SGOTM 05 - Mac Team

umm can someone who knows how tell me how i can make a save with me on team 18 i can't figure ou where to change it not in the xml? right
 
Gyathaar gave details in the pre-game discussion thread. As I understand it you create the scenario you want as a WorldBuilder file, then edit the WB file (it's just a text file) and change Player number 0 (the first BeginPlayer block in the file) from team 0 to team 18.

Here's how this block looks in the actual WB file for this game (possible spoiler data hidden):

Code:
BeginPlayer
	Team=18
	LeaderType=LEADER_GENGHIS_KHAN
	LeaderName=Temujin
	CivDesc=Mongolian Empire
	CivShortDesc=Mongolia
	CivAdjective=Mongolian
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_Horse.dds
	WhiteFlag=0
	CivType=CIVILIZATION_MONGOL
	Color=PLAYERCOLOR_BROWN
	ArtStyle=ARTSTYLE_ASIAN
	PlayableCiv=1
	MinorNationStatus=0
	StartingGold=0
	StartingX=??, StartingY=??
	StateReligion=
	StartingEra=ERA_ANCIENT
	CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
	CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
	CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
	CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
	CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
	Handicap=HANDICAP_MONARCH
EndPlayer

Then you open this scenario using the Civ4 menu option: "Play A Scenario".
 
i must have missed where was said where to change it
but thanks again!
 
every time i start a game in the mod we win by diplomatic vic in the first turn
what might i be doing wrong
 
You have to disable diplo victory in Mac games with this mod, as I have in your start save. However, I think you've found a flaw in the software - I have left a bit of test code in place.

You may need to get a new version of the mod shortly, and a new copy of the start file. Apologies!
 
I will play around with the mod when I get a chance, hopefully later today. If it seems to work, I will post another test map for use with the mod.

I did play a little practice yesterday (second map I posted, Barb King). For builds, I built 4 warriors off the bat. This let me grow to size 3 before building a worker. It also let me send two warriors over to our nearest neighbor. I pillaged and then parked the warriors in view of his cities, which keeps the worker inside a city. Fortified warriors can survive archer attacks, so this worked pretty well. Eventually the barbs captured his second city (Jewish holy city!). I think we should think about being aggressive with suppressing worker activity by the AI.

One thing I noticed was that I always seemed to get 2xp for killing an AI scout with a warrior, even though the odds were 99%+. That means instant promotion, so that's something we should keep our eyes open for in the real game.

I also got Oracle, but missed SH (it was in the queue, with about 8 turns left). I think we should definitely go for Oracle, and take Monarchy with it. War weariness will be a major problem, and I don't see any good way to combat it without HR. In my practice game, I actually took HBR, just to see what would happen, and in fact barb HA's started appearing immediately. I still think SH would be very useful, though.

My research order was M->BW->AG->AH->My->Med->Priesthood. I don't see any real alternative to starting M->BW, but maybe someone has a better idea.

It's not clear to me how fast we should expand city-wise. This may depend on the details of the map.
 
Please wait for a new version of the mod. The one you have is faulty - see my earlier post. Sorry. I have removed the mod and the start file from the server, and will fix the problem later today.
 
OK. Let's try this again.

I have replaced the mod file and the start save at their original links. PLEASE ensure that you delete any copy you may have of the old versions. The new files still have the same names, and should be used to overwrite any old versions you have.

As well as mending my mistake (I hope), I have made one addition to the save that you should be aware of:

A crash was identified by Klarius in the pre-game thread. It will occur if you are contacted by a Civ before they know any one else or when you are the only two civs left. This happened to me in a test run, and I cannot use or emulate Gyathaar's DLL modification to fix it. So I have added a small mountain kingdom as a minor civ near the south pole. Their leader is called 'Iceman', and he has contact with everyone.

So please do not be surprised if you see his name appear in a list of great nations or in a log somewhere. He is locked away, surrounded by mountains and ice, and can take no real part in the game, other than to stop Firaxis' code dividing by zero and crashing to desktop.
 
Thanks again for your attentiveness, Alan!

Of course, we now must delay winning until we are able to reveal this hidden kingdom :D
 
Well, I played for an hour or so last night, playing off of Dr_S's test game. I tried to set up a test game myself, using the SGOTM HOF mod, but I couldn't figure out how to establish teams.

