Post War Mod(s)

and currently, what units, wonders, and improvements are dedicated to my empire in the PW scenario? Tell me, and i'll post an updated PlutoCon unit icon. ;)
 
I've finished Beta 1. Here is what it includes:
- All tech trees.
- Special Towelite Settler unit
- Special Lyconian Settler unit

Things to note:
- This scenario doesn't contain any new units. The units that are in the scenario are only placeholders. And we'll add a lot of new units later on.
- The city improvements come in a totally scrambled order as I haven't done anything with them yet.
- Some wonders might be obsolete before you can build them. I haven't done anything with them yet either.

I encourage everybody to download the scenario, test it and post your comments. It might be that I have overlooked something.

So now I want everybody to post their units with stats and graphics. (And of course when they're introduced/obsolete.)

Edit: Download removed. I've uploaded a more recent version further down on this page.
 
First of all, this isn't a mod, but a scenario (though it can be played as a mod).

Secondly, ToT scenarios work just like MGE scenarios: You put all files in the zip in their own folder (put all files in the same folder!). Then you launch ToT and browse to the scenario, and open it. You then play it, and post whatever comments you have. Don't forget to try all factions!
 
I looked at the advances, and I couldn't find "Pltn. Future Tech", which really was supposed to replace "The Plutonian Empire!!!"... :/

Looking at the list, however, Pltn. Future Tech could just replace monotheism. ;)
 
Thanks for pointing it out. Keeping track of eight tech trees means there must be something wrong somewhere. But something that really puzzles me is why it says "0 views" on the download when you clearly must have downloaded it.

But everybody, keep on testing! What do you think of my idea of having special Towelite and Lyconian settlers? (They'll both be replaced by Engineers, though. But that doesn't mean that can't be changed!)
 
Units for the PE:
PlutoCon (supersonic spaceborne chronojet)
ChronoBomb (self-explanatory :evil: )
Pltn Transport (sea transport for troops)
Pltn. Crossbow (giant mobile crossbows)
Chronoscepter Men (mainly defenders)
PlutoPlanes (wooden, mechanical planes)

Improvements for the PE:
none at this time

Wonders for the PE:
Pyramids, renamed "Plutonian Reproduction", to help simulate the rapid population growth ;) (assuming Pyramids count as a granary in every city in ToT, like in MGE)
 
fekkingobsoleteformats2eb.jpg


[pissed][pissed][pissed][pissed][pissed][pissed][pissed][pissed][pissed] <---this is only a tiny fraction of what i'm feeling right now.......

*seethes*
 

Attachments

I found a small glitch, it seems that the towlite and lyconian tech tree are mixed up (towlites have lyconian techs while lyconians have towlite techs.)
 
@god10002
I wouldn't call that a minor glitch. It's real big! The only thing minor with it, is the effort to correct it. (Luckily.) But thanks for reporting it! That's why I uploaded this file in the first place.

I've also taken the opportunity to add PE's units. There's only one thing you all need to know when it comes to ToT units: ALL TOT UNITS MUST FACE RIGHT! That's because ToT mirrors units when they move west. If a ToT unit faces left, it looks like it moves backwards when it moves. But don't worry PE, I've made all your units face right.

Edit: Removed download. Check further into the thread for updated versions.
 
Alrighty.

1. The zeonians replaced Perfection, therefore, zeon should be where perfection used to be, not on the Australia-shaped island.

2. Graphic Bug:
totgraphicbug5dv.jpg

(The blue box blinks instead of the unit?)

3 & 4. Better terrains I shall give you (i "made" this for my Belle Terre plutoemp scenario), & a revised city list for my empire:
 

Attachments

Also, TP, if you look in the rules.txt of the PW zip i uploaded in my complaint post, you'll see that I gave the PE the pyramids wonder and renamed it, and a few other things, including a slight editing of the advances.
 
@PE
1: It'll be fixed when the next batch of units is done.

2: I don't get that. Does anybody else get it?

3 & 4: I'll add it when the next batch of units is done.

Last post: It'll be fixed when the next batch of units is done.

The next batch of units will probably be my units if nobody else posts their untis before tomorrow.
 
alrighty. The Plutonian crossbow looks odd, as we all know. anyone got any crossbows or crossbow look-alikes?

thanks in advance :)
 
I changed the pyramids to be pluto-specific and renamed it to "Plutonian Skyscrapers", and made an icon for it. There are 2 versions.
plutoscraper1ae.gif
plutoscraper22dk.gif


EDIT: Also, i suggest that techs from conquest be forbidden, and during gameplay, I noticed that the franch somehow acquired Pltn. techs with a spy. is that normal?
 
PlutonianEmpire said:
EDIT: Also, i suggest that techs from conquest be forbidden, and during gameplay, I noticed that the franch somehow acquired Pltn. techs with a spy. is that normal?
that is normal, i was playing a scenario i made where sevrel civ's had unique techs, nomatter how hard i tried, every time the arabs captured a japanese city, they took a japanese specific tech and started cranking out samurai, forbid tech from conquest is the only work-around i know of,
 
*[pissed] off sigh*

I've run into yet another problem: because the chronoscepter really isn't a "laser" weapon (it's more of a projectile weapon, considering it fires a ball rather than a stream of chemical laser stuff), i gave it a 2nd prerequisite of Anti tank weapons, but for some reason, the game malfunctions and shuts down....

[pissed][pissed][pissed][pissed][pissed][pissed][pissed][pissed]:nuke:

Until the problem is somehow fixed, Chronoscepter will have prerequisites of Pltn. Industry and Mass production.
 
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