Post War Mod(s)

I noticed a mistake in the tech tree... Imp. Hunting Skills should come with Nature Worship and Complex Wolf Lang., not Wolf Behaviour...

My cities should look like forests...
 
OK, I'll respond in the order it was posted.

Chukchi_Husky said:
You called the wolves "Lyconians" again...

But then again, whenever I say it, everyone ignores it...
It's easy to change, so I'll do it.

PlutonianEmpire said:
Kinda, but not totally. Correct me if I'm wrong, but if I remember correctly, I wiped out a perfectionist city in one or two massive waves of attacks. Plus, everyone else is just as strong, if i remember correctly. but, i didn't really turn "uber" until i got the plutocon.... ;)
Was that in or before PW2? And if you overrun the cities in a massive attack, it could also mean that you needed to do it in a massive attack, since your units were too weak.

We can't have an uber faction, as that would unbalance the game. If you have both good WMDs and good normal units, your faction will surely be too powerful.

Chukchi Husky said:
I noticed a mistake in the tech tree... Imp. Hunting Skills should come with Nature Worship and Complex Wolf Lang., not Wolf Behaviour...

My cities should look like forests...
I'll fix the tech tree issue.

And if you can draw some cities (look at one of the cities.bmp files which came with ToT), I'll add them. I don't think there are any pure tree cities around. We could just ask somebody else to draw them as well.
 
The Person said:
Was that in or before PW2? And if you overrun the cities in a massive attack, it could also mean that you needed to do it in a massive attack, since your units were too weak.

We can't have an uber faction, as that would unbalance the game. If you have both good WMDs and good normal units, your faction will surely be too powerful.
It's my job to be too powerful :evil: :joke:

Really though, yes, I"m inclined to agree with you.

although that means i won't be able to play it, since i don't know how to actually launch massive attacks in civ in real life. ;) Thank god for the autopilot :D

Due to conflicts of interest (my manipulative desires for power and control over all else), i'd like to have someone suggest better numbers for my units and not have to do it all by myself. :) Here are the units as they are now:

PlutoCon, nil, 1, 26.,1, 17a,8d, 3h,53f, 8,0, 3, Rec, 000110001010001
ChronoBomb, nil, 1, 26.,1, 127a,3d, 1h,127f, 17,0, 0, Rob, 001000100010000
Pltn Transport,nil, 2, 8.,0, 3a,3d, 3h,2f, 4,5, 4, Plu, 000000000000000
Pltn. Crossbow,nil, 0, 1.,0, 6a,1d, 2h,1f, 4,0, 0, Phy, 000000000000000
Chronoscepter Men,nil, 0, 2.,0, 26a,8d, 5h,35f, 6,0, 1, Ref, 000000100000000
PlutoPlanes, Rec, 1, 8.,1, 5a,3d, 1h,3f, 5,0, 3, Plu, 000000000000000
Pltn. Carrier,nil, 2, 4.,0, 4a,3d, 3h,3f, 4,0, 4, Plu, 010000010010001

Thank you in advance.
 
nononononono, not that. I meant was that i was looking for any suggestions as to what changes could be made to my units to better reflect the actual post wars.
 
OK, now I understood you. I have put my suggested changes in bold. It would be better if you didn't post your unit stats in rules.txt format, as I don't know how many else understand it (even I need to check the commentation for a few things). (Yes, I do it myself here, I'm a big hypocrite.)


PlutoCon, nil, 1, 26.,1, 17a,8d, 3h,53f, 8,0, 3, Rec, 000110001010001
PlutoCon, nil, 1, 26.,1, 10a,4d, 3h,5f, 9, 3, Rec, 000110001010001


ChronoBomb, nil, 1, 26.,1, 127a,3d, 1h,127f, 17,0, 0, Rob, 001000100010000
No changes necessary. But I don't understand why it needs 127 firepower, as it will work as a normal Nuke anyway.


Pltn Transport,nil, 2, 8.,0, 3a,3d, 3h,2f, 4,5, 4, Plu, 000000000000000
Pltn Transport, RR, 2, 5.,0, 0a,3d, 1h,2f, 4,5, Plu, 000000000000000

You get a better transport with Global Transporting, and I don't think a transport with an attack capacity makes much sense. If you want it to have attack capabilities, I suggest that its price tag increases as well.


Pltn. Crossbow,nil, 0, 1.,0, 6a,1d, 2h,1f, 4,0, 0, Phy, 000000000000000
This acceptable. But I wonder if its attack value should be decreased from 6 to 5. It isn't absolutely necessary, so I won't do it if you don't agree.


Chronoscepter Men,nil, 0, 2.,0, 26a,8d, 5h,35f, 6,0, 1, Ref, 000000000000000
Chronoscepter Men, nil, 0, 2.,0, 12a,8d, 2h,3f, 9,0, 1, Ref, 000000100000000


PlutoPlanes, Rec, 1, 8.,1, 5a,3d, 1h,3f, 5,0, 3, Plu, 000000000000000
This one is acceptable as well.