Tech order:
Mining --> BW --> Masonry --> Myst --> Ag --> Wheel --> Poly (this is where I stopped to go to bed)

I didn't build a settler or a worker until I was up to size 4 - around 3000 bc, if I recall. But War Weariness is going to be a killer here. Because the barbarians won't enter someone's cultural boundaries if I was at peace, I tried to stay at war with as many people as possible. But very soon my economy was tanking: no worker, no settler, equals no commerce.

So I made peace with as few people as possible, choosing civs that weren't near a large barbarian presence. Once there were four or five barbs wandering the borders of a civ, I'd redeclare war, and watch the barbs flock to the poor city like moths to a light! This technique resulted in the destruction of 3 cities, unfortunately none of them were capitals. I feel this 'selective war' thing could be a powerful technique.

Luxuries and the Globe Theatre are going to be absolutely critical for maintaining our economy, as I don't think it's safe to rely on trade routes: If we're going for conquest, we can't be placing the health and happiness of our cities in the hands of dirty heathens!

The only wonder that was built before I turned it was StoneHenge, in 940 BC.

I'm going to continue this test, to see when Orace comes in - a_man is right that HBR is just too long to research on our own.
 
Made another test map, this time with the SGOTM5 mod:
 

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so far oracleing monarchy has gotten rid of unhappiness and let me grow to healthcap so i'm thinking that was a great idea

maybe going for hunting as it should be a quicker reaserch then AG for getting AH

Peters got a good idea with the selective peace, if we can't get to them and they don't have any barbs near them why war?

im gonna make a test map that is a copy of, atleast, the starting pos.
hopefully that will help deciding what to work and how fast we can get out the first warrior, as i have gone for max growth and gotten taken out by the first archer to walk by

if you want ill post it so ya'll can give it a try too
 
one more thing is Iceman on the poles mean we have to let staff know we conqested everyone but him or did AlanH program around that?
 
one more thing is Iceman on the poles mean we have to let staff know we conqested everyone but him or did AlanH program around that?

:hmm: Not sure. If you get there, let me know :)
 
the other thing is im thinking if the game was on noble or even prince it would probally be exponentialy (spelled wrong) easier.

Any of you thinking the same

and (if) we start by the pigs on grass hill so the problem of growth or production on the first few turns is probally solved I.e warrior in 15 turns
 
if you want ill post it so ya'll can give it a try too

Yes, please post it - that's a great idea :D

btw - can you do it in the sgotm mod, please? You could work off of the Barb_Ruler save that dr_s posted above.
 
@Alan: If we have questions/comments/feedback about the mod, should we post them here or PM you? Here are a couple things I noticed, I have no idea if they are bugs, intended, or side-effects from being on the barb team. BTW, thanks again for doing this.

(1) When a civ is eliminated, its score doesn't go to zero. I've attached a save that shows this.

(2) We get free beakers for techs, just like the barbs do (not just free techs when the barbs acquire them). I didn't notice this in my earlier practice games, maybe it was happening then. Is that intended?

@Teammates: I attached a starting save made with the SGOTM5 mod. The other save is from the same game. I did MUCH better in this game than in my previous practice games. By 1030 BC I've eliminated two other civs. The main thing I did different in this practice was to start AG->AH rather than Mi->BW. This allowed me to hook up horses quickly and start spamming chariots. My small chariot army has captured four cities (razed two).

I think that we should consider going AG->AH rather than Mi->BW. Because chariots have 2 movement, it's possible to get to the AI cities much sooner, and 2 chariots can capture a city, if it's guarded by a lone archer (or better, an archer and a worker). All four cities I captured had single archers, including both capitals. I've never done a chariot rush in a regular game, but it worked very well in my practice game.

The downside is that it delays whipping/chopping as well as the appearance of barb axes, but it would also allow us to hook up the pigs sooner. I'll have to try it again on a map where horses aren't in the BFC to see how much of a difference that makes.

In the practice game, my tech order was AG->AH->Wh->Mi->BW->My->Med->Priesthood. My build order was something like War->War->Work->Arch->Barracks->Chariot x 10.
 

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