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Boco
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who was once King for a week.
Jan 2001 time: 00:16
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Palaiologos it seems I did something bone-headed. I think I overwrote a file containing good mappings but obsolete text with a one having bad mappings but good text. I'll get on it.
quote: I found the scenario EXTREMELY INTRIGUING AND CHALLENGING. It took me some time to realize you had to iriggate in order to advance deep in the desert and then i had to ship in egyptians to protect the engineers from Arab raids. | I need help determining how many clues to provide. The trick of tying an army's advance to the pace of railway construction was lifted straight out of Allard's River War. As you have found, RE/Labourer's (RELs) first 'irrigate' impassable desert tracks (Darb) into passable road terrain (Raah).
[Hints]
- It takes 2 RELs to convert Darb to Raah in 1 turn
- 1 REL to build a fort in a Raah square
- 1 REL to build a Light Railway in a Raah square
- 1 REL to build a Broad Gge RR in a Raah square
Egyptians and other light desert-capable troops can protect RELs in Sinai Darb squares, but they're too weak to withstand the counterattacking forces the AI typically musters after Romani. By then you'll need to have 3-5 RELs working on the RR to advance it one square in a turn. That way you can protect the RELs with British Inf in a square with fieldworks. Typically the AI will throw >100 Asiret Gönüllü at the Allies in Sinai before their source dries up. They're weak, but they can overwhelm a single British Infantry, especially when they're not in a fieldworks. The AI will also attack with the Pascha Abt missile units with regularity. The odds are, one will eliminate a British Inf. So, take a look at the stats for LAMB (AA).
The first REL is present at start. The second appears with Army Service Corps. After that, you'll need to complete Labour Corps Camps to create more RELs via BestowImprovement events. These can only be built in Port Said, Kantara, and Wadi Halfa. They will strain Cairo's food supply, so think about building a Camel Depot there.
[/Hints]
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Catfish
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Wollongong, Australia
Aug 2000 time: 14:16
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quote: Originally posted by Boco
New installation procedure that gives the option of using Catfish's excellent terrain graphics. While I'm tasteless and colorblind enough to prefer Kestrel's, I can't justify inflicting my preferences on you. |
They're not all mine, BTW. For example, the mountains are just recoloured Microprose ones. Being experiments, they're not necessarily final versions either. I take no responsibility for that jhebel terrain – it's just a recolour of that one you love so much. 
quote: Originally posted by Boco
Need to bug Catfish for the camel.wav |
Here are the camel sounds: 3 from Age of Kings (numbered files), 5 from Age of Mythology. You'll have to mix them with other sounds, such as gunfire, Arabic yells, galloping, etc. I threw in an example (charge.wav) created using my own primitive mixing methods – and found myself laughing at the result. The original sounds were 16-bit, mono, 22 kHz, PCM and quite clean. Some hiss crept in following conversion to 8-bit. If anyone has any freeware/shareware capable of filtering it out, let me know.
When you've finished bugging me, I'll get back to that other scenario.  
Attachment: camelsnd8bit.zip
This has been downloaded 4 time(s).
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SCDARS
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quote: Originally posted by Boco
Does anyone use the techtree page that's already made? | Actually I first missed the javascript-interaction since it doesn't work with Mozilla Firefox 0.8. I was suprised when I opened it in IE. So please give a hint that it might not work in other browsers.
Furthermore, a chart or summary with the terrains (especially impassable/passable) would have accelerated the start. Now I wouldn't need it any more, but I think anyone beginning the scenario would use it. For a units view I think the override impassable/passable property (which is NOT mentioned in F2 screen) would be most important, too.
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Boco
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who was once King for a week.
Jan 2001 time: 00:16
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I probably won't post another patch for several days. Meanwhile, if you want, make the following substitution in @UNITS of Rules.txt.
Original:
code: Gunboats, CA, 2, 4.,0, 4a, 6d, 3h,2f, 18,1, 1, Amp, 000000000000001
Corrected:
code: Gunboats, CA, 2, 4.,0, 4a, 6d, 3h,2f, 18,1, 3, Amp, 000000000000001
Btw, how do you make strikeout text in a poly post?
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:16
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quote: Originally posted by Boco
In the end, my favorite is a 10-15% darkened version of the desert. |
How about greyscaling that? Ocean and desert are both rather wavy, so that would probably look OK for both land and water. Then again, that will start to look an awful lot like the regular black.
