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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:16
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Ok, Beta 3 Upload.
Changes:
1) Fierce Storms have been given to Nature. Attack downgraded (They killed off one of my saloon owners on the first turn, very random). Also, they have the "killed on attack" flag and 1 range, meaning they are basically missiles. Having them stick around might be a bit of overkill.
2) Saloon owner units have been gievn the x2 Aegis flag and have had their attack upped to 2 from 0.
3) Nature is now at war with all saloons
4) Nature is a Democracy
5) Mountains and Waterfall have been made 0 movement bombers (2 range). Now ground units cannot attack them, even under a state of war.
6) Gunfire Cover and Rifle Posts have been switched on the tech tree. Gunfore cover allows the player to build fortresses (Gun Nests)
7) Wagon Trains have been given the prereq of Prostitution allowing for a stunted start to saloon building at the beginning, making you rely on bribing pioneers.
8) The US Cavalry that is supposed to pop up in the Eastern corridor has been moved father west, delaying any attempts to bribe them early on. Also, they have been given to the Sioux. @Agricola - tell me what you think
9) Graphic update and switch of the Lumber Yard and the Miners camp - Underlying terrain graphic was interfering with the bonus terrain overlayed.
10) As was mentioned, the events have been trimmed down and terrain east of the river has been made into a town.
11) Nature is a Democracy but the Sioux are a dictatorship
12) Sioux Nation is now obsolete with Saloon tech.
13) Probably more, but I can't remember them 
Updated Zip at the start of this thread....
Last edited by Harry Tuttle on 23-10-2004 at 08:09
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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 N35t0r
IIRC, distance from capital does affect brbe cost, but only from 1-15 tiles away from the capital. (further away is the same as the 15th tile).
It was long ago and my memory could be failing me, though. |
I know that's with bribing cities... I tried placing a Sioux Pioneer closer to the Sioux cities and the bribe amount was exactly the same as in the Eastern corridor. So I don't think the units are affected by capital distance, but I may be wrong, I didn't check for specific distance.
In my formula for the Pioneer The value of "z" keeps moving in between 13.8 to 14, depending on unit cost and Sioux Treasury. There has got to be some other factor in there affecting the formula. I betcha it has to do with techs acquired. Also, since I only did the test on the first turn of the game, maybe turns elapsed also has something to do with it. Never the less, at least for the Sioux Pioneer, I think I've nailed the formula within a $20 margin of error.
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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Update
I'm continuing my game with the following changes
- laborers can be built by all saloons
- US units are now spawned as non-vet Sioux in the west and vet Sioux in the SE.
- Sioux now have Sole Proprietor government
-to level the playing field, I will continue to build saloons only with bribed units.
- The Sioux treasury has $3051 and bribe costs are
Pioneers 2532
US units 10,444 (I believe, as a consequence of unit cost = 990 shlds; cost might be reduced to a more reasonable 300 - 400 shlds )
Sioux Riders definitely recommended as a BEST BUY at a mere $949 for a unit that can both fight and move like a bat out of hell.
Ive done a bit of testing. Spawning US units as Sioux might work. The ones from the southeast do move west but will require at least 50 turns to reach Gold Gulch. The ones spawned west of town also move towards Gold Gulch, but when they try to attack a saloon, they lose. Ive reduced them to non-vet in order to make it a bit easier on the defenders.
As a curiosity, when the events creating the three units west of town were changed so that the US units were created as Sioux, all three units appeared. Therefore, the systematic absence of unit 3 in mentioned in my previous post definitely appears to be caused by spawning the units as barbarians.
EDIT: Cross post
@Harry Tuttle
I will download your latest and start again, playing it without any of my changes. In my humble opinion, you have worked wonders in altering so much in such a short time.
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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 AGRICOLA
Update
I'm continuing my game with the following changes
- laborers can be built by all saloons
- US units are now spawned as non-vet Sioux in the west and vet Sioux in the SE.
- Sioux now have Sole Proprietor government
-to level the playing field, I will continue to build saloons only with bribed units.
