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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:16
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OK, first of all, I need to complain: Harry, your scen is depriving me of my (much needed) sleep...
I kept on playing from the same game I started (with the 24th of September corrections, but not the others) and everything is proceeding very smoothly!
I started the game at the Prince level, instead of Deity, as I originally intended to play only a few turns before I started my "real" game...
At the beginning of the day ten, I am the only one to have colonized the south side of the river (and, needless to say, I occupy all the good land there).
I only have 7 cities (3 north, 4 south) as I never saw the need for more, as they are all between 12 and 19, and very productive.
I was too lazy to change from Monarchy, but even with that, I have been discovering 1 tech a turn for the last 15 turns.
I guess I could easily grab the other saloons with my bribed US Cavalry, but I chose to take the train to Chicago! (which should be done soon...).
It would be nice if you could customize the spaceship part of the scen, even if that would probably mean too much work for the result you could achieve... CHanging the SS parts name in the building list should be doable though
Anyone here knows how to change the spaceship picture??
Anyway, I really like the way the settlements develop around the core area, I think it works pretty much as you wanted!
BTW: I just got Calamity Jane and Hickock. They were a surprise! Wouldn't putting a hint about their related tech in tehir unit description be a good idea? Unless you prefer the "surprise" side of it??
Anyway, thanks for a good night of gaming (and a bad morning at work )
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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:16
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quote: Originally posted by Harry Tuttle
@ Cyrion: Thanks! I'm glad that you had such a bad nights sleep.
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Now that's not nice!  
quote:
I hope to make the spaceship DLL into a Train picture to simulate the Train to Chicago for the release. As for the special characters, I like to think of them as easter eggs. There are a few more out there, so keep looking.
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I must admit that's the train picture was what I didn't dare hope for in this instance! 
As for the "easter eggs": I'll keep looking for them in my game : this one is nearly over, and I won't need them on the train to Chicago... 
quote:
I think I found a solution to the pioneer payoff problem. What if the pioneers pop up with a distant Sioux city as their origin. A saloon player bribes the pioneer and has them caravan it over to one of the saloons. Caravan completes a trade route, has a high payoff. Of course, I have to test this. |
Not sure I understood what you intended, but if I did, it doesn't work that way! 
If you bribe a caravan, it's city of origin changes, and becomes:
- NONE if the closest city is not yours
- your closest city in other cases
Now, what happen if you deliver a NONE caravan? yor city just establish a trade route with itself, I think (but I don't know what the engine takes as the distance between the 2 cities, so maybe the pay-off can be high??).
So I believe the solution might be not as good as you hoped... 
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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:16
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^@Smiley: Harry is looking for events to suppress, not for ones to add 
quote: Originally posted by Harry Tuttle
1) Long Horn killed event - These units are trade units early in the game that can be built by the saloon players after a bit of research. They closely resemble the cattle which can be rustled in the pen to the east. They have an event that if they are killed the attacker gets 100 bucks. It's a nice incentive and adds a bit of strategy to the idea of using caravans early on, but it's not really needed.
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Not needed in SP, but might be nice strategically in MP
quote:
2) Indian Treaty killed event - Kill an Indian Treaty unit which are located in the Sioux camps and the Sioux get 1000 bucks. It's nice in that it penalizes a player for trying to knock out the Sioux, but in reality the Sioux can't build a whole lot of units anyways as they do not have any high yield terrain around them.
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I guess you can easily suppress this!
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3) Pioneer killed event - Kill a pioneer and the attacker loses 100 bucks. Its supposed to depict the necessity of getting more people to come to the valley, but it's not that big of a penalty. Plus, I might just have the new pioneers slaved to the civs as they pop up.
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YOu can suppress this, as anyway 100 bucks aren't much compared to the money you can make in this scen!
And I have a suggestion about what you can do with the pioneer: why not make it a settler unit (and remove the "wagon" you can build); that would make bribing pioneers the only way to expand until you can build laborers (and then, maybe, giving 1-2 wagons from the start to each civ, so that the rush to grab the new land begins at once). What do you think about that??
And now about the problems: I noticed yesterday that some units behave strangely (or that I maybe didn't understand their purpose...); I'll check that tonight and hope to post a detailed explanation+solution then! 
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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:16
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OK, as I promised, here are my observations!
I noticed that my mighty bribed US Army wasn't as powerful as I thought, as the US Cav Officer and the US Infantry were unable to attack anything. The same was true with Seth Bullock!
Now, I doubted that it was on purpose (as the US Inf + Officer then are not the nuisance they should be while AI controlled, as only the Cavalry is able to attack), and so I started to look for the explanation!
While checking the rules.txt file, I noticed that 5 units have the sub flag (which prevents them from attacking anything ecept sea units): US Cav Officer, US Infantry, Seth Bullock, Submerged Log and gold nuggets.
While I belive it's on purpose for the last 2 ones, I rather doubt I for the first 3 (if I'm mistaken, please explain ).
So I removed the sub flag for the 3 units, and now they can attack (and I'm sure the US Cav will become a bigger problem! :evilgrin .
I have another comment: I believe it would be a good idea if you could hint at the role some of the units are supposed to play: while it's obvious for some of them, others are much more cryptic: I wouldn't have guessed the use of the chinaman without looking at the rules.txt, for instance!
And isn't the stock boy a bit too cheap??
Back to the game now... 
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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 While checking the rules.txt file, I noticed that 5 units have the sub flag (which prevents them from attacking anything ecept sea units): US Cav Officer, US Infantry, Seth Bullock, Submerged Log and gold nuggets. |
Really? I thought I got them all some time ago... Hmmm, ok, I'll make the change. 
quote: I have another comment: I believe it would be a good idea if you could hint at the role some of the units are supposed to play: while it's obvious for some of them, others are much more cryptic: I wouldn't have guessed the use of the chinaman without looking at the rules.txt, for instance!
And isn't the stock boy a bit too cheap??
Back to the game now... |
Sure, I'll put something in that explains the units a bit more, plus I'll up the stock boy cost. Thanks! 
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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
Well, just check: I might well have missed a rules update! |
Nope, you're right! Thanks for that, I was wondering about the cavalry.
Ok, updates:
1) Stockboy - Now has a build cost of 8 (not 1 ) which is comparable to the other trade unit (long horns), which have a build cost of 10. Also, since the stock boy comes later in the game, he has the sub flag and can see two tiles away. Extra stealthy, and a good unit to research for later in the game.
2) Cavalry units and Seth Bullock no longer have the sub flag.
Unfortunately, I found a problem with the Pioneers having the settler flag. They pop up as Sioux units meaning the AI will try to build cities with them. I tried making them barbarian, with the city of origin being Sioux Nation, then NONE, and they didn't show up at all. I'm going to make them settlers in this latest rules and event update, which will be only posted in this post, so try them out that way.
3) Pioneers - Now have the settler flag (specific to this post's rules.txt and events.txt only).
4) Wagon Train is disabled for the time being. Don't want to get to into the settler idea just yet, let me know how it works with no settler units to start out. (specific to this post's rules.txt and events.txt only).
The other bug fixes, without the Pioneer settler flag will be changed in the prime zip file and the other rules.txt posted earlier.
EDIT: zip deleted, proceed down the thread
Last edited by Harry Tuttle on 20-10-2004 at 07:29
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