 |
|
Sarsstock
|
|
I think thats a great idea personally, its just another element that gives the game a more 1930's urban lifestyle feel.
|
|
|  |
 |
|
Eivind IV
|
 |
History will be kind to me for I intend to write it.
Aug 2002 time: 06:16
|
|
Here's the unit file this far. Tweaked and MGE-ified the Fairline units.
I have room for plenty more units btw...
Last edited by Eivind IV on 12-02-2005 at 18:33
|
|
|  |
 |
|
Sarsstock
|
|
My god those units are looking good there Eivind, I think your well on your way to creating a true classic. I love it when a scenario creator puts this much effort into creating truly original units for his or her scenario.
|
|
|  |
 |
|
Sarsstock
|
|
I'm curious Eivind, do you intend on filling up all the unit slots? Are we going to "Ladies of the Night" units in the gameplay? Units that would basically act as either trade/caravan units to generate revenue or spy units.
|
|
|  |
 |
|  |
 |
|  |
 |
|
AGRICOLA
|
|
Canadian bush & Florida
Feb 2003 time: 00:16
|
|
quote: Originally posted by Harry Tuttle
Immigrants can be "killed" to gain low level thugs. Immigrants will "arrive" at the docks. When killed the low level thugs appear in the docks or in the immigrant slums. ........ |
I believe that Harry used a version of this in his Gold Gulch scenario. The idea is great, but I would urge some caution in using this approach. There is a risk that events can create a loop where a player kills an immigrant and the killing triggers the spawning of a replacement immigrant and one or more thugs. A thug (likely one of any number of existing ones posted where the immigrant are respawned) kills the newly spawned immigrant and the cycle continues.
The result of events automatically respawning immigrants and spawning thugs is that in less than 20 turns a player can flood the scen with thugs simply by moving all new thugs to the location where immigrants are spawned and using them to kill immigrants as they are respawned.
Probably the easiest way to limit the cycle would be to make the respawning of immigrants a RandomTurn event with denominator = 2 or 3.
|
|
|  |
 |
|
Eivind IV
|
 |
History will be kind to me for I intend to write it.
Aug 2002 time: 06:16
|
|
quote: Originally posted by fairline
I've made some cops as well Eivind. NYPD wore double breasted jackets in the 30's: |
Those cops are outstanding! Grazie! 
quote: Originally posted by fairline
I can draw one up. I suggest an FBI shield to distinguish him from the Mob. |
I feel like a spoiled brat, but I'd be a very happy man if you could 
Btw, would the mafiosi have shields? Do you know if they have some sort of family emblem or shield or something?
quote: Originally posted by Harry Tuttle
Immigrants can be "killed" to gain low level thugs. Immigrants will "arrive" at the docks. When killed the low level thugs appear in the docks or in the immigrant slums. If this is made in MGE then maybe just make this an event for one family because of event space. If in ToT it can be for all. |
Really interesting...Thanks!
quote: Originally posted by AGRICOLA
Probably the easiest way to limit the cycle would be to make the respawning of immigrants a RandomTurn event with denominator = 2 or 3. |
Thanks! 
quote: Originally posted by Harry Tuttle
Alcohol caravan that can be killed for money. |
The scen will start after the prohibition, at the start of The Five Families Era and the forming of the The Commision.
quote: Originally posted by Sarsstock
I'm curious Eivind, do you intend on filling up all the unit slots? |
You know, I'm still very intrigued by the idea of having this as a real epic mafia scen, stretching from the 30s to the 70s-80s somtime. In this way it would be no problem to fill up all the unit slots at all. You would get upgraded cars, upgraded weaponry (more variation), the tech tree would be bigger and there would be more historical events to cover 
(...Continuing below)
quote: Originally posted by Sarsstock
Are we going to "Ladies of the Night" units in the gameplay? Units that would basically act as either trade/caravan units to generate revenue or spy units. |
The list of unit ideas I got from AGRICOLA on the prev page were fantastic. I intend to use many of those.
Ideas for special units:
Settler: Rental agents?
Engineer: Construction Worker(s)?
Diplomat: Lawyer (limited abilities)?
Spy: Maybe consiglieri, but if lost you'll loose much money. (limited abilities) If not consiglieri, maybe Investor or Saboteur (limited abilities).?
Caravan: Prostitutes? 
Freight: Smuggled goods?
Maybe there even would be some civ specific famous mobsters involved in the scen. 
Last edited by Eivind IV on 13-02-2005 at 22:05
|
|
|  |
 |
|
Sarsstock
|
|
I also agree Gareth those cops are fantastics. I love the new pose of the slightly hunched over figure with the rifle. I can honestly see it becoming the prefered pose for units in the future.
I know I for one want nearly all my infantry in the ToT remake of "Jules Verne" to have that pose. I might also try to take the colouring style you applied to the truck unit Gareth and apply it to some car units, for either use in this scenario if Eivind deems them usefull of use on my own projects.
I'm curious Eivind, will the crime families be able to receive the odd police unit via an events trigger to represent the corruption of police being bought out by the crime families?
|
|
|  |
All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|