- The Sioux treasury has $3051 and bribe costs are
Pioneers 2532
US units 10,444 (I believe, as a consequence of unit cost = 990 shlds; cost might be reduced to a more reasonable 300 - 400 shlds )
Sioux Riders definitely recommended as a BEST BUY at a mere $949 for a unit that can both fight and move like a bat out of hell.
Ive done a bit of testing. Spawning US units as Sioux might work. The ones from the southeast do move west but will require at least 50 turns to reach Gold Gulch. The ones spawned west of town also move towards Gold Gulch, but when they try to attack a saloon, they lose. Ive reduced them to non-vet in order to make it a bit easier on the defenders.
As a curiosity, when the events creating the three units west of town were changed so that the US units were created as Sioux, all three units appeared. Therefore, the systematic absence of unit 3 in mentioned in my previous post definitely appears to be caused by spawning the units as barbarians.
@Harry Tuttle
I will download your latest and start again. In my humble opinion, you have worked wonders in changing so much in such a short time. |
Cool, DL the latest. I think you're right on the cavalry units. I did notice that they didn't all appear in threes, but I didn't think much of it.
I just inputted your numbers for the pioneers. The newest formula computed the bribe cost within $6 with the pioneers costing 12 as was the norm before.
And thank you. I spend my time working, working on my new addition to the house, and working on this scenario. I try to keep the changes coming as best I can and I'd just like to thank you and all the other playtesters. I could not have made this scenario better without everyones help. It it much appreciated. Now, for my next task, I think I should find a girlfriend. 
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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The following list of comments, observations, nitpicks and suggestions is in no particular order. I just took them from my weekly operational summary and edited them slightly. (Note: 1 week = 1 turn)
1. Change width of @REPORTFOREIGN in the GAME file from 580 to 780. This lets players with 17 or larger screens see the entire descripion of each saloon. I dont think that such a change will hurt anyone playing with a laptops or a smaller screen.
2. Why does Double Diamond start with 2 Prospectors? All other saloons have only one. That is a considerable advantage for Double Diamond.
3. Change name of Gunboat to US Gunboat for consistency. Also, FYI, a Gunboat has been killing Double Diamond Irish Boxers for the last 6 turns (and still counting) and only now is showing a red health bar. Obviously not a unit to be treated lightly.
4. The following event may be boosting bribe costs a bit too much.
@IF
RANDOMTURN
denominator=5
@THEN
CHANGEMONEY
receiver=Sioux Nation
amount=1000
@ENDIF
Week 22 a Pioneer cost $3420 to bribe (Sioux treasury = $4393) but by week 32 the price had increased to $4380 (Sioux treasury = $5822).
There seems to be a weekly decrease of $30-70 in the Sioux treasury (rush buying?) while the event adds ~ $333 per week (I'm assuming that denominator=5 means that, on the average, the event will occur every 3 weeks). This may be a bit too much. Week 32, the amounts in the various treasuries were:
Blue Moon 5817
Golden Nugget 0
Double Diamond 3722
5 Star 1791
Royale Inn - 1651
None of the AI saloons can bribe a Pioneer. I suspect that if Double Diamond had not started out with 2 Prospector, it also would have less than $2000.
Consequently, week 35 I made the following changes to EVENTS:
@IF
RANDOMTURN
denominator=5
@THEN
CHANGEMONEY
receiver=Sioux Nation
amount=300
@ENDIF
I also changed the Sioux treasury from $7521 to $4000.
The price of bribes had become impossibly high for AI saloons.
Pioneer 5508, US unit 4590, Sioux Rider 2065
Bribes are now:
Pioneer 3156, US unit 2630, Sioux Rider 1183
This may still be too high for AI saloons, but I dont want to make it too easy for human player.
5. By week 35, the cattle rustling is still a no go, even for a human player. Though I know how to locate and block spawning locations without cheating, I do not intend to tackle this source of funds until whores have managed to bribe a couple of Sioux Warriors who can ride rings around the ranchers. The AI saloons have also not been successful at rustling. I think that it is too bad that this very original idea is getting no use.
