North America

Originally posted by sprnv8
Let me know when you are finished so I can try.:cool:

Sure thing, but it may be a little while yet as I'm finishing up an revised and expanded version of my Alien Earth scenario. Thanks again.
 
I downloaded the new version, but when I tried to unzip it I got a message saying it appeared to be an invalid archive. Any idea what that means? I haven't had any problems unzipping any other files I downloaded from Civfanatics. I'm looking forward to giving the new version a try.
 
I don't know what that problem is, but when I downloaded one it was an empty file.:confused:
Have an idea what that is???
So I put a link so you can download the Scenario.:) ;)
Just tested it and all the files are there.
Sorry for the inconvence.
 
I played for a couple of hours tonight, and I like the changes you made. Adding more civs to the scenario makes it more challenging and more interesting, and there's still plenty of empty space in between them to explore. Here are a couple of suggestions just from what I got from what little I played tonight:

1) I noticed the computer builds lots of Explorers. This is understandable considering the size of the map. But after a while the Explorers start to go around in circles, and it gets a little boring watching the computer do this. One possible solution is to increase the cost of Explorers from 2 to around 3 or 4. Another solution is to give the Explorers a low attack and defense value (say 1/1--btw, they come with an attack animation and sound, it just isn't used in the standard game), so that they can be killed off, though then it wont be possible to cature them. A third possibility is a combination of both, give them A1, D1 and increase the cost to 3. Of course, you may not want to change Explorers at all, it's just a suggestion.

2) I also noticed that the new civs are using the UU's from their standard counterparts. For example, the Reavers (replacing the Zulus) still have the Impi as their UU. This just seems to be a little out of place in a post-apocalyptic scenario. You might want to consider tweaking these UU's to make them a little more appropriate for the new civs. Either change their names or change their stats, or both.

In case you aren't familiar with it, you can easily rename units by having a folder and .ini file with the appropriate name. In the .ini, reference the folder of the unit you are copying, i.e. ..\Impi\ImpiAttack.flc for each line in the .ini file. This doesn't require much memory, so won't significantly increase the size of the download.

I'll play the scenario more later this week and if I notice anything else I'll be sure to post it here.
 
Will do man, have to make some changes.
Thanks for the heads up.
I haven't had a chance to play it for I ma working on another Scenario.
the maps is that of Earth 320 billion years ago, and some new units. (to my Scenario)
Thanks again for the heads up.:cooool: :smoke:
 
I played it for a little while and one small problem that I found is that the Computer & I guessing your (player 1) governor wants to build Explorers, I raised up the cost and I don't think it did any good. :cry:
Any solutions too this very small but annoying problem?
 
Have you tried giving the Explorers combat values, say Attack 1, Defense 1 (or maybe a little higher). This won't stop the computer from building lots of Explorers, but at least they could be eliminated in combat.

A more extreme solution would be to have Explorers require some resource to build, maybe horses or iron or even both. Of course, anyone who had the required resources would then build lots and lots of Explorers, but at least there would be fewer over all civs building them.

I haven't had a chance to try version 1.4 yet, but will probably play it tomorrow after work.
 
Yes I have the Explorer in My Scenario has a Shield cost of 6, Attack of 2, and Defence of 2.

Maybe I could take out the Explorer all together,
How does that sound?
And you could use the other units to explore.


Any other problems with the Scenario?
 
I don't know about taking the Explorer out all together. This just might make the AI build even more units to explore with. I'm still playing it, I'll post some comments later this weekend.

Edit: I was till playing around with v 1.3, but when I tried to download 1.4, I got an error message saying it couldn't connect to the file server. Is it just the upload file server that's messed up?
 
I don't know. I got the same Error when I tried to test download after reading your post. I have very little experience with program problems unless they are basicly common sense.

I did ask Thunderfall for help maybe he can shead some light on this problem!!:D :D
 
Originally posted by sprnv8
I don't know. I got the same Error when I tried to test download after reading your post. I have very little experience with program problems unless they are basicly common sense.

I did ask Thunderfall for help maybe he can shead some light on this problem!!:D :D
You need to make sure the download link is correct.

I noticed two typos:

The link was
Code:
http//www.civfanatic.net/uploads2/North_America_v1.4.zip
First, you forgot the semicolon : after http. Second, it should be civfanatics.net, not civfanatic.net.

