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First Punic War Developement Thread

Sorry, I was forgetting the limitations of the editor, which will hopefully be better in Civ IV, although the current one still has some flexibility.
I think Last Conformist's suggestion that local units should only be buildable if you have a special resuource within the city radius is a good one, i.e. you can only build balearic slingers on the baleares, or lybian infantry in lybia. And these mercenaries are the only units which have no pop build cost.
As for civ traits, I suggest Seafaring and Commercial for Carthage; Militaristic, Industrious and Commercial for Rome (industrious to represent the strong will of the people and their readiness to work hard for the war effort, and to give Rome an extra advantage with an extra ability); Scientific and Seafaring for the Syracusians; and finally Militaristic and Agricultural for the Gauls. I don't know so much about the Numidians.
Movement cost of roads: about they are the normal 3 but Roman units have the special ability to move 4 tiles along roads? Again, I don't know if this is possible with the eidtor but it would represent the good roads of the Romans, and would enable them to get reinforcements from the northern parts of Italy more quickly, and fight a two-front war against the Gauls aswell if neccessary. Let me know what you think. :)
 
As to the roads... nope cant do that. Be prepared for a LOT of 'no'

You should probably familiarize yourself with the editor a bit, as that will really help you with ideas; the limitations will give you strength or something ;p

The localization of resources is a good idea and will work, but make sure to put in resources for units that do not exist except in territories you want to see a lot of combat in.

So, for instance, give the Carthaginians 'italian mercenaries', make it a decent unit, and make it require a resource only available in Roman territory (say southern italy or sicily) and only visible to the Carthaginians. The AI will go nuts trying to capture it!

Not sure if I mentioned that here before, but its an idea I saw work really well in another scenario and I am trying to make sure it gets around a bit ;p
 
Aeon: Er... yeah, you're right, the thing with the roads wouldn't work. But I'm fairly sure that you can enable an option that allows roads to bridge rivers, which would have a fairly similar effect. Probably not so important anyway though.

Oblivion: Your thread has gone kinda quiet! How's the mod coming along? Been working at it recently? What kind of wonders are you thinking of implementing? If the game is 72 turns long I guess there won't be many wonders, but you could include some. Maybe Xanthippus the Mercenary as a wonder for Carthage which autoproduces a Greek mercenary every x turns? Or maybe Roman Ingenuity which autoproduces Corvus units?
 
Not meaning to be disrespectful of anything. But if his commitment in scenario creation is the same as in PBEMs I doubt you will see this scenario. Reason why I did not take part at all.
 
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