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Broken_Erika is offline Broken_Erika
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Oct 2004
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  Old Post 24-06-2005 20:52 Visit Broken_Erika's homepage!
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Barbarian escape pods harass imperial forces!

Alinestra Covelia is offline Alinestra Covelia
Queen
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Feb 2000
time: 00:37
  Old Post 25-06-2005 02:53
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quote:
Originally posted by Tigey
As Kobayashi mentioned earlier, Will Keenan's Barbarian Paper, is THE definitive source on all matters Barbarian...

I have that open on my desktop and refer to it often.

quote:
As to the use of Partisans, it all depends on whether you want to use a Barbarian "setting" at the start, and intelligent use of tech/unit slots.


Currently the plan is to have barbarians around and causing problems occasionally. In fact, I don't mind if they cause a LOT of problems for the main players - it makes the Galactic Empire's quest to subjugate all the galaxy a little more understandable and respectable.

quote:
Personally, I'd advise you do use villages only, in combination with a few events to spawn Barbs, as otherwise it will be quite a LOT of work to sort out the finicky Barbarian issue...


That's probably a good idea. In that case, I can give the relevant techs so that Barbs only spawn a very small range of units, and never spawn Partisans or Escape Pods. Let's leave those resources to the Rebels and other Human controlled players.

I'm more or less done with an alpha for the units. Now I'm going through the tech tree to try to put in advances. The tech trees will mostly diverge but there should be enough cross over to give Rebels the incentive to techsteal from other factions.

N35t0r is offline N35t0r
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Jan 2000
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  Old Post 25-06-2005 08:35
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Remember that partisans will only pop up in land squares.

They can, however, be made sea units, and if there is a sea square adjacent to wherever they pop, then they can 'lift off' to outer space.

Alinestra Covelia is offline Alinestra Covelia
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Feb 2000
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  Old Post 02-07-2005 17:13
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Okay, looks like the Partisans (escape pods) will be Domain 3 units - hopefully this means they will appear anywhere and be able to float happily back home.

I don't know how to make impassable terrain squares. I'm using the normal rules text (as opposed to fantasy or sci fi rules texts). Does anybody know how to make terrain impassable?

Tigey is offline Tigey
Settler

Dec 2003
time: 05:37
  Old Post 02-07-2005 17:30
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Desert, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, no, ; Drt


Editting the "no" (the penultimate entry on the line) to "yes" in Rules.txt will do it.

Last edited by Tigey on 02-07-2005 at 17:50

N35t0r is offline N35t0r
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  Old Post 02-07-2005 19:16
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quote:
Originally posted by Alinestra Covelia
Okay, looks like the Partisans (escape pods) will be Domain 3 units - hopefully this means they will appear anywhere and be able to float happily back home.


Watch out... regardless of the domain they are given, they will only pop-up on land terrain...

Broken_Erika is offline Broken_Erika
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Oct 2004
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  Old Post 02-07-2005 21:28 Visit Broken_Erika's homepage!
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quote:
Originally posted by N35t0r


Watch out... regardless of the domain they are given, they will only pop-up on land terrain...

but if you make all the land terrain around cities have space beside them, then it should work.

Alinestra Covelia is offline Alinestra Covelia
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Feb 2000
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  Old Post 06-07-2005 08:57
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Maybe I'll make a terrain type "moon" and have those orbiting around planets, so whenever the Imps capture a Rebel base, the surrounding planets get a good number of escape pods. If I recall correctly, there is no limitation stating that only one partisan can appear on a square - I've captured cities and seen several occupy the same square. So maybe that will work.

Any way to disable city bribing?

:) Smiley is offline :) Smiley
Emperor
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Feb 2001
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  Old Post 06-07-2005 09:22 Visit :) Smiley's homepage!
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Is it possible to have multiple Palaces in one civ?

kobayashi is offline kobayashi
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Dec 2000
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  Old Post 06-07-2005 11:12
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quote:
Originally posted by Smiley
Is it possible to have multiple Palaces in one civ?


yes, via the cheat box in the build screen. I did this in Wealth of Nations

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:37
  Old Post 06-07-2005 15:01
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Why don´t use CivCity?

Alinestra Covelia is offline Alinestra Covelia
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Feb 2000
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  Old Post 08-07-2005 06:22
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Doing that would also eliminate corruption, too, right?

Is there a way to make sure R2D2 can't take over a whole base and all its units, without putting Palaces in each?

