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Sarsstock
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What I love best about the concept that Harry has come up with for this scenario is the fact that it can be applied to donzens of other scenario's, like a colonization of Mars, the Moon, maybe the colonization of North America.
This will surely make for some great future scenario's.
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germanos
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behind a firm ****, Rotterdam, NL
Apr 2002 time: 06:16
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Harry,
While I have no idea how events work and how they are embedded in the saves (be they .sav or .net) and I don't understand what you mean with the 'flag', I CAN tell you that a PBEM is essentially nothing more than a SP, with the only exeption that everybody uses a different 'human player'.
scenario-makers do tend to release seperate event-files for SP and PBEM though.
Hope this helps.
PS.: The save rotates through the players, there is not really a set of saves. Scenario conditions (like difficulty level, barb activity and so forth, are set by the first player. After that, there is no altering that.
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Sarsstock
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Say Harry, I have a question with the whole space ship construction issue. Since its the Train to Chicago that in this case allows Space Ship Construction, are you going to change the SS Structual, SS Component and SS Module into different components of a cross country train to Chicago?
It might make for an interesting race, who can build the first round trip train between Gold Gultch and Chicago.
BTW, which state is Gold Gultch in again?
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:16
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@Sarsstock - Oh yes, there are plenty of ideas out there. Just think, if someone were to create red canyons like on Mars, that are on caliber with Favoured Flights mountains, then we could battle it out for the resources of Mars. There are some very cool ideas. Oh yeah, on another note, I've also worked up some really cool graphics for a beachhead assault scenario too. Muhahaha!
As for the spaceship parts I was thinking of something exactly on those lines. I just have to make the icons. I could conceivably borrow the DLL graphics from one of the many train games out there.
And the Black Hills Territory, including Gold Gulch (which is a fictional name) is now located in South Dakota. The famous town of Deadwood is located there, famous for its gold strike, it's proceeding lead mines, it's unlawful history, and the site of Wild Bill Hickock's last poker game. And what was the name of the hand he held when he died? Anyone? "The Dead Man's Hand"
@Germanos, Henrik - Hmmmm, well if the problem persists because of embedded events, then it would really be no problem to have the events un-embedded each autosave... I have to look at Merc's CivSwap readme a bit closer and do some testing but I think there is hope! Thanks for responding!
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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:16
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Harry, this is just amazing!
You managed to create a scenario which is at the same time fully different from any other CivII game (concepts, mecanics, graphics, ...) and fairly typical for an excellent CivII scen (the "one more turn syndrom" in full power...)!
And now for a few comments:
- the graphics are beautiful! the screen is really a pleasure to look at, and all the units and terrains go together well!
- the game is pleasing to play: even if you have to build your empire from scratch (or nearly), you have plenty to do from the beginnign on! and the things you can do are interesting and varied!
- from what I saw, the tech tree and the improvement structures have been really well thought out!
- fully subjective: I really like it!!
Now a few "playtester" comments:
- in the "introduction" test, don't forget to change the XXX for the names of US Cavalry General and for the US President! 
- in the first turn, I use my "lady in waiting" to bribe her closest colleague, who in turn bribed the next, and so on: I then controlled the 5 ladies, and the other saloons had none! While I think being able to bribe the other w*ores is a good opportunity, I really believe you should spread ( ) them apart at the start to avoid that the first to move can buy them all!
- I then used my ladies to bribe all the pioneers who appeared, as well as all the US cavalrymen in the valley, and even a gunboat! The pioneers are really expensive and, if I used them as intended (i.e. disbanding them in a saloon), not worth their money! Is there another way of using them??
The US cavalry are not expensive, and powerful! So I wonder if it's allowed to bribe them? And if yes, if it's a good idea... Maybe making their civ a Democracy would prevent that (ok, it might generate other problems...), or maybe they are barbarians (forgot to check yesterday...)??
- I noticed that the animals are not really aggressive against my prospectors (not that I complain...), and that even if the prospectors should die, their construction cost is incredibly low (maybe too low?)
