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Ed O'War is offline Ed O'War
Warlord
Los Angeles, CA
Mar 2002
time: 21:19
  Old Post 29-04-2002 04:27
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Scenario: The Warlord Help yourself to an AD-FREE life

"In the aftermath of the Apocalypse War the Earth is a shattered wasteland. Bands of nomads wander the wastelands, scrounging whatever they can to survive one more day. With time, various factions come to settle down and form communities
of people with a shared common purpose. With the rebirth of civilization, though, comes the rise of The Warlord: a survivor of the Apocalypse War, leading his former Marine unit of hardened war vets. The Warlord has a purpose too...to conquer the
wasteland."

This is my foray into a post-apocaplyptic scenario. You start with one Marine, one Rifleman and one Explorer. As you do not start with a settler, you must conquer a city to found your empire, or find a settler in a goody hut.

I only did minimal play-testing on this scenario, just enough to make sure it was a viable concept. As I didn't change the name of any units, there should be no problems with crashes.

Have fun conquering the wasteland.

Version 1 replaced after 7 downloads. Changes to Version 2:
- Tweaked Nationalistic gov't. to have problematic corruption and 1/2/3 unit support
- Cleaned up the upgrade chain
- Enabled the Brotherhood to build Panzers
- Enabled Smokers to build Jet Fighters
- Enabled Reavers to build Cavalry

Version 2 replaced after 19 downloads. Changes to Version 3:
- Gave Continental League (U.N.) +50% luxury output
- Tweaked corruption slider to 85% for all difficulty levels
- Removed 'Starts Golden Age' from all units
- Extended Golden Age (for improvements/wonders) to 25 turns

Attachment: the warlord.zip
This has been downloaded 4954 time(s).

Last edited by Ed O'War on 02-05-2002 at 06:20

Ed O'War is offline Ed O'War
Warlord
Los Angeles, CA
Mar 2002
time: 21:19
  Old Post 29-04-2002 04:28
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Increase the size of your Attachments

Here's the readme file, for those who want to get the full details on the changes I've made before you download the scenario.

Here's an updated readme (first version deleted after 6 downloads, second version removed after 9 downloads).

Attachment: warlord readme.txt
This has been downloaded 1508 time(s).

Last edited by Ed O'War on 02-05-2002 at 06:21

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:19
  Old Post 29-04-2002 14:43
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Only thing I can suggest at this momnet is to remove obsolete units from game queue.

This is more a "standard Civ3" problem, but can be solved easily by making obsolete units upgradeable to new ones: Swordsmen & Lonbowmen to Rilfemen; Frigate, Privateer & Ironoclad to Destroyer, etc...

Scenario look good in any otehr way.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:19
  Old Post 29-04-2002 15:21
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Increase the size of your Attachments

and nationalism is too much superior to enlighment.
Only a little worse corruption for lower war warrines, better draft, better units upkeep.

Maybe if you lower it's corruption to problematic level (it would still be a good trade since it has trade bonus).
That way there would be enough diffenece in corruption to choose enlightment.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:19
  Old Post 29-04-2002 15:53
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Bugs:

Reavers can't build Cavalry
Brotherhood can build Panzers.
Smokers can't build Jet Fighter.

Why sea lethal bombard to Catapults?

Ed O'War is offline Ed O'War
Warlord
Los Angeles, CA
Mar 2002
time: 21:19
  Old Post 29-04-2002 20:35
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quote:
Originally posted by player1
Bugs:

Reavers can't build Cavalry
Brotherhood can build Panzers.
Smokers can't build Jet Fighter.

Why sea lethal bombard to Catapults?


Thanks for the feedback.

1) I'll look at Nationalism and probably tweak it a little to make it more balanced.

2) I'll review the upgrade chain for the units. I didn't think I had really changed the upgrade chains that much from the standard game, but maybe I inadvertently changed some things without realizing it the effect it would have.

