StarGate SG1 Preview

Hi Kob, I'm new to this site but I wanted to say you are probably one of my all time favorite Civ2 Scenario makers. I'm glad to see you're still making scenarios and I definitely look forward to this one even though I never even watched Stargate SG-1.
 
Coolbo said:
Hi Kob, I'm new to this site but I wanted to say you are probably one of my all time favorite Civ2 Scenario makers. I'm glad to see you're still making scenarios and I definitely look forward to this one even though I never even watched Stargate SG-1.

Man, that is the first time someone ever said that about me in all my years here. You can rest assured this one will be a good one.
 
asgard fleet said:
when do you think the game is going to be done

I have finished all the unit graphics as well as the terrain graphics and basic map. Currently working on the tech tree, then moving on to the icons and finally play-test.

In many ways this is one of my most difficult projects as there are two maps super-imposed on each other. It is a dungeon (like the LOTR series by FF) and an island map (like my Starwars insurrection) at the same time and this is leading to many complications, especially for the tech tree. Half the techs need to be derived from completing quests and these need to blend seemlessly into the normal research driven tech tree.

I will post some new pics soon to keep everyone interested.
 
kobayashi said:
Man, that is the first time someone ever said that about me in all my years here. You can rest assured this one will be a good one.

I've told you many o' times you're one of my favorite designers! :p Good luck on this one!
 
Morten Blaabjerg said:
Koby, good to see you're still going strong ! :D

Morten my old friend, good to see you checking in too. Getting to be (a bit) like old times.

Yeah I was kinda discouraged for a while after the the poor attention my Rape of Nations and Wealth of Nations received as more and more people just shifted to Civ3.

Even though making a viable Civ3 mod requires 50-100x more man-hours than a Civ2 scenario, they have some pretty serious stuff going on in the Civ3 forums including even an SG1 project. Not for me. I'm sticking with Civ2.

Update: I just began trying the 'movie' section of the scenario last night, basically capturing Abydos, killing a few Jaffa and then nuking the Ra mothership. Its still needs some refining but the basic structure of the scenario seems to be viable for the time being.
 
Looks like an intriguing project :)

kobayashi said:
Yeah I was kinda discouraged for a while after the the poor attention my Rape of Nations and Wealth of Nations received as more and more people just shifted to Civ3.

Even though making a viable Civ3 mod requires 50-100x more man-hours than a Civ2 scenario, they have some pretty serious stuff going on in the Civ3 forums including even an SG1 project. Not for me. I'm sticking with Civ2.
- Me too. I like the balance of simplicity and complexity in civ2, it's just right. I don't have so much time for it, as earlier, but I really do enjoy periodically to dig down and work on my old projects - they take ages to finish, but its still a great pleasure and a lot of fun. Still haven't given up hope finishing the African epic I worked on, one day...

Hope life treats you well these days :) -I still have fond memories of our ZWK pbem duels years back ;)
 
I also consider you a great scenario designer kobayashi. You're the one who inspired me to create my Homeworld scenario. In fact I'm playing your Dominion war scenario at this very moment.
 
Current scheme is shot to hell. Originally planned for the replicators to be a tribe of diplomatic units only. Turns out that the AI disbands diplomatic units until it feels it needs them even the free ones. Since it needs the diplomatic units to grow to the size where it will stop disbandening the diplomatic units, the replicators can never grow.
 
kobayashi said:
I left some comments on your homeworld thread earlier, don't know if you noticed.

Yes I did. I'll take your advice into consideration but all scenario related files are on my own computer which is currently in storage. I really don't have time to work on it now though.
 
A good tip about the diplomats. I try to stay away from them in my scens, this is one more reason to do so.

If MB's suggestion doesn't work I can't think of anything else that would. Is there some reason why don't you make up for it using the 'UnitKilled' trigger (i.e. if Replicators win in combat they get a free unit of the the loser's type in their capital)?
 
Morten Blaabjerg said:
In my experience, the AI is quite efficient in using diplomat type units when at war with another civ - maybe an idea would be to load them with gold, an aggressive attitude, a bad reputation, and a vendetta against the civ in question, as well as a couple of 'dummy' non-movable guard units to secure cities militarily.

Do not disagree and done most of that. The problem is really that the replicators are supposed to start from one planet and then eat up the surrounding ones. At a later stage (when the replicator empire is bigger) they have a next generation replicator (the human looking ones) and I have left those as diplomats - but have not play tested till there, I keep having to start over.

Actually yoshi's idea is quite good, I might have some space left in the events to do it for the inorganic units..
 
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