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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
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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...
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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.
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Tigey
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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
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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
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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
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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
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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?
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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
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Redid the black hole and galaxy graphics slightly. The Empire begins its conquest of Old Republic worlds.
Attachment: swscenscreenshot01.jpg
This has been downloaded 128 time(s).
Last edited by Alinestra Covelia on 13-07-2005 at 18:35
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ravagon
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Australia
Sep 1999 time: 13:37
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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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