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Maquiladora
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Barley said further up he can't this Friday.
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Toni
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No problem Epw, so what time then 8gmt? So the other guys.
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Toni
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Ok i will be here at 8gmt, see you all then
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Maquiladora
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Just to confirm I can play next weekend, let us know if you can.
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Toni
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just to double check we were continuing today Sun at 8:30gmt? If so, great i will see you all on the icq then
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Maquiladora
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Yeah I'm ready to continue tonight.
By the way I thought it was 8:30pm UK time which is 7:30pm GMT?
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Toni
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hmmm not sure, though it was 8:30gmt lol ok i will be on the look out from 7:30gmt. Even better if we can start 7:30gmt more game time. i will be online from 7:30gmt.
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Toni
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Epw is online but away, so i left him a message if he can be around 8gmt online. Ok i will be here from 7:45gmt just need to get some lunch brb
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Maquiladora
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I can play this fri/sat/sun anytime, just let us know what time ASAP.
Yeah the game looks good so far.
Since it looks like we might finish the game (in one way or another) in the next 3 or 4hr session, maybe we should think about making some other changes before the next game?
Only like make Machine Gunner stronger or Tanks weaker or more expensive. What do you all think?
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Toni
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Ok i'm good for Friday 11:30 gmt, hope you British folks can stay till late Can we try gettting a game as well on Sat and Sun, so we have more time to kick eachother buts. Hope Epw you can start earlier then.
Yea Maq you are right, we should adjust somethings, make game more balanced, as Epw said maybe add more commerce to jungle desert and forest, make them deserable. Also maybe add more defence to forts, weaker units, hmmm things like that.
I say lets try organizing a wish list maybe, with things to change, so maybe we can start the 3rd game with them.
I think the 2nd game will be decided on Friday, and we can get the 3rd rolling with the new staff.
Let me see what you guys think about it, everyone try sharing what he wants, so we can finalize it maybe say Thursday so Maq can do the mod.
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Maquiladora
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Here’s a post I made in the source code forum.
quote: Originally posted by Maquiladora
But for now we can say these would be good changes to terrain.txt, adding in all changes from SAP2 apart from base beaches and shallow/deep water tiles have at least 5 production instead:
Food/Production/Commerce
Was > Is now
Add time/cost/advance = turns/pw cost/advance required to add this terrain
Remove time/cost/advance = turns/pw cost/advance required to remove this terrain
River
+5/+5/+5 > +5/+0/+5
Forest
Add advance agri. rev. > toolmaking
Add cost 800 > 200
Remove advance agri. rev. > toolmaking
Remove time 1 > 3
10/5/10 > 5/15/5
Plains
Add time 1 > 5
Tundra
Remove time 2 > 5
0/5/0 > 5/5/0
Glacier
Add advance adv. composites > gaia theory
Remove advance adv. composites > gaia theory
Remove time 5 > 10
Grassland
Add advance toolmaking > agriculture
Add time 1 > 5
Remove advance toolmaking > agriculture
Desert
Add advance agri. rev > conservation
Remove advance agri. rev > conservation
Remove time 1 > 7
Remove cost 400 > 800
0/0/5 > 0/10/5
Swamp
Remove time 1 > 5
Remove cost 400 > 800
Jungle
Add advance agri. rev. > indus. rev
Remove advance agri. rev. > toolmaking
Remove time 1 > 3
Remove cost 200 > 400
5/10/5 > 10/10/5
Mountain
Add time 5 > 10
Remove time 5 > 10
0/15/10 > 0/15/5
Hill
Add time 2 > 10
Remove time 3 > 10
Remove cost 600 > 1000
5/10/10 > 5/10/5
Shallow Water
10/10/5 > 10/5/10
Deep Water
10/10/5 > 10/5/10
Submarine Volcano
0/25/15 > 10/20/10
Beach
10/10/10 > 10/5/10
Continental Shelf
5/10/5 > 10/5/10
Sand Dunes
Add time 2 > 10
Remove time 3 > 10
Remove cost 600 > 1000
Movement 2 > 3
Desert Mountain
Add time 5 > 10
Remove time 5 > 10
0/10/10 > 0/15/5
Polar Hill
Add time 2 > 10
Remove time 3 > 10
Remove cost 600 > 1000
0/5/5 > 0/10/5
Movement 2 > 3
Polar Mountain
Add time 5 > 10
Remove time 5 > 10
0/10/5 > 0/15/5
Kelp Bed
15/10/5 > 15/5/10
Coral Reef
10/15/5 > 10/10/10
To add another point into the discussion, what about defence values? I have always thought they are too low and only have any significant effect on mountains +100% defence. I suggested doubling them all because combat uses attack and defence for both the attacker and the defending unit each round for units on the front line, so defence is only half of the important stats, whereas in civ2 a defending unit only uses its defence stat in a battle, and yet most of civ2 terrain defence modifiers are the same and sometimes even higher then CtP2 values.
I would also make fortifying a unit +100% defence not 50…
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That includes double defence bonus for forts to 100% too but I would still make them even higher as Toni said to +200% defence.
For units, I suggest we only change the units we don’t use at all or not very often, like Machine Gunner, Battleship, Destroyer, Cargo Helicopter (change it to Transport Plane), Hover Infantry, Interceptor, Leviathan, Marine, Paratrooper, Mobile SAM, etc. All the other units that currently have some use should be left as they are IMO, until we fix these useless ones.
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Toni
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From the read above we continue at 11:30gmt on Friday.
Barley you ok with that time?
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Toni
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Ok so we are all good to go for Friday 11:30gmt, see you all on the icq.
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Toni
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Maybe the best time for us to decide this issue with changing sets will be tomorrow while we are playing.
See you guys tomorrow
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All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
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