If there's no way to do this universally, I may have to do it selectively by altering LABELS or GAME, which means only the humans would have this limitation.



In other news, I'm trying to put together a terraforming list such that, with sufficient manpower, you could change a planet into something else. Homeworlds will be one thing you cannot terraform away from (because it uses the tiling trick, so it would look silly to have only 3/4 of a Coruscant and a lone little Iceball world in one quadrant).

I've thought of an interesting little unit, called a Golan Defense Platform. It's a sea unit that acts like a trireme, with a huge defense and a respectable attack. Trireme loss will be upped to 100%. The Golan Defense Platform will have to hover in orbit around a planet and get a good attack against incoming units. One interesting thing is that it cannot actually end its turn ON the planet itself (unless the planet has another one in an adjacent square) because then the computer will look around it and think "ocean on all sides - this trireme is lost at sea!"

The fun thing is that if you have a lot of planets near each other, this orbital can alternate around them all! So a bunch of planets can rush orbitals around themselves when one falls under attack.

Last edited by Alinestra Covelia on 08-07-2005 at 06:36

:) Smiley is offline :) Smiley
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Feb 2001
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  Old Post 08-07-2005 08:00 Visit :) Smiley's homepage!
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Looks like you've invented a new game mechanism!

Does the AI handle it well?

Broken_Erika is offline Broken_Erika
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Oct 2004
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  Old Post 08-07-2005 11:08 Visit Broken_Erika's homepage!
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will these be useful?

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Alinestra Covelia is offline Alinestra Covelia
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I sense the dodgy presence of Bing - a presence I've not felt since...
Feb 2000
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  Old Post 09-07-2005 10:47
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Hey, thanks Broken_Erika! I like your Dreadnaught, and I think your Droid Soldier is superb.

I have discovered that this Golan Defense thing probably isn't going to work. I want to include a wonder - Grand Admiral Thrawn - that acts like the Lighthouse. This would make the Empire far too powerful, as the Golan Defense Platform would then be able to detach itself from orbit and throw its meaty weight around the galaxy!

So that's not going to work.

Maybe the Golan Defense Stations could be air units with a movement of 1. and a range of 1. That would basically force them to stay on the planet and never move off it until an enemy was coming close.

N35t0r is offline N35t0r
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Jan 2000
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  Old Post 09-07-2005 15:10
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the AI ignores trireme sinkae anyway....

And AFAIK, no more than one partisan can pop up in a square... (i've never seen it anyway)

Alinestra Covelia is offline Alinestra Covelia
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Feb 2000
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  Old Post 09-07-2005 21:38
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More screenshots.

Progress report:

I am probably going to have to ditch the escape pods trick and just use plain partisan-style units (in this case, CombatDroids). The units have all been placed, with particular care for the Barbarian slots. Combat numbers will have to be extensively tweaked but those will come later as they should be fairly easy to map out.

Tech tree is yet to be worked out. It will be much more abbreviated than the standard tech tree, although several techs will be universally available and that could lead to interesting diversity. A few will be TechSteal-able, to encourage craftful dodgerism. Particular attention paid to barb units triggers (as mentioned above). There will also be an element of Citizen art (which row they use according to which tech you have) but this will NOT extend to the cities (because it's hard enough putting something feasible on one square let alone have to replicate it seven times through different styles).

A lot of the techs will be event based techs, purely to make things obsolete rather than anything else. (If Vader dies, get this tech, if the Emperor dies, get this tech, etc. etc.)

I'm debating whether to pre-place wonders. I know that if you count Wonders as City objective points, you can't build any new ones. Maybe I'll just have them not count as objectives, and instead make the players build them for the sake of the power itself.

I have gone about changing a few .dll files.

I cannot get the hyperspace concept to work. This goes thus:

Ships move to a navigation buoy in the middle of space.

They hit the Transport button and are transported to a mottled landscape of hyperlanes and debris.

The hyperlanes have a very low movement cost, so they can get to another navigation buoy and then pop back out into realspace.

The problem is the ocean squares appear to be default set to movement 1. Is there any way I can reduce this for the ocean squares in map two?

Alinestra Covelia is offline Alinestra Covelia
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I sense the dodgy presence of Bing - a presence I've not felt since...
Feb 2000
time: 00:37
  Old Post 09-07-2005 21:41
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Redid the black hole and galaxy graphics slightly. The Empire begins its conquest of Old Republic worlds.

