Playground Mod

Nice to see you guys progressing so well...and with a 2 man team...

this will go pubilc when complete right?...

can you post the most current coastal files please...I have several saved versions, Im not sure which one needs fixing...
 
Spacer One said:
Nice to see you guys progressing so well...and with a 2 man team...

this will go pubilc when complete right?...

can you post the most current coastal files please...I have several saved versions, Im not sure which one needs fixing...
When finished, we'll have to actually test it, then we release it.:)
 
of course...I understand the need to test (it took 4 people to get my small scenario nailed down)...

If you need any help in the test dept, Im willing to play a NON-functional version, and comment...
 
Spacer One said:
this will go pubilc when complete right?...

can you post the most current coastal files please...I have several saved versions, Im not sure which one needs fixing...

Yes, I will PM the files to you, Omega, and Weasel Op.

BTW, 4 minutes.
 
sure it is, its just time consuming...all you have to do is click, and wait...I just hate waiting

{edit} (no point in a new post) 67% and counting...11 mins left...
{edit} 80%...7 mins...
{edit) 94% 2 mins
 
ok, the first thing I notice, is that its in Debug mode...not an issue for a test...

Im playing as the staff...I have to fortify like 20 walls at the start...and there is a "SJ Forest" city that on the first turn, tells my "troops" to move...if you "move automatically" it moves the wall...

Also, building a "teacher" takes like 100 turns...maybe a few preplaced units?...
 
Yeah... I figured that that's a problem. Don't know how else to fix it though. Maybe just give the gates to the Barbarians, or make the terrain around it unsettleable.
 
the staff gets no settler?...I dont think they have a chance...are they just in for flavor?

{edit} ok, once they get units, they are fine...I took out the Char cities with not even a loss of one point of life...2 cities...I dont know what was defending them...I forgot to check...
 
Well, the Teachers won't be playable in teh final version, so you won't have to worry about fortifying 20 gates.;)

Oh, Blue, I found, and changed some bugs in teh units stats stuff:
-Increased teh cost of the 3rd and 4rth Grade units (They costed too little compared to the units in teh next age), and increased the cost of BU units (They're stats to cost ratio was way off)
-Decreased Girl, FA, UF, and Rebs unit costs (Way too expensive....)
-Increased Senso Warriors attack and cost (Otherwise it was just a useless unit.)
-Fixed the battle droid bug
-Gave BU and GWC normal battleships, but they upgrade to the Boy Battleships (Doesn't make sense for everyone else to have ships an age before them)
 
The Omega said:
In the final version, teh staff will have preplaced cities and units in teh school, and be unplayable.

Maybe playable in the actual mod, but not in the scenario.
 
Also, with no available tech tree, do the teachers ever get any better units?

should I play a different Civ?...the teachers dont seem to be made to play(and sure enough they are unplayable)

{edit} playing as Galaxy Wars Club...Learned Lunch Boxes, and Text books...when I learned Trading the game crashed to the desktop...
 
Spacer One said:
Also, with no available tech tree, do the teachers ever get any better units?

should I play a different Civ?...the teachers dont seem to be made to play(and sure enough they are unplayable)
Yeah, the teachers are supposed to be unplayable. They're just there as a computer civ.
 
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