6. The new versions of US units seem to be working quite well. When they get into town, they do destroy weak units, mainly Irish Boxers, that are in the open but get killed when they attack a saloon. As long as the Boss is around, the saloon is in no danger. However, the steady stream of US units from the southeast makes building new saloons across the river in Squattertown a very interesting adventure.
7. By week 35 there have been two cycles of global warming (without terrain changes). I have taken the liberty of attaching a copy of the Gold Gulch.scn file in your latest download , edited to prevent terrain changes when global warming occurs. If there is a later version, I can do a quick fix if you either attach it to a post or e-mail it to me. Future Gold Gulch downloads would no longer have global warming to cause problems for playtesters.
Attachment: gold gulch.scn
This has been downloaded 2 time(s).
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:16
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quote: 1. Change width of @REPORTFOREIGN in the GAME file from 580 to 780. This lets players with 17 or larger screens see the entire descripion of each saloon. I dont think that such a change will hurt anyone playing with a laptops or a smaller screen. |
-Ok, changed. Thank you.
quote: 2. Why does Double Diamond start with 2 Prospectors? All other saloons have only one. That is a considerable advantage for Double Diamond. |
-Westernmost prospector eliminated. I'd also like to draw attention to that fact that DDiamond has a raft to start out with owing to its position between the other saloons and the river.
quote: 3. Change name of Gunboat to US Gunboat for consistency. Also, FYI, a Gunboat has been killing Double Diamond Irish Boxers for the last 6 turns (and still counting) and only now is showing a red health bar. Obviously not a unit to be treated lightly. |
-Lowered its defense to 4 and I would keep it just "Gunboat" as the saloons can research for it.
quote: 4. The following event may be boosting bribe costs a bit too much.
@IF
RANDOMTURN
denominator=5
@THEN
CHANGEMONEY
receiver=Sioux Nation
amount=1000
@ENDIF
Week 22 a Pioneer cost $3420 to bribe (Sioux treasury = $4393) but by week 32 the price had increased to $4380 (Sioux treasury = $5822).
There seems to be a weekly decrease of $30-70 in the Sioux treasury (rush buying?) while the event adds ~ $333 per week (I'm assuming that denominator=5 means that, on the average, the event will occur every 3 weeks). This may be a bit too much. Week 32, the amounts in the various treasuries were:
Blue Moon 5817
Golden Nugget 0
Double Diamond 3722
5 Star 1791
Royale Inn - 1651
None of the AI saloons can bribe a Pioneer. I suspect that if Double Diamond had not started out with 2 Prospector, it also would have less than $2000.
Consequently, week 35 I made the following changes to EVENTS:
@IF
RANDOMTURN
denominator=5
@THEN
CHANGEMONEY
receiver=Sioux Nation
amount=300
@ENDIF
I also changed the Sioux treasury from $7521 to $4000.
The price of bribes had become impossibly high for AI saloons.
Pioneer 5508, US unit 4590, Sioux Rider 2065
Bribes are now:
Pioneer 3156, US unit 2630, Sioux Rider 1183
This may still be too high for AI saloons, but I dont want to make it too easy for human player. |
-Changed to $300! Thanks, I didn't know if the Sioux would have enough cash due to their low level terrain cities so I just set it at a random number.
quote: 5. By week 35, the cattle rustling is still a no go, even for a human player. Though I know how to locate and block spawning locations without cheating, I do not intend to tackle this source of funds until whores have managed to bribe a couple of Sioux Warriors who can ride rings around the ranchers. The AI saloons have also not been successful at rustling. I think that it is too bad that this very original idea is getting no use. |
-Ranchers given a movement of 1 (with alpine), instead of 2 (with alpine). I don't want to make it to easy early on as the Saloons will be able to research for mounted gun men later in the game, opening up the corral. If someone wants to rush in with a couple dozen irish boxers then more power to them When the update gets posted try out the new movements for the rancher. If the AI is still not attacking then I suggest we think about making up a seperate SP and MP version.
quote: 6. The new versions of US units seem to be working quite well. When they get into town, they do destroy weak units, mainly Irish Boxers, that are in the open but get killed when they attack a saloon. As long as the Boss is around, the saloon is in no danger. However, the steady stream of US units from the southeast makes building new saloons across the river in Squattertown a very interesting adventure. |
-Awesome. As it should be.