Attachment: swscenscreenshot01.jpg
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Last edited by Alinestra Covelia on 13-07-2005 at 18:35

Alinestra Covelia is offline Alinestra Covelia
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I sense the dodgy presence of Bing - a presence I've not felt since...
Feb 2000
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  Old Post 09-07-2005 21:42
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An Imperial patrol group fends off attack from Rebel raiders.

Attachment: swscenscreenshot02.jpg
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Alinestra Covelia is offline Alinestra Covelia
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I sense the dodgy presence of Bing - a presence I've not felt since...
Feb 2000
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  Old Post 09-07-2005 21:44
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Changes will include PEDIA, DESCRIBE, and various improvement graphics changes, as with this wonder (formerly the Lighthouse).

A certain event has been placed, whereupon the Empire could be given a tech ("The Noghri Incident") which makes this wonder obsolete. Probably accompanied by a text popup.

Attachment: swscenscreenshot03.jpg
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Alinestra Covelia is offline Alinestra Covelia
Queen
I sense the dodgy presence of Bing - a presence I've not felt since...
Feb 2000
time: 00:37
  Old Post 09-07-2005 21:45
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If I really wanted to, I could have changed the whole Audience Chamber appearance...

...but I'm not that brave.

(And besides it would probably have been more than the byte-age that GifXtractor would allow.)

Attachment: swscenscreenshot04.jpg
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techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:37
  Old Post 09-07-2005 21:54 Visit techumseh's homepage!
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Looks fabulous, Allie. Unfortunately, ocean terrain always has a movement factor of one, so hyperspace doesn't work for naval units.

Alinestra Covelia is offline Alinestra Covelia
Queen
I sense the dodgy presence of Bing - a presence I've not felt since...
Feb 2000
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  Old Post 10-07-2005 00:15
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Hmmm... I wonder if this would be the case even with railroads...

Let's give it a try

Mercator is offline Mercator
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Sorekara no Nanimo
Jan 1970
time: 06:37
  Old Post 10-07-2005 00:52 Visit Mercator's homepage!
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quote:
Originally posted by Alinestra Covelia
(And besides it would probably have been more than the byte-age that GifXtractor would allow.)


Since we're talking about ToT, you can use Resource Hacker instead... That doesn't have any restrictions on the file size of the replacement.

:) Smiley is offline :) Smiley
Emperor
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Feb 2001
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  Old Post 10-07-2005 05:14 Visit :) Smiley's homepage!
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How do you get the big images for the description screen, or is that a ToT only feature?

Alinestra Covelia is offline Alinestra Covelia
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  Old Post 10-07-2005 07:08
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Hmm, railroads don't work in seas. Surprisingly.

Smiley, the big images are a ToT only feature.

I will try the Resource Hacker.

N35t0r is offline N35t0r
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Jan 2000
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  Old Post 12-07-2005 08:55
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Railroads DO increase the shield bonus of ocean tiles by 50% though... (and both roads and railways on an ocean square will give the 50% trade bonus when a superhighway is present)

They can't be built though...

Broken_Erika is offline Broken_Erika
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shoving your soul into a jar of mayonaise
Oct 2004
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  Old Post 12-07-2005 11:56 Visit Broken_Erika's homepage!
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x-wing and b-wing

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Alinestra Covelia is offline Alinestra Covelia
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I sense the dodgy presence of Bing - a presence I've not felt since...
Feb 2000
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  Old Post 16-07-2005 11:21
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Taking a break from Techtree to do pretty pictures yay.

Sounds will be taken from XvTie, which obligingly has the sound files already in .wav format! (Awesomeness unbound.)

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ravagon is offline ravagon
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Australia
Sep 1999
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Post  Old Post 20-07-2005 06:22
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quote:
Originally posted by Alinestra Covelia

I cannot get the hyperspace concept to work. This goes thus:

Ships move to a navigation buoy in the middle of space.

They hit the Transport button and are transported to a mottled landscape of hyperlanes and debris.

The hyperlanes have a very low movement cost, so they can get to another navigation buoy and then pop back out into realspace.

The problem is the ocean squares appear to be default set to movement 1. Is there any way I can reduce this for the ocean squares in map two?


I would be most interested to see if you can get something like this to work.
I've tried it on and off but have never been able to get the AI to actually think of the second map as a shortcut and use it thusly.
If I started units off in 'hyperspace' then they'd have no problems but if a unit started out on the main map ...


Some of the best SW graphics I've seen are Cobras compilation thingummies. BeBro's site has them iirc.

Last edited by ravagon on 20-07-2005 at 08:18

 
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