Just released version 0.6! Mostly bug fixes, so check the first post in this thread for details.
NOTE: You won't need a virtual machine them from now on. Due to some odd errors and possible compatability concerns I've just had the installer package the VM right along with it.
jcarkeys: Just now, but no real "additions" for now. Making sure everything is in fully working order as-is first.
The reason for that error is because the editor is looking at the default units_32.pcx file, which has only so many slots. Using PSP I added more slots to the image, so unless you go ahead and install that particular file the editor's use if icons will be screwy.
That at least works fine after it's installed
Faldrath:
Thanks!
That is a very interesting point you make about the governments, and I hadn't ever heard that before. Hmm...I like the role the two governments fill, but perhaps finding a different name wouldn't be a bad idea.
I suppose an Imperialist government is kind of like having a Capitalist government. It makes sense historically (1500 to 1700 AD is often called the Imperial Age), but they do deviate from the government form of Civ3 itself. I'm not entirely sure that's a bad thing, however
But it's good to have it in mind. I'd like to hear some more opinions about that also, so if anyone has something to say feel free to jump in. The more the merrier
Btw: Colonialism/Imperialism was far better for the host empire than for the colonised one, hehe.
I'm glad you like the changes, and thanks for the compliments
Starkist: Great! Glad it's working smoothly and that you're enjoying it
kincyc:
Thanks!
I'll definately take the bit about oil under advisement and at least change that bit on oil. However, I will most likely leave the requirements for oil off the post synthetic units due mostly to game balance. Also, while oil is clearly used in nearly all vehicles of any sort now adays, it doesn't
have to be; oil is just cheaper than the alternatives, among other reasons.
On cavalry, that does concur with what I've been hearing lately. However, the problem is that there is no way to alter the cost for upgrading. The only factor seems to be the cost difference in the 2 units (at least, that's the main one).
The main reason I leave cavalry as the end of the line is otherwise you could put together a significant army, discover the appropriate tech, then next turn you have a full invasion force full of tanks that came out of no where.
If the upgrade cost was more editable I'd probably be in favor of it, but as-is it just wouldn't seem quite right and could allow a "Tank Rush" tactic where an opponent builds up a full force of cavalry, saves up cash throughout the game, then suddenly explodes out with a full invasion force worth of tanks.
It is also nice for historical accuracy that Cavalry will probably end up fighting alongside Tanks on the battlefield. If Cavs could be upgraded that would happen only if you were short on gold.
And lastly, being forced to create certain "landmark" units from scratch rather than upgrading them does nicely to prevent a "race to [strong unit here]" scenario from occurring. Then again, so does the flaky combat system, but that's neither here nor there
Paper is a good idea for a resource though. "Allows creation of: Post Office, Politician, Paper Cuts"