quote: 7. By week 35 there have been two cycles of global warming (without terrain changes). I have taken the liberty of attaching a copy of the Gold Gulch.scn file in your latest download , edited to prevent terrain changes when global warming occurs. If there is a later version, I can do a quick fix if you either attach it to a post or e-mail it to me. Future Gold Gulch downloads would no longer have global warming to cause problems for playtesters. |
-I will email you the latest when it's time for a new update. I usually just go off of one save and leave the global warming for last, but if you could do it for me that would be great. 
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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quote: Originally posted by Harry Tuttle
Ranchers given a movement of 1 (with alpine), instead of 2 (with alpine). I don't want to make it to easy early on as the Saloons will be able to research for mounted gun men later in the game, opening up the corral. If someone wants to rush in with a couple dozen irish boxers then more power to them When the update gets posted try out the new movements for the rancher. If the AI is still not attacking then I suggest we think about making up a seperate SP and MP version. |
Sorry, I'm a bit confused by 'If the AI is still not attacking'. Are you referring to ranchers attacking saloon units or saloon units trying to get themselves a steak dinner?
There is no problem with the ranchers not attacking saloon units. A Golden Nugget Irish boyo fortified itself near the northern exit during turn2. Every few turns since then it has been attacked by a rancher and there has been a message that another rancher has bit the dust. The $100 deductions have definitely affected everyone's treasuries.
The saloon units have not tried rustling.
The spawned Pioneers have not left the spawning area. I've had a whore stationed there since the beginning and have watched them mill around.
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:16
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Ok, while Agricola is experimenting with the cattle, what else should be on my to do list? I already have the following:
1) Convert and swap in the sounds
2) Draw the Saloon owners
3) DLL's and spaceship (this will be last)
As for suggestions:
- I have a bit more KB to use up in the events file and one more unit slot to use. I could put in an event, as Smiley suggested, that will give the players cash for killing the animals, but this would be of large scope as each civ would need a trigger. So I'm thinking of something smaller.
Also, for further playtesting:
1) I need to know if guerilla warfare works. The partisans were replaced by a drunken Mariachi band and should have an event that tells the player what that whole flavor unit is about. Does it work?
2) How are the special units, Butch Cassidy, Calamity Jane, etc... working? Do they show up when their tech is discovered? They should show up only once and be under the civ who discovered the tech first.
3) How nasty are the Sioux units? Are they a real pain?
4) Has anyone built any improvements, like street light, liquor, gun nests, or gambling? How are those? Can you build them outside of the city terrain tiles?
5) How are the vermin? Do they act like nukes?
6) Are the city improvements working like they should?
Let me know if you have encountered these things, thanks. 
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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Regarding rustling, N35t0r is right in that you need attack role units in the corral. Both Scouts and Railway Men rustle cattle. The first problem is that none of these units can long survive attacks by respawning ranchers.
The second problem is that there is no movement of units from Gold Gulch to the corral. By turn 42, there are Railway Workers and the odd Whore heading north, towards Sioux territory but nothing is moving east.
A minor problem is that, within the corral, an attack unit that ends up near the southeast end of the corral seems to have no interest in cattle and usually leaves the corral.
The solution would be to have a random turn event (denominator=10?) for each saloon that creates an attack unit in the corral. That would keep the rustling going and provide a bit of cash. However, do you have enough space in the EVENTS file?
I'm not familiar with the intricacies of events, but I wonder if it is worth having a copy for each saloon of the following event?
@IF
UNITKILLED
unit=Rancher
attacker=5 Star Saloon
defender=ANYBODY
@THEN
TEXT
A Rancher has been killed! If the perpetrator keeps doing this the townsfolk will round up a
posse to deliver the guilty party to justice! Lose $100 for having to send men into hiding.
