Post War Mod(s)

The Person said:
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.
Including the ones already there I have about six...
The Person said:
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?
Strange tech to give me... I found some city graphics that could be used if I can't find some forest cities...
The Person said:
I hope we can be finished with Beta 2 around the end of May
My exams start at the end of May...
 
I found something else, Towelies start with wolf city graphics, Katz start with Zeonian city graphics, and start on the wrong island (they should be on the large island to the west of them)...
 
Chukchi Husky said:
Including the ones already there I have about six...
That means that you'll have about four more, which fits well.


Strange tech to give me...
I know, I even commented on it in the rules.txt file. I'll rename it if you wish. You see, the Industrialization tech slot changes the city graphics of all factions who have it, it doesn't matter what you call it.


My exams start at the end of May...
Take that as an incentive to get your units finished before then. Also notice that i phrased it "I hope".


I found something else, Towelies start with wolf city graphics, Katz start with Zeonian city graphics, and start on the wrong island (they should be on the large island to the west of them)...
I have found out what caused the factions to have the wrong city graphics... They had a tech or two which they shouldn't have. But I don't understand why you didn't say anything on the start location of the Zeonians. We had a discussion about the map, and I posted a preview of the map with start locations. But it's easy to change.
 
First about the units, make sure the wolves cannot build regular infantry (it wouldn't make sense if they have human units)...

Here are the unit graphics to use:

wolfunits4lj.gif

1: Wolf Settler
2: Scout Wolf, all round unit
3: Hunter Wolf, primary attack unit
4; Scent Marking Wolf, primary defence unit
5: Lone Wolf, replaces partisan
6: VTOL Aircraft, replaces fighter and helicopter, moves like helicopter,

I can't think of any stats at the moment, but they should move faster than normal units, alpine (except for VTOL), have immunity to bribes, invisible (except for VTOL) and cannot be disbanded (except for VTOL)...

Also, if no forest cities can be found, I think that the elf tree city graphics could be used...
 
I'll see if I can come up wit some stats. Don't forget that I said that Wolf units have very high attack ratings and very low defense ratings (a wolf is much stronger than a native, and they can sneak onto a native easily. But the wolves have problems when a native with a machine gun spots them at a reasonable distance).

I'm currently working on adding the underground map, so I need some underground graphics.
 
Could you use some of the underground graphics used in the fantasy graphics for Test of Time? I know some of it won't fit, but some of it could be useful...

I forgot to say what techs allow what units...

Hunter Wolf comes with Imp. Hunting Skills, and VTOL comes with Vectored Thrust...

I should also say, in every game I played, the Franch are destroyed by the Towelies by 2800 BC...
 
Chukchi Husky said:
Could you use some of the underground graphics used in the fantasy graphics for Test of Time? I know some of it won't fit, but some of it could be useful...

I forgot to say what techs allow what units...

Hunter Wolf comes with Imp. Hunting Skills, and VTOL comes with Vectored Thrust...

I should also say, in every game I played, the Franch are destroyed by the Towelies by 2800 BC...
I use some SciFi graphics (I don't like the Fantasy Underworld graphics, I don't think they fit, we want cavernous terrain).

I guessed that the VTOL comes with Vectored Thrust by myself, but I didn't think much about the other units.

No wonder the Franch get destroyed... Their best defensive unit has 1 defense for a loooong time. (I told you that the Franch are weak in the beginning.)
 
The Person said:
I guessed that the VTOL comes with Vectored Thrust by myself, but I didn't think much about the other units.
I could start the game with all the wolf units, but would that be overpowering?
 
The Person said:
I use some SciFi graphics (I don't like the Fantasy Underworld graphics, I don't think they fit, we want cavernous terrain).
Which SciFi graphics fit with 'underground'?
No wonder the Franch get destroyed... Their best defensive unit has 1 defense for a loooong time. (I told you that the Franch are weak in the beginning.)
At least give yoruself a 2 defense unit early on, otherwise the AI won't stand a chance playing as you. How can we expect someone to conquer the world if they were beaten by Towels?
 
Chukchi Husky said:
I could start the game with all the wolf units, but would that be overpowering?
I'm not sure, but it makes sense that the Hunter Wolf comes with Imp. Hunting Skills and that the VTOL comes with Vectored Thrust.


Yuri2356 said:
Which SciFi graphics fit with 'underground'?
None of the graphics are perfect, but the graphics in terrain5 and terrain6 fit the best. Wait until Pre 2 is done and see if you agree.