3) Originally Reavers weren't supposed to be able to build Cavalry because they had the Cossack, which in some ways was a more powerful unit (5/2/2 with hidden nationality). However, for game balance I changed the Cossack to 4/2/2 with hidden nationality, and I forgot to reinstate Cavalry for them. So, I will correct this.

4) Everyone is supposed to be able to build Panzers. I'll check to make sure the Brotherhood is flagged to build them as well.

5) I gave lethal sea bombardment to catapults mainly to help coastal civs keep the barbarian Privateers off their backs. You may have to shoot them a couple of times to sink them, though. It doesn't have lethal land bombardment, as I can't see catapults being able to wipe out entire units.

6) Doh! The reason smokers can't build jet fighters is because I used the Americans as the base civ for them (which build the F-15), and I overlooked reinstating Jet Fighters for them. That was a clumsy mistake on my part. Thanks for catching that.

Thanks again for the feedback. I'll make the changes when I get home from work tonight and post a new version.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:19
  Old Post 29-04-2002 21:04
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I lost my first three games on monarch.
In forth I succeded in getting Smokers second city.

P.S.
Thier knights were very annoying.

Ed O'War is offline Ed O'War
Warlord
Los Angeles, CA
Mar 2002
time: 21:19
  Old Post 30-04-2002 00:38
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quote:
Originally posted by player1
I lost my first three games on monarch.
In forth I succeded in getting Smokers second city.

P.S.
Thier knights were very annoying.


Is this a good thing or a bad thing? Do you think it's too hard, too easy, or just about right?

If you think the Knight is annoying, in my second test game the Reavers used their Cossack to take two of my cities--and they didn't have to declare war (that's one reason why I decided to tweak the Cossack a little). I managed to come back and knock out three Reaver cities, making them sue for peace. Of course, that was only on Warlord.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:19
  Old Post 30-04-2002 00:49
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You know what happend to me.
30 Cossaks came down and killed 3 spearmens, killed two pop, and taken all 500 golds I had.


P.S.
I lost game later.

There were all in war with me and I couldn't hold on.

And they had 5-8 cities while I had only 3.

No new cities build since I was constantly atatcked.

Maybe that because I play on monarch (AI has 10% bonus on prod. grownth, etc...)

Maybe my next game will be on regent.


P.P.S.
Do you have tips how to make cities grow in pop effectively?

Ed O'War is offline Ed O'War
Warlord
Los Angeles, CA
Mar 2002
time: 21:19
  Old Post 30-04-2002 02:37
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quote:
Originally posted by player1
You know what happend to me.
30 Cossaks came down and killed 3 spearmens, killed two pop, and taken all 500 golds I had.


P.S.
I lost game later.

There were all in war with me and I couldn't hold on.

And they had 5-8 cities while I had only 3.

No new cities build since I was constantly atatcked.

Maybe that because I play on monarch (AI has 10% bonus on prod. grownth, etc...)

Maybe my next game will be on regent.


P.P.S.
Do you have tips how to make cities grow in pop effectively?


Whenever one of the AI civs enters a new era, a massive barbarian uprising breaks out. I have barbarians set to Rampaging, so you might want to use the editor to tone it down a bit.

If you settle near rivers, you can clear the jungles to create grasslands, which can be irrigated for 3 food. However, one of the changes I made was to have Clear Jungle require Steampower. I think I will change it so it only requires Engineering instead.

You may want to wait for me to post a revised version tonight before trying your next game.

Thanks again for the feedback.

Ed O'War is offline Ed O'War
Warlord
Los Angeles, CA
Mar 2002
time: 21:19
  Old Post 30-04-2002 05:30
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quote:
Originally posted by Ed O'War


If you settle near rivers, you can clear the jungles to create grasslands, which can be irrigated for 3 food. However, one of the changes I made was to have Clear Jungle require Steampower. I think I will change it so it only requires Engineering instead.


Actually, I had set Clear Jungle to no tech requirement, so I left it that way.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:19
  Old Post 01-05-2002 22:40
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How about to lower palace cost to 40 (from 100).

