Discussion in 'Civ3 - Steampunk Scenario' started by KingArthur, Jun 24, 2012.
Sorry for the extra work!
And, again, thanks for the update.
That's actually a good idea, imho. Considering all the equipment Mexico got from the US...
Yes, you're right . It just need to be set up properly.
Ok, now we have playtesters I will endeavour to complete it
Steampunk is an enjoyable genre! I am having a great time playing this.
Thanks tom2050 - be sure to check out the latest version. I've updated post 1.
Latest updates (biq download on post 1)
Added Iron to Lowlands, Ottoman Empire, Morroco and Persia
Assigned Palaces to Capital cities
Re-established land bridge beside Istanbul
Changed stats of Spirit Ancestor to 9.6.2 (costs 1 population)
Renamed Da Vinci Tank to Clockwork Tank and added some to Ruritania
Renamed Land Ironclad to Iron Buffalo and assigned to Amerindians and African Tribes
Fixed upgrade path for Worker to Mech Worker (available at Heroic Engineering)
Added more barb camps to India to prevent easy expansion of British and reduced troop numbers
Attack sounds for gatling guns added
On the resources front. Am playing with France, and am crippled by a shortage (so far) of copper and aluminium... I've been able to buy copper (at ripoff prices!) but I can't get anyone to sell me aluminium. I think it's so scarce, either no one has any to spare, or have sold all...
A question: is there a restriction on ocean trading? All my cities have ports, but I can't trade with multiple trans-atlantic civs...
A possible bug: I can build 2 diferent "Juggernaught"; both have the same stats, the only diference being the icons: one looks like a steam-powered Mark IV tank, the other is the Steam tank from Warhammer Fantasy...
Ports allow water trade and Worldwide commerce enables trading over ocean tiles. However. allow trade over *sea* tiles isn't flagged so perhaps that is the problem. I'll add that flag to Ports.
I've also added more aluminium to the map.
That has been amended as per the details in post 167. The Warhammer Tank is renamed to 'Iron Buffalo' and only available to Amerindians and African tribes.
Cool! I've had to ninja-create a city/outpost smack on the west coast of Africa!
Ah, ok. One note I forgot: when I upgraded to the previous unit, I got the Warhammer tank.
I'm going to forge ahead (to the bitter end!) with France before downloading the new version.
Upgrade chain is this Land Ironclad > Juggernaut > Land Leviathan
Workers and Mech Workers can't clear wetlands although necessary tech has been researched.
Also, it seems that ability to build barricades is dependant on coal, even though nothing is said about it ni pedia.
That would be a feature of Yoda Power's map as I imported his terrain settings as well. My original intention was to allow this at Heroic Engineering. What do you think - keep it as is or go with the original? I can think of pros and cons for either option.
Barricades require Iron. I will tackle the civilopedia next - it's a task I always put off till last.
Regarding this: the entry for "Martian War machine" is empty. Just returns "Invalid entry".
Not sure myself, I love the idea of all those mystical marshes in steampunk world, but Amerindians will beat the crap out of me with their ghost units. Maybe to leave it as is, to pose more of a challenge for Mexicans. (just make necessary amendments in tech tree).
Ze glorious french have been destroyed by an evil aliance... of most of Europe, really... and Oman, for some reason!
Restarting with fresh downloads, and another civ.
A few points:
- how can we get Etherium? It seems to pop up only on volcanoes, where we can't built roads or colonies;
- we can't build cities on taiga, or clear it; is this on purpose (in which case there's a massive área were we can't go...) or a bug?
- can't a worker build a colony on a swamp? I need to get my hands on some gas...
Top Playtesting These are all unintended consequences of importing Yoda Powers map and terrain rules. I will fix these in the next update.
The next update has quite a few changes for minor powers
1) Amerindians and Africans - changing to a non-playable, roadblock civ
removed ability to build settlers and workers.
Increased number of starting Rifle units but they can no longer build new rifleman. Instead, build War Party (multi unit) at Colonialism. Limited unit builds thereafter: Cavalry, Iron Buffalo and Spirit Ancestors.
Added 2 new starting cities to Africans: Buganda and Kongo.
New graphics for Amerindian cavalry
2) Extra Flavour tweaks to Secret Society (no spoilers).
3) Added camel strategic resource and Camelry unit (ignores desert terrain's movement cost).
4) Added Black Corsair (Naval Pirate unit) to Oman and Morocco -available at Worldwide Trade.
5) Texas gets a source of Iron and Copper and 1 more Gas.
6) A sprinkling of more Anarchists (barb camps).
Here is my schedule of work:
May-June - complete civilopedia.
Jun-Jul - complete unit sounds.
End of July for completion.
Separate names with a comma.