At least give yoruself a 2 defense unit early on, otherwise the AI won't stand a chance playing as you. How can we expect someone to conquer the world if they were beaten by Towels?
Seems like a good idea. I'll swap the Militia's attack and defense values (2/1 -> 1/2). But they'll still have trouble when the more powerful units enter the scene.

I did things this way because that's how things were in PW2. The Franch were pacifists, and the only thing that kept them alive was the other factions' kindness.
 
OK, here's Beta2 Pre2. I've done some basic checking and all city styles work. The Plutonians also start two places to give them a chance. I still haven't figured out how to place the Zeonians the right place, though.

I've also added the underground map. If you want to check it out, play as the Towelites, as their settler unit has the ability to move between maps, and build teleporters between them. To move a unit to another map, press 'n' when its health bar has a green border. (You can also do it the easy way, and use the cheat menu. ;))

I had to split the scen into two files, as the Easy Upload feature only allows files of max 500 kb (I use the Easy Upload because with it it's easier to remove old versions completely from the server.). Unzip both files into the same directory, nothing will be overwritten (if you don't unzip it into the same directory as you put an earlier version). Again, post all your comments. That's why I'm doing these prereleases.

[download removed; more recent version added later in the thread]
 
Sometimes when i get a 'mercenary unit' from a hut i get an airplane, unfourntunetly it's too far away from a city so it crashes :( can you fix that?
 
Alrighty, I made a few changes to 2 units:
Chronoscepter Men's abilities were changed. they now are: can make amphibious landings, ignores city walls, can paradrop, and free support in fundy governments.

I also removed the "s" from "PlutoPlanes".

Plus, I did notice that under UNITS_ADVANCED, the "1"'s for the PE units under the "a" column is in the wrong spot. they need to be moved one slot over to the left for the PE to build the units.

And it would be nice to have the chronobomb occupy the Nuclear Msl.'s slot. That way, i will get the "destroy them before they destroy us" message during diplomatic communications.

Also, i made some changes to the Tech tree (for the PE):

Plutonianism leads to Plutonian Techs.
Plutonian techs lead to Pltn. Ice Working; Plutonian Flight (with flight); and Pltn. Invention (with Pltn. Ice Working).
Plutonian Flight leads to Adv. Plutonian Flight (with Pltn. Rocketry).
Pltn. Invention leads to Pltn. Industry and to Chronoscepter (with Anti-Tank Weapons)
Chronoscepter leads to the same techs as before, pizza shields and Pltn. Rocketry.
And Pltn. Rocketry leads to Adv. Pltn. Flight (with Plutonian Flight).

Right now, I'm thinking of making a PE city graphic.

Finally, under @GOVERNMENTS, fundamentalism should be changed to plutonianism, with President as title for both genders.

EDIT: And I changed the city list for the PE...
(hey, it was either post it as an upload, or fill the screen with the PE's long list of city names. ;) )

EDIT2: and now the city graphic :D (in RL, of course, the skyscrapers of ice would be white, but they're cyan for the purpose of the scenario)
 

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your barbarian problem sounds pretty serious. Have you guys looked up how to give techs at the beginning or prune them techs off the tree to limit barbarians to a few land units?

and one more thing I've been wanting to ask....

Where did you guys come from? I saw a fat thread materailize suddenly one day out of nowhere? (asked in a friendly inquisitive way) Or did you just change your handles to match your race in this project? (well other than Yuri)
 
kobayashi said:
your barbarian problem sounds pretty serious. Have you guys looked up how to give techs at the beginning or prune them techs off the tree to limit barbarians to a few land units?

and one more thing I've been wanting to ask....

Where did you guys come from? I saw a fat thread materailize suddenly one day out of nowhere? (asked in a friendly inquisitive way) Or did you just change your handles to match your race in this project? (well other than Yuri)
It all began last August, when I first joined the forum. With nothing more than my Chieftan title and my cruise-missle avatar, I wandered into the Civ2 Discussion forum, and descided to join into the the "1000 ways to know you play Civ2 too much" thread. It was there that I encountered PE, and the first great post war began. Wave after wave of Spam, describing massive battles and carefully planned sabotage, lead to a chain of crushing victories for the deadly Soviet forces of the Plutonian Empire. After six waves of total war, the mods had to inervene, and so the thread was split into the Story-based thread that exists today. This early time is now known as the 'pre-wars'.

Since then we've gone through eight full 'episodes', one each month and have spread from their humble beginings to something so horribly complicated, it needs its own forum.
 
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