ENDTEXT
CREATEUNIT
unit=Rancher
owner=Sioux Nation
veteran=yes
homecity=NONE
locations
70,58
78,64
74,60
endlocations
CHANGEMONEY
receiver=TRIGGERATTACKER
amount=-100
@ENDIF
What would happen if it was changed to
@IF
UNITKILLED
unit=Rancher
attacker=ANYBODY
defender=ANYBODY
@THEN
TEXT
A Rancher has been killed! If the perpetrator keeps doing this the townsfolk will round up a
posse to deliver the guilty party to justice! Lose $100 for having to send men into hiding.
ENDTEXT
CREATEUNIT
unit=Rancher
owner=Sioux Nation
veteran=yes
homecity=NONE
locations
70,58
78,64
74,60
endlocations
CHANGEMONEY
receiver=ANYBODY
amount=-100
@ENDIF
I'm not sure if the receiver=ANYBODY will work, but perhaps it is not all that important as the amount of money involved is small. However, removing four of these events may free up enough space to create rustlers on an ongoing basis.
quote: How nasty are the Sioux units? Are they a real pain? |
They are both nasty and a pain.
I have avoided them and Nature units like the plague. If a Prospector sees a Sioux Warrior or a Grizzly, he and his donkey RUN! A couple of the opposition's Prospectors have not been as astute and have had their scalps lifted by Sioux Riders.
Right now the three Prospectors and two Whores in Sioux territory are managing to stay alive but, as the number of hostiles increases, I will try to replace Prospectors with US Cav Mounted, a unit that can fight off hostiles as well as prospect.
quote: How are the special units, Butch Cassidy, Calamity Jane, etc... working? Do they show up when their tech is discovered? They should show up only once and be under the civ who discovered the tech first. |
Wild Bill Hickock showed up when 5 Star discovered Gambling. It is too early for the others.
quote: Are the city improvements working like they should? |
Barracks, City Walls and Courthouse are working OK.
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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 AGRICOLA
Regarding rustling, N35t0r is right in that you need attack role units in the corral. Both Scouts and Railway Men rustle cattle. The first problem is that none of these units can long survive attacks by respawning ranchers.
The second problem is that there is no movement of units from Gold Gulch to the corral. By turn 42, there are Railway Workers and the odd Whore heading north, towards Sioux territory but nothing is moving east.
A minor problem is that, within the corral, an attack unit that ends up near the southeast end of the corral seems to have no interest in cattle and usually leaves the corral.
The solution would be to have a random turn event (denominator=10?) for each saloon that creates an attack unit in the corral. That would keep the rustling going and provide a bit of cash. However, do you have enough space in the EVENTS file?
I'm not familiar with the intricacies of events, but I wonder if it is worth having a copy for each saloon of the following event?
@IF
UNITKILLED
unit=Rancher
attacker=5 Star Saloon
defender=ANYBODY
@THEN
TEXT
A Rancher has been killed! If the perpetrator keeps doing this the townsfolk will round up a
posse to deliver the guilty party to justice! Lose $100 for having to send men into hiding.
ENDTEXT
CREATEUNIT
unit=Rancher
owner=Sioux Nation
veteran=yes
homecity=NONE
locations
70,58
78,64
74,60
endlocations
CHANGEMONEY
receiver=TRIGGERATTACKER
amount=-100
@ENDIF
What would happen if it was changed to
@IF
UNITKILLED
unit=Rancher
attacker=ANYBODY
defender=ANYBODY
@THEN
TEXT
A Rancher has been killed! If the perpetrator keeps doing this the townsfolk will round up a
posse to deliver the guilty party to justice! Lose $100 for having to send men into hiding.
ENDTEXT
CREATEUNIT
unit=Rancher
owner=Sioux Nation
veteran=yes
homecity=NONE
locations
70,58
78,64
74,60
endlocations
CHANGEMONEY
receiver=ANYBODY
amount=-100
@ENDIF
I'm not sure if the receiver=ANYBODY will work, but perhaps it is not all that important as the amount of money involved is small. However, removing four of these events may free up enough space to create rustlers on an ongoing basis. |
- I think the "pop up rustler" idea is a good one. Let me float this idea past everyone: In the open unit slot I drop in Rusty, the old & dirty prospector. Rusty randomly meanders around the map. You "kill" Rusty, he "tells" you where the Dalton gang is (by the corral), and you use the Dalton gang to rustle cattle. Rusty can respawn somewhere near the town so the AI can get a shot at him. I don't necessarily want to just give any players units to accomplish rustling, seeing as the whole idea is for cattle rustling to be a strategic advantage. He who can stay on the top of the mountain is the King of the mountain, so to speak.
