Work in Progress - Super Civ Scenario

No way there's such a concept as 'too much fun'. Exam time is over!!
I love the 'Operations' and 'My master plan unfolds' techs.
 
Ace work Balthasar - I thought Petnapping would have been a struggle but that's a good one :)
 
I actually prefer the last picture in that page... can't teach a man about taste, huh?
 
A quick screenie Vuldacon's Bat Signal on the map

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Holy signals, KingArthur, that's Bat-tastic!!
 
Sweet mod! Very different! I started it up as The City Authority. I saw that the initial city was on Mountains, so it looks as if I know Mountains can be settled (urban commercial ;)). I have 3 cities now, and am irrigating the surrounding areas to increase growth. I am researching Petnapping to get some scout dogs. My SWAT team disturbed some Serbian Mafia members to the NW of City Hall!

I will have no mafia in my CITY! The City Authority believes that the rule of law must be kept in tact! SWAT team will deploy and engage!

I ran into myself, a Tom2050! of EGO!

P.S. the map graphics are amazing! Really! Tough to say anything more than 'stunning'.

Bug: SWAT unit has no sound effects for gun fire.

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EDIT: Interesting, no entertainers means that you must actually deal with unhappy citizens in a different way! I'm not sure if entertainers come with a tech or not, I haven't checked.
 
King Arthur... the Game Looks Great! I played a few turns and did not see where to build a new City. There needs to be a statement concerning that in the Civilopedia. Also, it seemed that the Moving Van should move more :)

The Run Sound was extremely Loud and did not play well so I made a new loop and adjusted the Sound and length of time so it will play in game better. You can see if you want it. I Named it VanRun.wav to keep it separate. You will need to either rename the sound or change the .ini file if you want it.

I don't have much time to play as I am hard at work on EFZI2 Complete but I like very much what you guys have done.
 

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Vuldacon - thanks for the new run sound I'll put it in straight away. I take the point about the moving van moving more LOL. I'm working my way through the text files just now so I'll be sure to add in info about where cities can be built. Cheers Bud. :goodjob:
 
In for the win! I'm getting a lot of dentist work done so I have to stick around the place a lot (freaking, freezing winter).

Hey, the color orange is evil and thuggish, as of last Sunday ;).
 
EDIT: Interesting, no entertainers means that you must actually deal with unhappy citizens in a different way! I'm not sure if entertainers come with a tech or not, I haven't checked.
Tom - This is something I may change. Entertainers (publicists) arrive after you get the Publicity tech - to offset this I gave HQs a happiness bonus - for other locations you need to deal with it other ways but population size should keep that in check besides publicity isn't far along the tech tree.
 
Tom - This is something I may change. Entertainers (publicists) arrive after you get the Publicity tech - to offset this I gave HQs a happiness bonus - for other locations you need to deal with it other ways but population size should keep that in check besides publicity isn't far along the tech tree.

On occasion, I had to up the happiness slider to keep a city in check; or bring another unit into the city to act as Military Police (which I believe worked as well). Actually, I somewhat like it how it is... it makes you think outside the box; and if you irrigate you need to make sure you expand early on to avoid city problems. But the happiness slider will easily solve the problem as well. AI seems to handle it well enough.

My workers have been irrigated most areas to get growth up to create cities more quickly. I have about 8 or 9 cities now. I am a bit behind the AI number of cities by just a couple I think.

I went to war with EGO for a while because they wanted a tech, and I didn't give it. But nothing happened with that. I'm afraid to lose my powerful units, because it can be a major game changer if that happens early; since only weaker units can be built that are researched until later in the game. EDIT: I had a dog running around in EGO's territory for 5 or 6 turns but it wasn't attacked at all. I'm not sure if the low limit for number of units allowed is keeping the AI from building units... or perhaps EGO did not research a tech yet to allow it to build units? (unknown ;))

I just hope that the Tom2050! unit of the EGO doesn't wipe my civilization out (I lose because I wiped myself out!) :lol:

I am playing on (Monarchy I think); and tech rates seem good.. right now they run around 20-30+ turns depending on what I research.

I made dogs to explore the map and take out barbs. My main start force sticks close to defend my cities. I researched Gates and some content-producing improvements.

I also researched some defense units (the 4.6 unit) to get better defense of my cities.

The law must be enforced! Because I Am... The City Authorities! :ar15:
 
@Tom2050 - The AI tends to go for the Bonus Powers* tech off the bat and I suspect that EGO didn't have enough starting units to spare from defensive duties. *
Spoiler :
*you should watch out for Tom2050 when he gets his Bonus Powers


What I'm really looking for is a cheap, weak unit that can be built from the start: a "sidekick" unit for league of heroes and "mook" for the others. I may just put placeholders in and see what effect it has on gameplay, however, I like the relaxed start to the game where you can set out your cities in relative peace (except for the gangs). What I'll need to test for is a player stacking their starting units and going after the AI before they can build combat unit - that might be an exploit that the AI can't cope with.

@Moosezilla - I'll have a look into that - sounds like a case of "versionitis" where some vanilla unit files are named differently between Conquests patches and the Complete version. It's easy enough for me to fix when I identify the unit that caused it.
 
King Arthur

First of all, congratulations! And thanks for this wonderful scenario.
I eagerly downloaded the beta version, had a look trough editor and tried some playtesting.

I hope you might find useful if I post some preliminary comments and findings below (hopefully more to come)


The map is fantastic! It is well designed and with impressive graphics. In my playtest I found map size appropriate to unit movement and game complexity.
Graphics are wonderful but shall I dare to submit a criticism I do not like the fact that buildings and tree have a very different scale. Both are brilliant, when individually considered, but I would reduce size a tree a little bit. I think this is just a matter of taste, anyway.

I played as EGO
In very first turn I accidentally moved Director north making him “fall off-map” and disappear until next turn. It might be worth to move EQO HQ one tile south to avoid being so close to map edge.

Weather machine is listed as Director X in game

There is in-game transparency issue with TOM 2050 (background gray rectangle around unit)

All units equipped with firearms (rifles, guns etc) should have ranged attack animation flagged (this is not flagged for TOM2050 and TOM 2050!, agent, bodyguard, enforcer, covert ops, infantry, special ops, super soldier, detective, policeman, patrolman, SWAT, mercenary, dragon lady, armed robber, action girl, mobster, hitman, robot)

Weather machine bombardment is a bit odd:
-I can use infinite range bombardment nearly everywhere but in some locations NE of map
-bombardment on units does not work (it just not happens). A possible reason is “lethal land bombardment” flag not ticked coupled with quite high bomb value (not sure)
 
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