In this Scenario, you'll often have manu cities on manu parts of the world.
It often happens that capitol as far way from most of other cities.

So I think that moving capitaol doesn't need to be as expensive as in original Civ3 (from 100 to 1000 cost). So put it to 40 (from 40 to 400 cost)

Ed O'War is offline Ed O'War
Warlord
Los Angeles, CA
Mar 2002
time: 21:19
  Old Post 01-05-2002 23:58
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Okay, I'll take a look at it and see about reducing the cost for the Palace. Any other suggestions for tweaks or improvements? That way I don't have to put out another version with only one change.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:19
  Old Post 02-05-2002 01:10
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Lets say.
Golden age trigger for UU are not set propely.
In fact they are not chaged at all from original game
Make you wonder why would Panzer start GA for every civ, or why warriors won't start in for glowfreaks.

Although probelm is that Warlord civ would waste it's golden age early.

Possibile soltuion: remove UU golden age triggers completly.
that way you won't have any weaird results.
There would still be peacefull Golden Age.

P.S.
Am I right or getting unit from huts is impossibile?
Since units from hut are barbarin type only, and those are Cossaks and Warriors both non-buildable by Warlords.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:19
  Old Post 02-05-2002 01:11
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And maybe a little overall reduction is corruptiom. To 70% for example.

Ed O'War is offline Ed O'War
Warlord
Los Angeles, CA
Mar 2002
time: 21:19
  Old Post 02-05-2002 02:59
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Okay, another dumb error on my part--not correcting the Start Golden Age for the UU's. I think I will just deactivate that completely...after all, it is the post-apocalypse world, what's so golden about that?

I originally reduced the corruption to 70% (or there abouts), but it seemed like there was virtually no corruption at all, so I reset it to 100%. If you think it's a problem, I'll look at resetting it to around 85-90%. However, I don't want to change it too much--waste and corruption kind of fits into the whole post-apocalyptic thing, IMO.

Thanks again for the suggestions and feedback. I'll try to post a new version tonight.

Ed O'War is offline Ed O'War
Warlord
Los Angeles, CA
Mar 2002
time: 21:19
  Old Post 02-05-2002 05:46
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quote:
Originally posted by player1
P.S.
Am I right or getting unit from huts is impossibile?
Since units from hut are barbarin type only, and those are Cossaks and Warriors both non-buildable by Warlords.


Actually you can get non-barbarian units from goody huts. I got an Army once (blew me away when that happened ), and I've gotten other non-barbarian units in other games I've played. I have no idea how the computer decides which unit you find, but it would be interesting to know--perhaps it could be manipulated to reach a desired result.

Ed O'War is offline Ed O'War
Warlord
Los Angeles, CA
Mar 2002
time: 21:19
  Old Post 02-05-2002 06:08
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quote:
Originally posted by player1
How about to lower palace cost to 40 (from 100).

In this Scenario, you'll often have manu cities on manu parts of the world.
It often happens that capitol as far way from most of other cities.

So I think that moving capitaol doesn't need to be as expensive as in original Civ3 (from 100 to 1000 cost). So put it to 40 (from 40 to 400 cost)


I'm not quite sure what you mean. Does the palace become more expensive each time you move it to another city? If so, I wasn't aware of this (I rarely move my palace in any of my games).

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:19
  Old Post 02-05-2002 21:54
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From 1.16f patch, palace bceomes more expenive depending from number of cities you have.

It starts with 100 (minimum cost), then already with 4-6 cities (don't know details) it cost is 200-300, and at the end with 15 or more cities it is 1000 (max cost).

P.S.
The nubmer of cities are just good guesses.

Ed O'War is offline Ed O'War
Warlord
Los Angeles, CA
Mar 2002
time: 21:19
  Old Post 03-05-2002 00:00
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Okay, I wasn't aware of that. I'll consider changing the palace cost then. Thanks again for the feedback.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:19
  Old Post 23-07-2002 01:10
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Hello!

1.29f patch is here.
Any plans for improvments, tweaks or bug fixes?

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