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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:17
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quote: Originally posted by rjmatsleepers
One of the bad guys (orange I think, but I can't remember and I can't play it on this computer) is very strong and difficult to deal with. Playing as AM, I lost a large slice of my empire when they started attacking and took a long time to get it back. I had similar problems playing as (I think) Ramtops.
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It might be the Independents? If that's the case, the problem will be less critical when I lower their stats! And you all convinced me that the crossbowmen shoudl be 2/3/1! 
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I never came close to finishing the scenario, but I don't know whether this would be improved if I could build barracks earlier. I'm not sure how dedicated / patient the average scenario player is. I suspect La Fayette finishes a scenario in one hundredth the time I do.
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There's no doubt La Fayette doesn't play in the same league we do 
And, as I said in a post above, I now believe I should have started with a smaller map... But I don't feel like redoing it now: this will have to wait for the version 2.0 (in 15 years, at the pace I progress ...).
So, to quicken things a bit, I chose to raise by 1 the movements of scouts and merchants. This should help you to explore AND to progress faster along the tech tree!
As for barracks, they are only 1 tech away from the start...
And as for tech rate, maybe I should make a step back and change it (from 30 to 20, I think )
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With the second playtest version I let AM starve down to a sustainable size despite capturing a few cities. I suspect I never discovered trade, so food caravans were not an option - but I may be misremembering this. It wasn't a big issue as far as I was concerned, but remember that I didn't finish and this may have contributed.
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I think the reason why you never discovered trade was... because you had it from the start... 
Or at least the ability to build (food) caravans!
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I found the emptiness of the map one of the factors that slowed me down. I didn't have enough settlers to fill it up, but it took a long while to move units to position them to attack other cities. I don't think I ever used a scout unit and I never found a recruiting centre - perhaps I didn't explore enough. My play style is to explore until I find a city to conquer and then conquer it, repeating as many times as necessary.
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Yes, again, a smaller map would have done it, as I didn't want to many cities! And that's the reason why you haven't got many settlers: I didn't want players to build cities, the Public Workers being there to help build roads, mines and such...
You should use scouts to explore, and even more now that they'll be faster! This would allow you to find the Barbarian villages. You'll find more about them in the unit description! (of the version I'll release next week)
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I'm not sure how helpful these comments will be, since I am not a frequent scenario player.
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They were, my friend, they were!
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Just a small thought ...
... have you chosen the new trade names in such a way that demand and supply are appropriate for particular cities? For example Ankh Morpork should demand rat on a stick.
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Well, actually I could change the supply/demand lists at the start of the game, but there is no way I could control how they would change after that! So I think it's not worth the effort...
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rjmatsleepers
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Nearly there ... you're on the last lap now.
RJM at Sleeper's
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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:17
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I just sent to you (Arthedain, rjm, curtsibling, duke of york, yaroslav and Case) what is, hopefully, the last beta!
I plan to release the scenario at the beginning of next week, if no huge problem appears!
So if you could give the last version a look, I would be really grateful!
About playability: I really need your opinion on the 3 following points:
1) are the Independents too much of a nuisance? I lowered the stats of the crossbowmen to 2/3/1; if yes, what should I do, give them a move of 0?? That would make attacking independent cities a bit too easy, I think, as you could just park a catapult on a plain next to it, as they would have no way to counterattack (not that the crossbowmen are really effective...)??
2) how is the tech progression rate? I switched the tech rate back to 10/10 (from 20/10), but I'm afraid that with the merchants help, the techs are gained too quickly (in my playtest with Omnia, thanks to merchants, I gained nearly 10 techs in 30 turns...)
3) are the orange civ (Dungeon Dimensions, the "baddies") agressive enough?
That's it guys! I hope you enjoy it...
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rjmatsleepers
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quote: Originally posted by Cyrion
I plan to release the scenario at the beginning of next week, if no huge problem appears! |
I played until Autumn 79 with as Klatch and experienced no play problems. I won't be able to play anymore for a while, so here are some preliminary comments.
The 'pedia is very well done and it is clear that you have put a lot of work into this and all other aspects of the game. The scenario deserves to be a huge success.
quote: Originally posted by Cyrion
About playability: I really need your opinion on the 3 following points:
1) are the Independents too much of a nuisance? I lowered the stats of the crossbowmen to 2/3/1; if yes, what should I do, give them a move of 0?? That would make attacking independent cities a bit too easy, I think, as you could just park a catapult on a plain next to it, as they would have no way to counterattack (not that the crossbowmen are really effective...)?? |
The Independents were not too much of a nuisance - particularly once I used the Death unit as a honeypot trap. In due course I adopted the strategy of using my flying carpets to empty the enemy city of defenders and then capture it with a scout unit.
quote: Originally posted by Cyrion
2) how is the tech progression rate? I switched the tech rate back to 10/10 (from 20/10), but I'm afraid that with the merchants help, the techs are gained too quickly (in my playtest with Omnia, thanks to merchants, I gained nearly 10 techs in 30 turns...) |
I suspect tech progress is too fast. As Klatch I used a few merchants and a lot of tech swapping which got me through the tree very quickly (and had me #1 in technology) without increasing the research rate or building any libraries, etc - I did get a couple of cities celebrating though.
quote: Originally posted by Cyrion
3) are the orange civ (Dungeon Dimensions, the "baddies") agressive enough?
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The "Orange meanies" do not seem very aggressive. At times they seem to stand there just waving their units around - but they are very good at walking into an undefended city and they do eventually capture cities by force.
BTW I loved the introductory graphic.
I have a few points that you may like to look at.
The message about building an underwater vehical seems to say I built it, but I don't think I did - maybe adjust the wording here?
The message about breaking the fabric of space time by building an enormous pyramid specifies Djelly Belly as the city responsible. But in my game I owned Djelly Belly. Possibly you could adjust it - renegades build near Djelly Belly, or something like that.
I destroyed one pyramid, but it cost me a lot of units. The reward seemed to be pretty meagre for the effort involved, so I didn't bother with any more.
Finally one point that may impact playability. It appears to be impossible to move the portal closure unit without building a chain of cities and this is difficult with so few public workers. So in my game it just sits there doing nothing Whether you need to do anything about this depends on how the unit is intended to be used.
Good luck with the release version!
RJM at Sleepers
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