- I played for a few hours, and settled all the "developped" plot on the southern shore (haven't seen any concurrence there); I'll soon start attacking the other saloons on the northern shore with my currently regrouping bribed US cavalry
That's all for now, I can't wait till tomorrow when I can play a few more turns! 
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:16
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quote: Originally posted by Cyrion
Harry, this is just amazing!
You managed to create a scenario which is at the same time fully different from any other CivII game (concepts, mecanics, graphics, ...) and fairly typical for an excellent CivII scen (the "one more turn syndrom" in full power...)! |
Thank you. I wanted to make this one as fun and user friendly as possible.
quote:
And now for a few comments:
- the graphics are beautiful! the screen is really a pleasure to look at, and all the units and terrains go together well!
- the game is pleasing to play: even if you have to build your empire from scratch (or nearly), you have plenty to do from the beginnign on! and the things you can do are interesting and varied!
- from what I saw, the tech tree and the improvement structures have been really well thought out!
- fully subjective: I really like it!!
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I wanted to keep the player involved early on so that the game would remain fun. As for the tech tree and improvement mapping I've begun to use a planning technique I started with Atomic Eagle. Everything is mapped out, making it easier to change and avoid mistakes.
quote:
Now a few "playtester" comments:
- in the "introduction" test, don't forget to change the XXX for the names of US Cavalry General and for the US President!  |
Will do! I almost forgot about that. The names slipped my mind so I need to do my research.
quote:
- in the first turn, I use my "lady in waiting" to bribe her closest colleague, who in turn bribed the next, and so on: I then controlled the 5 ladies, and the other saloons had none! While I think being able to bribe the other w*ores is a good opportunity, I really believe you should spread ( ) them apart at the start to avoid that the first to move can buy them all! |
I was thinking of that. The close grouping does give an advantage to the player with the first turn.
quote:
- I then used my ladies to bribe all the pioneers who appeared, as well as all the US cavalrymen in the valley, and even a gunboat! The pioneers are really expensive and, if I used them as intended (i.e. disbanding them in a saloon), not worth their money! Is there another way of using them??
The US cavalry are not expensive, and powerful! So I wonder if it's allowed to bribe them? And if yes, if it's a good idea... Maybe making their civ a Democracy would prevent that (ok, it might generate other problems...), or maybe they are barbarians (forgot to check yesterday...)??  |
The Pioneers will have to be adjusted so that the trade off is a bit more justifiable. I remember cost equaling the shield bonus from disbandment, so I'll have to check. Also, the Pioneers have an incredibly high rate of movement to facilitate disbandment, so maybe I'll try something different, like making airfields that look like small tent camps where the pioneers can paradrop from. You could use them as scouts, but that would not really be their purpose.
The US Cav are tough, but bribable, owing to the fact that they were the predominant force in the Black Hills and their morale wasn't so hot. I might make them appear away from the prostitutes so that you can't just step two squares and bribe a unit. Also, they should be a big roadblack for your units later in the game, so I'll try to get them to attack more. Or maybe I'll make them really expensive so that you can't just bribe them all, but maybe one or two. And yes, the Cav are Barbs.
quote:
- I noticed that the animals are not really aggressive against my prospectors (not that I complain...), and that even if the prospectors should die, their construction cost is incredibly low (maybe too low?) |
Good point. I'll make some changes.
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:16
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First off, thank you all for your kind comments. I'm extremely happy that everyone likes the scenario even if it's only a playtest!
Changes as of 11:04 pm EST 9/30/04
The appropriate zip and rules.txt has been updated.
Changes:
1) Hookers have been moved farther apart. This should prevent any pre-emption by the first turn player.
2) Pioneers have been given an extremely low shield cost. This is still disportionate for disbandment, but I'd like to hear any recommendations to a remedy to make the pioneers disband at a higher pay off. I could have the pioneers pop up as civ specific, allowing for a free bonus, with the possibility of bribery from the hookers, but that will require more event space. I'll have to look into this.
