No Treasure for Pirates

Well, the way I see it, having railroads in 17th century would spoil the feeling of the era and it outweighs any benefit I could have from it.

Here's the save, city in question is New Cambridge (I think) now under Spanish rule and situated on Pacific coast, to the south of the city of Mexico. If I remember well there are some other cities in England.
 

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Well, the way I see it, having railroads in 17th century would spoil the feeling of the era and it outweighs any benefit I could have from it.

I agree completely I didn't even consider the era. No Railroads. With and exception of mid-late or late game the option with all 3 players agreement to allow this improvement.

Does anyone need more time or shall we begin?
 
I really don't get it, how they are doing it! There is definitely no coal on this map!! Somehow the AI must be "cheating" (or getting confused with the ton of other resources: in a normal game there are 8 strategic resources; in this one there are 28! I think I read somewhere that the game runs into problems, if it exceeds the upper limit of resources?! A "wrong index" in the resource table somewhere, and voila: the AI can build things for which it doesn't have the necessary resources... And perhaps the "dyes miracle" is also caused by this?!)

Of course we can have our house rule about it, but if it's an AI thing (and we'll have AIs participating...) we should perhaps disable it altogether by removing the railroad flag from the worker and pirate worker units? Wouldn't be any effort at all.

PS: by the way: did you notice the ugly pink animation for all towns that have built a Palisade? Anyone knows how to get rid of this one?
The missing wonder splash: try the attached PediaIcons.txt. The game should be able to continue with that. (We might run into more problems like these as we play the game, but they are easy to fix: just modify the txt file to use an existing image and reload the turn.)
 
The Plague lasts for more then 50 turns now, and haven't ceased in any city where it struck, yet. Is it supposed to take that long?
 
I suppose it might if you carry it back to a city that has had it awhile which might start its turn back to one. I've played other games with plague like Rise of Byzantium where I had to isolate these cities from land and sea units. You randomly got the Plague on bad luck
 
I really hate playing games with the Plague... Strangely enough, the Pirates game that I played a couple years ago, didn't have any Plague?!? Perhaps it was added to the scenario afterwards?
If you guys also don't like it, we could disable it before we start?!

In the settings it says "duration: 3", so 50 turns of Plague seems a bit odd. I have no idea, however, what these other values like "variance", "strength" and "grace period" actually mean, so can't say, if this is broken or works as expected... :)

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In the passenger seat returning from Holiday. Had an excellent time!

I say we can disable it. But here is what some of this means:
Earliest start "20". turn 20

Variance "5". It could start up to 5 turns before or after it is possible.

Grace Period "10" cannot happen for 10 turns after you've had the plague but Variance still plays into this occurrence.

The rest I can't explain.

I would like to set this game up this weekend. Lanzelot if you could disable "Plagues" and give it another quick scan and email me the final .bic and post it too, I'll know we are ready then.

Note, my fresh install or for some other reason I received an error trying to start this scenario but I was unable to download the pedi file you updated because I was packing for our trip, I shall do this first when it return.

Question: does Jarovid have to launch this because he is player #1 or does Civ3 offer an "autosave" to send to player 1?
 
Ok, here is a version with Plague disabled. Hope the game is now "good enough" to play. We should be aware of the fact that it is now perfect, but it'll certainly be a hell of a game...

@Eclipse: just put yourself in the #1 spot when starting the game. I think everything else will cause unnecessary complications. (By clicking on the number icon behind your name in the game setup, you can change the nation you want to play.)

PS: so basically we need the scenario file from your dropbox, the latest biq file from here and the fixed PediaIcons.txt from post #224 in order to play the game, right?
 

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@Lanzelot yes these items will be consolidated to the Dropbox and the Pedicons file incorporated, I did open the .biq the first time in many years, I looked at "locked Alliances" and placed each of our 3 European Civs in their own Alliance box and left the remaining 5 in the open box, I doubt this will have much effect and it can be undone, I reframed from adding the Pirate factions to the European because it could limit gameplay in some way.

I also visited the "Flavor" tab and adjust the relationship numbers to imo better fit our game. Here is a few examples; France has 0% relationship with all but the Swashbucklers which is set to 50%. The Undead Pirates have 0% with everyone! Peglegs and Swashbucklers are 50% to everyone except the Undead 0%. But now I'm puzzled about Spain's relationship to everyone, Spain shall have the option to be friends with anyone he chooses but the Undead so would he be 100% or 50% with France and Britain? He shall be 50% with everyone else except the Undead.

I've played the France turn but I see now that we are for example Viceroy France of France? This of course has no effect on the game play but is less appealing than a custom name.
 
Another missing entry in Scenarios\Pirates! Yarr!\text\PediaIcons.txt, ANIMNAME_PRTO_FrenchMusketeer
 
Ok this game has started thank you for playing! It has been a very long time indeed. Please post here that you have sent the sav.

Note I did set this up to play both of my leaders and Lanzelots two then Jarovid then Dutch, Portugal, Undead but I believe it will follow the default turn order, I'd prefer the first but we are only 3 players and that historically is fast gameplay. Please play as soon as you can and take note of the time span each of us are on average available, no point rushing in the morning to play if the next player can't play his turn for 10 hours, we shall play relaxed and enjoy this game, if notice the next player hasn't played just resend the same turn.

Here are a few rules to get us started:
1. You never use exploits of the games mechanics. Example, if you give a worker an order to build a mine you must allow the worker the set turns to complete this task, you may not select this worker before this time and change his orders to build a road and get both built in less time, this may/may not be an actual exploit but you do understand what I mean.

2. You may not gift cities to another player human or AI for reasons of troop movements/warp to another area but is allowed to settle a dispute or create peace or ceasefire (extortion).

3. Officer/Captain type units must not be killed unless they go down in a ship! In this case please Report this loss. If Captured he may be ransomed or remain captive until captor is satisfied, if said officer/captain has done you great harm he maybe tried for War Crimes and with 2 of 3 votes can be put to death.

Please post any other rules you can think of
 
First turn received on Sunday, but couldn't play before.

Negotiations with the Netherlands over a few disputed Caribbean Islands did not come to a conclusion. Therefore England did not see any alternative to taking these matters into a firm hand. War is declared and control over the islands Aruba and Curacao is established by a quick British naval task force. No actual fighting took place.

GPS to Spain, T000, Jan.1656
 
BTW, Jarovid: I got an updated PediaIcons.txt from Eclipse, which fixed the French Musketeer error. Not sure, whether I was supposed to send this on with my save?! Just let us know, if you haven't got it yet.

One idea I had: in a PBEM a while ago we played with "open diplomacy", meaning instead of making diplomacy by mail, we had to do it in the game thread, so the other parties would also notice what was going on between you and their enemies, and so they could try to "counter-act" etc. ("Don't sign an alliance with these untrustworthy scoundrels - we offer you much better conditions!")
It was the best fun I ever had in a PBEM and also won the Story of the Year award over on Civforum.de...

The "real" fun basically started around page 26, when everyone had contact with everyone...: Pbem 233 - Ein Wiedersehen der alten Völker

How about we try it here as well? Should be perfect for this type of game, and would add a distinct flavor to our story...
 
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I agree to "open diplomacy" it will cause a player to be held accountable for what he says or at least more accountable.

Do we want a fresh thread for this?
 
I got the file from Eclipse and save from Lanzelot. I will play it later today. Open diplomacy is OK for me.
 
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