Pltn. Carrier,nil, 2, 4.,0, 4a,3d, 3h,3f, 4,0, 4, Plu, 010000010010001
This one is also acceptable.


But I think you should look at the tech tree and see if your units come with the right techs. I'd also like to ask if any of your units should replace any common units.

I've added the Franch unique units, and have a prerelease of Beta 1 ready. I only need PE's input on my changes before I upload it.
 
The Person said:
PlutoCon, nil, 1, 26.,1, 10a,4d, 3h,5f, 9, 3, Rec, 000110001010001
Made the changes.
No changes necessary. But I don't understand why it needs 127 firepower, as it will work as a normal Nuke anyway.
Its for a psychological affect. makes it look more scarier ;)
Pltn Transport, RR, 2, 5.,0, 0a,3d, 1h,2f, 4,5, Plu, 000000000000000

You get a better transport with Global Transporting, and I don't think a transport with an attack capacity makes much sense. If you want it to have attack capabilities, I suggest that its price tag increases as well.
I increased the price tag by 10 to 14 and reduced the attack from 3 to 2. It attacks because all our ships came equiped with our giant crossbows.
This acceptable. But I wonder if its attack value should be decreased from 6 to 5. It isn't absolutely necessary, so I won't do it if you don't agree.
I agree with the reduction of attack value. makes the game more interesting for the challenge-starved player, although i'm thinking of having it attack at 4, and have firepower raised to 2, considering it's a giant crossbow.
Chronoscepter Men, nil, 0, 2.,0, 12a,8d, 2h,3f, 9,0, 1, Ref, 000000100000000
Made the changes.
But I think you should look at the tech tree and see if your units come with the right techs.
They appear to do come with the right techs.
I'd also like to ask if any of your units should replace any common units.
Not at this time.

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EDIT: Also, looking at the map, the flooding, IMO, is waaaay too far inland. Here's a screenshot. the red line is the original coast, the yellow line is what I suggest to be a more realistic post-impact post-warming coastline (for the wolves' land, anyway). The green dot on the australia shaped continent is the indication that i agree with the earlier suggestion the PE have two cities, to counter the AI's stupidity, and the dot's location is where Cancer Centauri is. And to be fair, everyone else should start with 2 cities as well (depending on what actually happend in the post wars).

 
PlutonianEmpire said:
Its for a psychological affect. makes it look more scarier ;)
Well, you have the advantage of Uber WMDs, so I see no reason to change it. :)

I increased the price tag by 10 to 14 and reduced the attack from 3 to 2. It attacks because all our ships came equiped with our giant crossbows.
Nice to know.

I agree with the reduction of attack value. makes the game more interesting for the challenge-starved player, although i'm thinking of having it attack at 4, and have firepower raised to 2, considering it's a giant crossbow.
Okie-dokie.

The green dot on the australia shaped continent is the indication that i agree with the earlier suggestion the PE have two cities, to counter the AI's stupidity, and the dot's location is where Cancer Centauri is. And to be fair, everyone else should start with 2 cities as well (depending on what actually happend in the post wars).
Let me get things clear. The releases I do now are only for testing purposes, they do only reflect the starting locations of the players. Cities will be added in Beta 3.

But you're right, the Plutonians should start two places. They'll fall too much behind there on that tiny little island...

Edit: Do you really need to post your whole screen when reporting something? It's enough to post just the area where the problem lies.
 
I changed it to a thumbnail :)

The Person said:
Let me get things clear. The releases I do now are only for testing purposes, they do only reflect the starting locations of the players. Cities will be added in Beta 3.
lol. sorry. I just have too much time on my hands :D
 
To those who haven't added their units yet: Please don't use a month for it, like you did with the faction profile and the tech tree.

A few guidelines for adding units:
- Play a prerelease.
- Check if you miss any units.
- Try to add the units you miss as your own unique units.
- Add the rest of the units you want.
- Don't forget that there are only 23 unit slots left.

Here is Beta 2, Prelease 1:
 

Attachments

Chukchi Husky said:
How many units can I have?

Also, why do I have Franch city graphics?
You already have two (if I didn't mess up). I said there are 23 unit slots left. Divided by 5 you get 4-5 units per faction. The Katz will only have 1, giving more space to everybody else. But I think I'll set the upper limit at 6. But that's not a reason to have so many!

You have the Franch city graphics because I forgot to give the Wolves Industrialization. Do you now understand why I want everybody to test the scenario?

@schwick
I hope we can be finished with Beta 2 around the end of May, so take your time. As I said, school receives first priority. (I have a feeling exams are much harder in America...)
 
The biggie is chemistry. Apparently for college chemistry, everone in the nation takes the same final for 201 and 202. Something about accredidation, sounds like accedi-bull-shiate to me. The big thing is I never took 201 b/c of AP credits, so now I have to re-learn all that for my 202 exam.

PS: I hate organic chemistry. cis-2,2-dimethyl-4-octene can Faraday itself.
 
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