****EDIT FOR EASY NAVAGATION**** edited last on 2-8-05
--Post 9 has an additional normal sized map.
--Post 10 has tips that I promised.
--Post 11 has the tiny map edition.
--Post 12 has the unabashed plee for feedback.
--Post 14 has a new pedalicons file that fixes a bug.
--Post 19 has an updated (more flavorful, melts in your mouth ) script.txt file.
Just in time for the holidays! Version 2.2 is out now! The newest version of this classic scenario is available now. I have worked out many of the bugs and added many new game play elements! This scenario has been playtested and balanced for a fun warmongering campaign that requires quick island expansion. This scenario poses the question: can you fight an island hopping war and emerge victorious? Attached below are some screenshots.
I will post some tips/spoilers in a week or so.
The next post will include the download link.
Here is the history.
What's new in version V1.1?
-Changed Oyster Farm and Sea Epic: now they do not allow city size 2, Civlopedia reflects these changes.
-Oyster farm now costs less.
-Tech rate reduced slightly.
V1.2
-fixed tech tree icons so the arrows are correct.
-Swashbuckler unit downgraded, no more enslavment. unit retains invisibility, though. cost: 15, 2.1.1
-pirate ship no longer has hidden nationality, no longer starts golden age. cost: 45, 2(2).2.4
-Galley now upgrades to Fire Galley.
-fixed graphic uglies on map.
-tech rate reduced, agian.
-added new flavour elements to each player civ. Complete with a unique building.
-added a new tech, "Warfare Tatics".
-added a handful of new land units, adjusted some unit combat statistics.
-added two new bonus resources, salt and shellfish.
V2.0
-fixed more graphic uglies... i think i got them all now. Tech chooser screens are correct.
-Civlopedia is correct
-added new graphics for civil defence, available with fudalism.
-added more techs, especialy in the industrial era. Unique tech: Batteries
-added 1 new wonder
-added 2 new city improvment
-reduced tech rate to the correct rate, whew...
-added a new stratigic resource, mercenaries.
-added new units assosiated with the merc. resource.
V2.2
-bugs ironed out.
Known Bugs:
-city screen icon for brothel building is blank. If anyone knows why this is happening I would like to know.
please tell me what you think.
--Post 9 has an additional normal sized map.
--Post 10 has tips that I promised.
--Post 11 has the tiny map edition.
--Post 12 has the unabashed plee for feedback.
--Post 14 has a new pedalicons file that fixes a bug.
--Post 19 has an updated (more flavorful, melts in your mouth ) script.txt file.
Just in time for the holidays! Version 2.2 is out now! The newest version of this classic scenario is available now. I have worked out many of the bugs and added many new game play elements! This scenario has been playtested and balanced for a fun warmongering campaign that requires quick island expansion. This scenario poses the question: can you fight an island hopping war and emerge victorious? Attached below are some screenshots.
I will post some tips/spoilers in a week or so.
The next post will include the download link.
Here is the history.
What's new in version V1.1?
-Changed Oyster Farm and Sea Epic: now they do not allow city size 2, Civlopedia reflects these changes.
-Oyster farm now costs less.
-Tech rate reduced slightly.
V1.2
-fixed tech tree icons so the arrows are correct.
-Swashbuckler unit downgraded, no more enslavment. unit retains invisibility, though. cost: 15, 2.1.1
-pirate ship no longer has hidden nationality, no longer starts golden age. cost: 45, 2(2).2.4
-Galley now upgrades to Fire Galley.
-fixed graphic uglies on map.
-tech rate reduced, agian.
-added new flavour elements to each player civ. Complete with a unique building.
-added a new tech, "Warfare Tatics".
-added a handful of new land units, adjusted some unit combat statistics.
-added two new bonus resources, salt and shellfish.
V2.0
-fixed more graphic uglies... i think i got them all now. Tech chooser screens are correct.
-Civlopedia is correct
-added new graphics for civil defence, available with fudalism.
-added more techs, especialy in the industrial era. Unique tech: Batteries
-added 1 new wonder
-added 2 new city improvment
-reduced tech rate to the correct rate, whew...
-added a new stratigic resource, mercenaries.
-added new units assosiated with the merc. resource.
V2.2
-bugs ironed out.
Known Bugs:
-city screen icon for brothel building is blank. If anyone knows why this is happening I would like to know.
please tell me what you think.