As for the event change, it won't work. This is the same problem we had with the Gold Nugget event. The ANYBODY command is interpreted as: Whichever Civ triggers this event first will always exclusively trigger this event. No other Civ can use the trigger after the trigger has been first used.
quote: They are both nasty and a pain.
I have avoided them and Nature units like the plague. If a Prospector sees a Sioux Warrior or a Grizzly, he and his donkey RUN! A couple of the opposition's Prospectors have not been as astute and have had their scalps lifted by Sioux Riders.
Right now the three Prospectors and two Whores in Sioux territory are managing to stay alive but, as the number of hostiles increases, I will try to replace Prospectors with US Cav Mounted, a unit that can fight off hostiles as well as prospect. |
-Good!
quote: Wild Bill Hickock showed up when 5 Star discovered Gambling. It is too early for the others. |
-Excellent.
quote: Barracks, City Walls and Courthouse are working OK. |
- 
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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
Ok, while Agricola is experimenting with the cattle, what else should be on my to do list? I already have the following:
1) Convert and swap in the sounds
2) Draw the Saloon owners
3) DLL's and spaceship (this will be last)
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No other idea, sounds good!
quote:
Also, for further playtesting:
1) I need to know if guerilla warfare works. The partisans were replaced by a drunken Mariachi band and should have an event that tells the player what that whole flavor unit is about. Does it work?
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I think I remeber from my 1st playtest that it worked! 
Not 100% sure, though!
quote:
2) How are the special units, Butch Cassidy, Calamity Jane, etc... working? Do they show up when their tech is discovered? They should show up only once and be under the civ who discovered the tech first.
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Again, from my 1st playtest, they work OK! I had the complete set, I think! I was way ahead in techs, and bribed the only one I didn't get by tech! 
quote:
3) How nasty are the Sioux units? Are they a real pain?
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Again, on my 1st and 2nd playtest (i.e. NOT with the latest version you just released), they were not a real pain: they only occasionally caught my prospectors who didn't leave the rivers so as to keep a great mobility!
quote:
4) Has anyone built any improvements, like street light, liquor, gun nests, or gambling? How are those? Can you build them outside of the city terrain tiles?
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Nothing except road and RR, so can't help you there, sorry! But those were buildable on the other tiles too, I think!
quote:
5) How are the vermin? Do they act like nukes?
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Haven't tried! But I will in my current test (not with the latest version!)
quote:
6) Are the city improvements working like they should?
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Yes, I think I built them all, and I can't remember any which didn't work!
Now, I'm currently playing with the 2nd to last version you released: do you want me to stop and test the latest, or to go on with that one (which would be faster, as I wouldn't need to restart from scratch...)??
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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quote: Originally posted by Harry Tuttle
As for the event change, it won't work. This is the same problem we had with the Gold Nugget event. The ANYBODY command is interpreted as: Whichever Civ triggers this event first will always exclusively trigger this event. No other Civ can use the trigger after the trigger has been first used. |
Yes, I tested that, and you're right. So perhaps you might take a hard look at whether the space used by the following event
@IF
UNITKILLED
unit=Gun Boat
attacker=Golden Nugget Saloon
defender=ANYBODY
@THEN
TEXT
A US Gun Boat has been sunk! The military will be sure to float another one down your way...
ENDTEXT
CREATEUNIT
unit=Gun Boat
owner=Sioux Nation
veteran=yes
homecity=NONE
locations
5,85
10,88
6,94
endlocations
@ENDIF
might be put to better use as a place to generate rustlers. IMO, rustling plays a much more important role in the scen than river warfare.
The 5 gunboat events can probably be replaced with a single event that generates a Sioux gunboat either regular or random intervals. The accompanying message would not be necessary.
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