Post War Mod(s)

what does the units and cities files currently look like, :confused:
 
It looks like the standard ToT units.bmp file, only with MGE units and the Towelite Settler unit put at the end.

And as I said, units won't get any serious attention from my side before Beta 1 is finished. Beta 1 will only be about factions and techs. We have all faction profiles except Zeon's. We still miss the Specialist, Towelite and Zeonian tech trees.

I still haven't heard from Zeon. I'll wait for him until Sunday, and if he hasn't responded by then, I'll let anyone who wishes to take over his faction do it.

I'll apply the same limit to schwick and S290. We can't have this issue stopping progress. If everybody worked effciently (most do but a few don't) Beta 2 would probably be finished by now.
 
Gah... There's no way I'll be able to do a tech tree by Monday w/ my current schedule... You'll just have to start w/o me...

Sorry guys :(
 
I have some school projects that need doing. However, on second thought, if I can squeeze in some time...

Or I could do a very rough one right now, I just need to get my thoughts collected.
 
Well, I managed to throw something together.

Hopefully it isn't too much. I have a tendency to go overboard sometimes.

SpecTechTree.jpg
 
It's almost as long as the main tech tree! See? It wasn't so difficult. Good job!

The only question is if this sets the Specialists at a disadvantage when it comes to research. But the way I've understood it, researching stuff is what the Specialists do well.
 
Yeah, I'm real bad at overestimating my work load and underestimating my capabilities. Force of habit.

I'm also something of a procrastinator, but I get that from my family...
 
Good work! Seems like I need to set the foot down more often... There's only one problem with your tech tree, schwick. You can't have unique techs replace common techs like some of your techs do. So you have the choice of sticking to the common techs you want replaced or make the common techs you want replaced prerequisites for your unique techs. Civ2 has a few more limits than Civ3 you know.

I still haven't heard a word from Zeon, so the Zeonians are now up for grabs. I'd like the Zeonian faction profile to be up pretty soon (I'm not setting a harsh time limit on whoever wants to take over the Zeonians because that person won't have had all the time everybody else had), preferably before Friday.

We can do this, but that requires everybody to do their part!
 
The Person said:
I'd like the Zeonian faction profile to be up pretty soon
I made one quickly by gathering information from PW 2 and 3...

Faction name: Republic of Zeon

Leader:

Title of leader: Hegemon

Unique units:

Unique techs:
Advanced naval warfare > Advanced Submarine Technology

Space flight > Fuel recycling

Anti-tank weapons + Multifront warfare > Advanced Infantry Armour

Fuel recycling + Advanced space flight > Fusion engines

Computerised society > Genetic enhancement

City list (The names are actually space colonies, but there are no other names):
Rama
Zenith
Roath
 
We might be able to do this in a couple ways while maintaining the replacement techs.

1) Make Towelite preferences as low as possible(I think -1) for the techs that should not be on Towelite tech tree.
2) Give a NO Normal tech to Towelites, which obsoletes all units the Towelites normally could not have access too.
3) Include this info in the readme.txt
 
sir_schwick said:
2) Give a NO Normal tech to Towelites, which obsoletes all units the Towelites normally could not have access too.
Won't be needed if I remember how the rules work. Each unit has a set of seven numbers, each number used for each civilisation. If the number is on, the civ can use it, if the number is off, the civ cannot...
 
sir_schwick said:
I thought the 0000000 was for various flags such as 'mounted', '2x defense vs mounted', 'ignore terrain'. Maybe that has changed with ToT(we are using ToT, right?). That was a solution I saw used in a Vanilla Civ 2 vietnam .scn.
It is in the ToT rules...
; Advanced unit fields
; A) 'tribe color may build' mask: 0 - can't; 1 - can
 
There are more than one bit mask in the ToT rules.txt. Using "no, no" techs are for MGE and earlier. That way of making unique units and techs is obsolete in ToT. This is actually one of the main reasons we chose ToT in the first place. I'll start working.
 
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