Post War Mod(s)

Look over the techs, you might have missed a comma or capital letter or something, i do that all the time, anyways, i found a ww1 plane that looks like the monoplane in the beta units file, made by fairline :p
 

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Thanks, although i'm looking for a swept wing design, like on a modern day commercial jet (such as a 727, a320, etc).

Also, i suggest that all players start with their cities already founded, that way, we can assign certain wonders, and so the Plutonian AI won't just sit there on the tundra tile for an eternity.

EDIT: and finally, before i go, here are my latest changes to the PW mod. http://www.civfanatics.net/uploads9/PostWars.zip

I slightly increased the food production of the tundra tile, gave the PE the king richard's crusade and renamed it "plutonian ability" (named that way due to lack of creative ability), added labels.txt, and events file giving the PE 10 gold per turn to try to help the AI get off the island (although it doesn't do much to alleviate that problem, unfortunately), and a perhaps a few other changes.

And before i go, who was the first to use an explosive weapon of mass destruction (such as the chronobomb) in the PW?
 
@PE
Could you please stop uploading your own versions of the scenario? It's not that I want all the credit for it, it's just that that it might be that you make some changes which means I have to rework a lot of stuff. It's also easier for me to implement your changes if I implement them myself. If I just copy and paste it, there might be conflicts with other things.

I'm also working alot on the files myself, only increasing the change of something being screwed up when I merge your files with mine.

If you want any changes, say what they are in your posts, don't upload a file with your changes. As i said, my and your files might be incompatible.

And don't stress so much about wonders and improvements. Let's finish the units first. It's much easier to implement one thing at a time instead of all at once.

Not to mention that I have more experience with the ToT files, so I have a better idea of how things work.
 
I'm all for getting the units done before worrying about the wonders. Although I do agree with PE about getting the AI for the plutonians fixed.
 
Before I post a list of units, may I request to know how many slots are available? I promise I won't fill them all ;)
 
There are 80 units slots, out of which 20 are already used for the common units, and 7 are used by PE. I plan to use about 4-6 units for the FraFed. There will be about 20-30 common units. The Lyconian and Towelite settler units also take up two slots.

So in other words, there are up to 35 unit slots left. Damn. Seems like we'll have the same problem with units as we had with techs. Only now it's even worse.

(There are really 81 unit slots, but 1 slot is taken by the Barb Leader.)
 
Oh crap! I just realized something while looking at the tech trees to make my units list!

W/ TP cutting two of the main tree techs ("Automatic Weapons" and "Computerized Society" specifically), some of my techs no longer have the appropriate prerequisites (again, specifically "Supergatling Turrets," "Nanaotechnology," and "Pre-Cybernetic Enhancement").

I didn't catch this earlier because I don't have ToT and thus was unable to view the scenario in-game. Sorry for any inconvenience.
 
No prob, I just changed the prerequisites to "Repeating Rifles" and "Artificial Intelligence" instead. I've actually had to change a lot of prerequisites because people forgot what techs were cut. The only techs I had problems with were PE's techs, as they are based on the original Civ2 tech tree.
 
I can post the main tech tree, but no unit list yet, as I have only added the graphics yet. I'm not sure how often I can update stuff here, as my exam period is beginning as well (as you all know, May is the Worldwide Standard Exam Period).

I haven't built the pic from scratch, I've only crossed out the tech I've cut and put new links between the techs. But please don't redo your tech trees now. It makes it much harder for me. Concentrate on your units instead.
 

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For the units, here is what I want:

Unit graphic
ADM
Prerequisite tech
Which tech makes it obsolete (if applicable)
Description (not necessary, but adds depth to the scenario)

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I've also come up with the different traits for the factions:

FraFed: Very weak units in the early and middle game, extremely strong units in the late game.

Specialists: Good navy, average and balanced land units.

PluEmp: Weak normal units, strong WMDs.

Towelites: Below average units in early/middle game, extremely strong units in the late game. Also have early access to the underground.

Lyconians: Units have very strong attack and very weak defense throughout the whole game. All units have "invisible until attack" and "all squares as road" flags. They are also immune to bribing.

Katz: Average units with balanced stats. One uber-unit, the K.A.T. (Kill And Terminate; the closest you get to GDRs in this scenario).

Zeonians: Stronger units in early and middle game, average units in late game. Balanced stats.

Feel free to post any comments to my view on the faction characteristics. I don't want to force you to into accepting things you don't like.
 
Well, nuking a city and then waltzing in with a paratrooper is a pretty good tactic. Don't forget that you also have access to the common units.

And if you want to change your units, please go ahead, it seems like you agreed to my view on how the factions should be balanced. But please don't post a rules.txt file. I like to add any changes by hand. It's easier for me to keep track of things that way. Attach the unit graphics and their stats/flags instead.
 
I've done some work on the common units. All units with changed graphics also have the correct stats, and PE's units are added.

Edit: I've also compiled all the graphics uploaded in this thread into one zip, making it easier to check out what has been done. Download.
 

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Have you thought of having the A-Team as Barbs I know drug did a Mr T Unit who could be used as the Barb leader.
 
The Person said:
Well, nuking a city and then waltzing in with a paratrooper is a pretty good tactic. Don't forget that you also have access to the common units.

And if you want to change your units, please go ahead, it seems like you agreed to my view on how the factions should be balanced. But please don't post a rules.txt file. I like to add any changes by hand. It's easier for me to keep track of things that way. Attach the unit graphics and their stats/flags instead.
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.... ;)
 
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