3) The saloon owners have been given the maximum shields possible. This should, in theory, cause the storm units to attack the main saloon.
4) The cavalry units, all three kinds, have been given higher shields, making them extremely costly to bribe.
5) The animal units have been given two space visibility. Maybe now they will be able to spot your pioneers.
I am working on the sounds right now because that has piqued my interest at present. I promise plenty of sound bytes from the Duke!
I was thinking of using Civswap to wipe out the events each turn so as to eliminate the ANYBODY event problem. Unfortunately, I'm pretty sure it will wipe out the "Have tech -> get unit" events I have worked in for the special celebrity units causing multiple "hero" units to pop up each turn.
I may have to use Civswap to reload events each turn, each with a town terrain square popping up at a turn number, so as to keep the regular events intact and add additional space for a civ specific "postANYBODY" event. Of course the hero units will have to have some other trigger, but that can be worked out. Hell of a way to do things, but I think I may be able to work out a solution.
Do me a favor and add to my draft letter in the Civ2 Source Code Petition thread so we can fix this unusable command once and for all.
Keep the ideas coming! Thanks 
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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 Harry Tuttle
I was thinking of using Civswap to wipe out the events each turn so as to eliminate the ANYBODY event problem. Unfortunately, I'm pretty sure it will wipe out the "Have tech -> get unit" events I have worked in for the special celebrity units causing multiple "hero" units to pop up each turn. |
I'm not sure if that's feasible. Letting CivSwap wipe out events each turn would mean people will have to reload every turn (that's the only thing CivSwap can't automate). That's pretty bothersome, I'd say.
Apart from that, actually, I don't think you would even need CivSwap here.
I've looked in the events section of savegames quite a bit (I'm about 25% through, I think). I haven't really looked at this yet, but I am quite sure that the ANYBODY always remains in the savegame. That is, the fact that ANYBODY changes to the first civ that triggered it is only done in Civ2 memory and isn't stored in the savegame.
I think that simply reloading the game (without using delevent on it, so no need for CivSwap) will already do the trick. Still, that comes down to the same thing. People would have to load the autosave every turn.
Hmmm, then again, you might be able to replace all ANYBODY events by 7 different events, for each civ separately. You would need several event files then, to make it all fit, but then you could use CivSwap.
Of course, that is only possible if your events run on fixed turns. If all/most events could be triggered any time, splitting the events files won't help either. Each separate file would still end up being too large, since all those events would need to be in every events file.
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Sarsstock
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Here's a thought Harry, with the events engine you've created its possible to recreate..... SID MEIR'S COLONIZATION!!! Which I always considered one of the greatest turn based games ever.
The only thing you wouldn't be able to do is to declare independance in order to win the game.
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Sarsstock
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Well, here are some similarites I can think of off the top of my head.
Colonization is about the race for resources, plentifull fishing ground, rich timberland, bountifull farmland and most importantly... GOLD. Gold can be represented by a "gold unit" that when discovered will yield great sums of money for its disoverer.
Like in Civ II there are city improvements of course, the biggest difference was that instead of wonders of the world you had the continental congress, which was various individuals throughout history that shaped the exploration of the New World. People like Simon Bolivar, Pochahantas, Jean De Brebeuf, John Paul Jones and so on.
As for dividing up the civ's fairly this would be my idea. Four european civ's, and three native civ's. The european civ's would be England, France, Spain and Holland. The native civ's would be the Iroquois, Aztec and Inuit, with another native tribe being the barbarian civ. Thus, we have a chance to not only be the europeans struggling to build a colonial empire, but also the natives struggling to survive against the european way of life.
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jeibel
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A Hill with Grapes on top
Jun 2000 time: 05:16
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I've only seen new settlement on the east side of the river sprout only once in like 300 turns, while you have like ten events for that...
I didn't look if thay had different coordinates. Perhaps you could adjust that to make the scen more dynamic.
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