Last edited by Mercator on 08-03-2004 at 23:02
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Boco
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who was once King for a week.
Jan 2001 time: 00:16
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Geographically, some bits of Anatolia and Cyprus should be on the map, but it's only Aab. Since I took the trireme flag off the naval units, I figure its only a matter of time before some d**n fool creative player goes up there to wreak havoc. Most of the Impassable Terrain is homed to El Ottok and Bir Es Gu'ud, which lie in that neck of the woods. Mosul's also there along a Turk engineer to prevent the destruction of the Ottoman and Iraki Turk civs. I can use Kobayashi's trick to make them invisible invincible sea cities, and protect the engineer with a Terrain unit.
quote: Or are we doing our level best to confuse each other? | Huh? 
In this case I'm thinking of concise summary entries covering multiple units. E.g. units that can enter impassable terrain. When I have some time, I'll experiment with placing extra entries under Unit Types in the Civilopedia. If they won't fit there, I'll sub them for one of the less useful entries under Game Concepts. On the other hand, the Visio-derived player aid charts for terrain and units is coming along, so I may just put a reference to the html file in the Civilopedia. Too bad I can't hyperlink it. 
Btw, I've wondered about creating a two map version in which the second map simply holds reinforcements, but my experience is strictly 2D. If I put a ton of Sanusi units 'under' Matruh, surrounded by ocean with an appropriately configured transport site and Matruh falls to the Sanusis, could they enter the primary map? Would the AI have the sense to send them there? It seems like you could save a lot of event space by stashing armies offmap.
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Catfish
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Wollongong, Australia
Aug 2000 time: 14:16
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quote: Originally posted by Boco
If they won't fit there, I'll sub them for one of the less useful entries under Game Concepts. |
You shouldn't need to substitute any of them. Just add more.
quote: Originally posted by Boco
Btw, I've wondered about creating a two map version in which the second map simply holds reinforcements, but my experience is strictly 2D. If I put a ton of Sanusi units 'under' Matruh, surrounded by ocean with an appropriately configured transport site and Matruh falls to the Sanusis, could they enter the primary map? Would the AI have the sense to send them there? It seems like you could save a lot of event space by stashing armies offmap. |
This sounds strangely familiar. Actually, I've implemented stuff like this, but have yet tested its effectiveness. Are you referring to transporters (the city improvement) or transport sites (the terrain improvement) or whatever?
You could change unit transport relationships when the city is captured, but this would apply to unit type, irrespective of owner. If the human player gains access to any of those types of units, they will also gain access to the 2nd map. As far as I remember, the AI uses transport sites freely. One problem with using transport sites that are detrimental to the human player's cause, is that he/she has the sense to pillage them (and the less house rules, the better). Alternatively, you could change native transport settings, in which case they can spring up all over the joint - or at least within the area of the "island" on map 2.
A further alternative would be to place a transporter in the map 2 cities and one in Matruh. When in possession of the Sanusi, the transporter in Matruh would allow access to and from map 2. Immediately, I see two problems here: firstly, I don't know how well the AI makes use of such sites (and you only get one use per turn) and secondly, when the city is in the human player's hands, they'd be sure to sell it off.
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Catfish
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Wollongong, Australia
Aug 2000 time: 14:16
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quote: Originally posted by Boco
I think about 3 links in Describe.txt appear to be hard-coded. I'll post examples later. Have no idea about whether there's a limit on numbers of entries in each link list. I'd guess there's none or its 128. |
I haven't had any problems adding new entries to Game Concepts. My guess for the maximum would be 128 as well.
quote: Originally posted by Boco
- Could the Sanusis move into Matruh once it was liberated from the Allies?
- Did I overlook something basic?
- Would the AI have sense to do so?
- Would it need/heed a MoveUnit goad?
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Answers:- Under normal circumstances, no, but technically, yes.
When you create a transport site, it is placed on both maps. You can't place them on cities. However, you could disband the city first. Create the link (cheat menu). Delete the site on map 1. Replace the city and you have one of those fancy one-way transporters I described over at CFC. Edit: The one-way factor would also eliminate the problem of changing initial transport relationships and unit type ownership (see above).
- No, as far as I'm aware, this type of stuff hasn't been tried before.
- Good question, but I believe so. I'm gonna find out soon enough, anyway.

- That all depends on the answer to 3.
Last edited by Catfish on 09-03-2004 at 17:07
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