Battle for Barsoom [John Carter]

after the first rounds and a liitle more then half the (existing) Tech Tree I must say:
Challanging...

It is hard to keep your citys healthy and happy and keep maintanance costs affordable. Really need to evaluate carefully which buildings to build and when to build them.

I might need some more rounds to get used to it...

The "Look and Feel" of the game is already pretty good!
Nice work! Keep it up!
 
V1.2 is not playable yet. Waiting on keldath to fix Pesky barbs (or Remove Pesky Barbs :thumbsup: ).

JosEPh
 
hey guys,

im a bit busy, hope i can upload something tomorrow.

sry for the delay.

p.s
the crash i have, i dont understand why it happens but it occurs only in very very late stage, after u learnt 10+ future tech.
and only in auto play .
maybe some memory issue , unclear, i guess it doesn't affect game play.

***
tomorrow ill upload the version guys.
 
Keldath?

Has League of Legends captured you?

On v1.2 can I just delete the Pesky Barbs python file and not cause game play problems?

I also started to "tweak" the spotter unit (gave it a str of 3 and 50% city defend) and this helps on slowing down very early "rush" tactics.

JosEPh
 
hey man,

ye, some rough week also....

but too much league...

on friday ill have time to continue on the mod, i need to update the platy mods also.


ye s- deleting the pesky - wont cause a problem. u can do it.


do you have the screen shot for song of the moon error?
id like to see that crash....


and i promiss friday ill upload the newer build.
 
Deleting it will cause an error if you did not remove the reference in event manager.
Just set ichance to 0 and they will never spawn
 
Ichance only affects spawn probability.
If they are too strong, it means you are spawning too high class units for that era or too many of them.
You can probably remove 1 of the 4 unit lists or set some of the early eras to none
 
Ichance only affects spawn probability.
If they are too strong, it means you are spawning too high class units for that era or too many of them.
You can probably remove 1 of the 4 unit lists or set some of the early eras to none

It spawns four units right next to the main city tile. They are str 10 units while you the player have 1 str1 spotter and trying as fast as you can to build the str 5 defender. Even with the Barb units immobile for 2 turns it's not enough time to build a defense so you get killed once they can move. You have No defense building available either so the city is wide open to attack.

I took the spotter and made it a str 3 with 50% city defend but even getting 2 of them built was not enough. And you just don't have time to get anything else.

These barb units come way too early in the game (on 1200 turn game they will spawn by turn 8).

These barbs are also getting units they do not have the tech for either, nor does the player or AI for that matter.

I reduced the ichance to 2 on my last test and another value and they spawned on turn 20 instead of turn 8. But the results were the same, you die cause even if you get 1 str 5 defender and 2 str 3 spotters it's not enough against 4 str 10 units with 2 promotions. You the player or the AI at 20 turns into the game have No Promotions available. The Barbs need to lose theirs too.

The number and str and promotion the barbs get are equivalent to the units you the player/AI can get by turns 150-200 in a 1200 turn game.

They are not just Pesky Barbs, they are Devastating Barbs. :p

JosEPh
 
That is what I mean
Lowering ichance only reduces the spawn chance.
If you are unlucky, they can still spawn on turn 2 directly.
What is wrong is that kel assigned units that are too strong to spawn
 
@platyping,

Is there a way to delay their spawn?

EDIT: just reread you previous post about using None for early eras. The 1st era really needs to be set to None.

JosEPh
 
Changing iChance won't delay their spawn.
iChance only affects the probability of them spawning.
In other words, if you are lucky they won't spawn for the next 1000 turns.
If you are unlucky, they will spawn every single turn.

The fact that str 10 units are spawning when you only have str 1 unit means the units assigned are simply too strong for that era.

Even if iChance is reduced to 1, once they spawn, you are dead.
Thus, the fix is to assign approriate units for respective eras, or set some to None.

You can see the various units assigned in the PeskyBarb file.
 
Yes and I had deleted 2 of them but the remaining units also get 2 promotions that are not available to player and regular AI at game start. So not only are the units too strong for when they appear but also better promoted.

Are they designed to spawn always in the cities original nine tiles? Can they be made to spawn farther out with a longer immobile period?

JosEPh
 
Choice of units spawned and choice of promotions granted are decided by Keldath, so if they are too strong, not my issue :D

Immobile period can be adjusted, but I don't want them to be sitting ducks to be air bombed to death. The fact that they are too strong, is simply due to bad choice of units.
Doesn't make sense to spawn barb units that sit there for 3 or more turns doing nothing just outside your city.

As for location, it was designed to be 1 tile adjacent to city, although it can be widen to 2 or more.
The more tiles you want to consider, the more taxing on performance.
Again, that does not solve the problem.
You will just delay your death for 1 or 2 turns.

The key issue is, why is a str 10 unit spawning when players at that era only have str 1 unit.
 
The key issue is, why is a str 10 unit spawning when players at that era only have str 1 unit.

Because that's the level of the 1st offensive units in the mod. I've asked for some interim units or upping the Spotters str from 1 to something closer to the Buggies and Trikes. Or lowering the Buggies and Trikes str.

Your mod, as you've said, is not the problem. But at the moment, in Barsoom any way, it doesn't fit well. The barbs should not be allowed to spawn Until After the Player and AI have researched Light Materials Tech which gives the Buggies.

JosEPh
 
Keldath has to look over the spawned unit types.
A str 10 unit should only spawn in an era where the player has access to str 10 units.

So long as the spawned unit types are bad choices, no matter what variables you change, it will always be instant death when they spawn.

And I am sure, that is not the only bad unit choice, there are definitely more in later eras.

Thus, for now, just set iChance to 0 so none will spawn at all till Keldath revise the unit choices.

It is like spawning a barbarian Modern Armor in Ancient Era.
Even if you give it 20 immobile turns and spawn 5 tiles away from your city, eventually you will still die.
It is simply, bad unit choice to spawn.
 
I agree.

JosEPh
 
hey guys,

really nice to see a debate here :)

well as dear platyping suggested, i guess, i chose the spawning units poorly, i will ada none or 2 , i think in the new version, ive weakened the buggy and trike spanwed for barbs ( made 2 uu for buggy and trike for barbs that are weaker.

anyway, tomorrow morning i plan to sit around 4 hours of moddding then uploading a better build.

thank you guys.


***
say = when u played with the current version of pesky - did the barbs spawned on ur own culture borders?
p.s. as do platy i like barbs on all eras :)
 
say = when u played with the current version of pesky - did the barbs spawned on ur own culture borders?

Not sure what you mean by this? The barbs spawn on one the tiles next to my 1st city Just after it went from 1 tile to 9 tiles. And then 2 turns later I was dead. You only get to play 8 to 20 turns and then you die. Not much time for exploration from that single spotter unit.

JosEPh
 
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