php?t=105803
http://forums.civfanatics.com/showthread.php?t=87532
Cabbit said:Honostly I would like to help, but I can't really do all that much. I know how to modify most rules but don't really have the time to put a whole mod together or even half a mod. Do you have any experiance adding flag units to the game? Because if you do, there really isn't anything at all I can help you with at all. (even on this topic there may be other people who know more, but, in actuality, it seems the "capture the unit'" or "reverse capture the flag" options are not all that common in the user created mods I've seen. I know RAR was going to include a "capture the unit" but that they scrapped it; since the guys who made that mod seem to be pretty prolific civ-modders they might know more about it then me; I know stuff about flag units becuase I tried, unsuccessfully, to create a mod based on the idea that you could capture plunder when you took over a city.
Since my basic problem is that I just don't have time to do everything they want to, I'll try to help if I can, but it would probably be best if you don't rely too much on me.
Anyway here's how I think the easiest way to build this scenario is.
Have human and AI civs, you need the AI civs to build lots of naval units.
The human players (as pirates) have warships capable of enslavement, they enslave a unit like "prize ship" or booty. They pirates return the ships to thier capitals to gain $ and VP.
Here are some things that I think you/we need to find out before making a scenario like this:
Can you enslave multiple units?
A quick look at the editor shows the can select mutliple units in the "enslave results in box", but I haven't had time to test if this means the kind of unit you enslave differs from time to time or if it means that when you successfully enslave a unit you actually end up with all the units selected in the box.
To what extent can you get the AI to simulate "realistic" shiping across an ocean. (I mean, can you get the AI to send convoys back and forth across an ocean)
Even if you can't get realistic shipping, what's the best way to get the AI to send a bunch of ships out to sea?
Can immobile units still defend?
What good pirate-like units or new navel units in general are there out there?
That last question will probably take the longest to answer, I think Aaglo might have some good navel units that didn't get used in Island Conquests.
2 questions I know the answer to: You can have multiple flag units but you can't make one flag worth "more" than another in terms of either gold or VP.
If you play reverse capture the flag w/ more than one VP location you can return flags to either VP location.
Here's a unit I don't recall seeing in the mod yet:
And another by the same creator:HTML:http://forums.civfanatics.com/showthread.php?t=107074
This one's a little far out, but in the right tech range:HTML:http://forums.civfanatics.com/showthread.php?t=107558
This thread includes some sea-units:HTML:http://forums.civfanatics.com/showthread.php?t=105803
PHP:http://forums.civfanatics.com/showthread.php?t=87532
That completes my review up to page 5 of the "completed units library", but I've seriously got to go get some work done.
Cabbit said:I suppose the best thing to do would be mod a game so that the AI has a bunch of ships and builds primarily ships and see if the AI uses those ships or just has 'em sit around in ports.