The best way to avoid these mistakes is after you uploaded the file to the server, look for your file in the upload folder and right click on it to copy the link. Then you just paste that link to your post...
 
Okay, here are a few comments from playing version 1.4. One of these issues (#6 below) was probably in version 1.3 as well, I just didn't look at the .bic file for that version so I didn't notice it before:

1) I like that you added Giant Spiders for the barbarian unit, very appropriate for the setting. Nice touch. I noticed you gave them Stealth. The Stealth ability only works for aircraft. I believe what you were probably thinking of is Invisibility, which does work with land units. Also, giving them Blitz, Radar and All Terrain Roads is a bit too overpowering. Maybe they should have Blitz and Invisibility or Blitz and All Terrain as Roads, but probably not all four abilities. Also, at first I thought the stats of 20/20/3 were too high, then I remembered you used Modern Armor before and there didn't seem to be too many problems with that, so the stats should be fine.

2) I also like the addition of Giant Squids for for the barbarian sea unit. You've given them the transport ability. Unfortunately, the barbarian AI, from what I've seen, doesn't know how to use sea transport (at least, I've never seen the barbarian transport units by sea).

3) The cost of Future Tech was reduced to 150, normally I think it's 400. Was there any reason for doing this? I think this should probably be left at 400, as I was able to reach Future Tech 10 in no time flat.

4) Perhaps the civs should start with Monarchy instead of Communism. They've got 10,000 starting gold, but can't use it to rush build under Communism. If you wan't to keep Communism, maybe you could reduce the starting gold to something like 500 or 1,000. This isn't really very critical, but all that money is useless with the Communist form of government, especially at the beginning of the game.

5) I saw in the read me that you've given the Laser Satellite the Infinite Bombardment ability. However, I think this only works with nuclear weapons (i.e. ICBM). Have you tried the laser satellite it in your scenario yet, and does it work with Infinite Bombardment?

6) This one is the most important, and I'm surprised I didn't run into this in version 1.3: the new units you've added have unique civilopedia entries (example: PRTO_Giant_Spider). If you're going to do this, then you should also provide the units_32.pcx, PediaIcons.txt and Civilopedia.txt files you are using, along with the appropriate unitslarge.pcx and unitssmall.pcx pictures. Otherwise, the game may crash, especially if you click on the science advisor or the civilopedia, and may cause the game to crash in the city screen.

Note, however, that adding all of this material will significantly increase the download size of your scenario. Also, until PTW is released (with the new mod manager), players would have to manually swap files to play your scenario. This isn't too hard to do, but it may turn people off to your scenario because they'll perceive it's too much trouble to install.

What I like to do when I add new units is to use the civilopedia entries for similar units. For example, for the Laser Tank, I would just use the Modern Armor entry (PRTO_Modern_Armor). It isn't perfect, but it's close enough, it decreases the size of the download and makes things easy for other users. True, if players click on the civilopedia entry for the Laser Tank they'll get the description of the Modern Armor, but IMHO it's a minor consideration. Besides, I rarely read the civilopedia entries for units anyways, but then that's just my playing style.

I've already gone ahead and done this in version 1.4 so I can continue to play it without having to worry about any unexpected crashes, though I haven't changed anything else. If you like, I can PM you a copy of the modified .bic for your review.

All in all I like how things are shaping up. I do miss not being able to get Modern Armor from goody huts, though. :) You have an advanced barbarian slot that you aren't using. You may want to consider assigning Modern Armor, or some other unit, to that slot--you've got it, why not use it.

If I come up with more feedback or suggestions, I'll be sure to post them.
 
Okay, I played a couple hours more and came up with a few more suggestions:

1) It would be nice to have an intermediate defensive unit between the Explorer and Infantry. How about adding Rifleman back in, but have it require Saltpeter or something like that.

2) I got hemmed-in in the north western part of the map with no oil, so I couldn't build any transports to ship settlers out with. I was thinking it would be nice to have a zero-resource sea transport unit. Maybe add the Galleon back in.

3) I noticed the barbarians didn't seem to be making any Giant Spiders, or maybe they just never attacked me.

4) Maybe give the helicopters All Terrain as Roads ability, to reflect that they fly over the terrain, and thus are not impeded by woods, jungles, hills or mountains.

All in all, its a good scenario for empire builders. Hope this helps. :)
 
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