 |
|
quinns
|
|
As an alternative, I know the attached files work (through at least Renaissance -- e.g. Ag Rev) without doing any of the above adjustments to your advances.txt file. Just place the two files in your scen000x (e.g. scen0001) folder as is, and start up CTP. It is the comp3 map/scenario with corrections to goods around lake islands, no extra river, and 1 settler.
Attachment: comp3b.zip
This has been downloaded 2 time(s).
Last edited by quinns on 26-05-2002 at 07:57
|
|
|  |
 |
|
quinns
|
|
quote: Originally posted by Swissy
Sorry Quinns, it doesn't work. Ran into the same tech wall. Did you test this in a MP game? |
No, I just tested it in Hot Seat. It worked fine there -- no tech wall. Did you test in in hot seat or internet MP?
|
|
|  |
 |
|
yoda
|
 |
PG, BC, Canada
Nov 2000 time: 21:13
|
|
Ok, Paul and I have tested the map up to 1190ad so far (still playing). We are closing in on nukes, science is somewhere around 5000 in communism and we finally met just 10 turns ago (approximately).
Tech problem is solved using the advance.txt file. However, as I mentioned before, this map is a good one but perhaps most players will find it difficult. It heavily favours an expansion strategy. Pollution on is still, in my opinion, a big, BIG mistake.
Personally, I favour a map similar to the one I designed. Jbytheway's map is excellent, but it almost completely removes any attempt at a naval game. Because tech moves so quickly, only hit and run tactics will most likely be successful against anyone who has any kind of mobile defense. Exception is with nukes of course. Keep nukes in the game without any modifying rules and he who nukes first/hardest wins. Because there is so much land and it's so close in areas, air power will probably totally rule without even requiring aircraft carriers.
One more thing: even with trying to play as fast as possible, turns will become very, very long from this point on (probably 40 minutes). I hope everyone is prepared for such a long game.
|
|
|  |
 |
|
quinns
|
|
Glad to see the internet play is working with the advances.txt modification. I understand now... thanks Swissy -- i.e. old comp2 works fine in hot-seat and single-player but does not work in internet play without the advances.txt modification. ( I think somebody mentioned that already... I should read better!)
In any case, I tend to favor Yoda's and Swissy's conclusion about a "smaller map". Gavrushka and I played on the Comp2b map until about 1000 b.c. before concluding that the tech- wall was definitely there. But even then turns were already slowing down with many cities. Why not a "small" map? I know many players believe this favors the non-expansionist... but does it really? You just have do expand with a more militaristic posture. When you run out of room, you can expand into space -- if it goes that far. But, yes, much quicker games. 40 minutes per turn would be unreasonable -- games between equal players may take an eternity to complete. You were right.
I now vote for using a regular or small, earth-shaped map with "three-fourths" water, and "medium to low" goods settings. J's map can definitely still be used by all of us... just not in league play. What do you all think about that?
|
|
|  |
 |
|
Swissy
|
 |
Chicago,IL,USA
Sep 1999 time: 23:13
|
|
quote: Originally posted by Patryn
Hey, gigantic map that takes forever, so that you can build an empire in peace until early modern, then slug it out into late modern, genetic............. sounds like my kind of game. I am all for it. |
Actually, this map lends itself to a strategy of pushing to space planes. First one there wins. Building for sea invasion is a waste. The production is better spent on building a vision line to guard against your opponent. Then jump on anything that gets close, I expect subs will be key defenders. Once you get space planes your opponent will be defenseless, or they will be bogged down in guarding the homefront.
As far as limits on nukes. I am getting tired of every single gripe being tied to an aspect of the game that does not benefit the production kings. No pirating so you have an easy tech push to Industrial Rev, no pollution so you can keep your cities at 1000 production plus without adverse effects, and no nukes use on cities so your opponent can't come down from space and wipe out your production core in one turn (It can be done, I did it in Monkey1 pbem game). If you want a real test; 1 settler, 100 gold, no wonders, everything else ON. The game as it is now is a plain old production fest, neglecting many of the other aspects of the game.
|
|
|  |
 |
|
Swissy
|
 |
Chicago,IL,USA
Sep 1999 time: 23:13
|
|
quote: Originally posted by J Bytheway
Has anyone ever actually had a war in space with Phantoms, etc.? Ever actually conquered a space city? Just curious...
As for limits on nukes, perhaps you shouldn't exclude the nanite defuser... |
In the US pbem game I think there were a few space cities taken. But these were taken from barbarians as Don's civ went into total revolt. I have not seen a non-diamond start that used Phantoms.
As for the Nanite Difuser, if player correctly the games would be over before the Difuser came online. With nukes, marines, tanks, space fighters/planes I see a rather quick resolution in early genetic. To many attack possibilities, not enough defenders once space opens up. That is why I have been saying the first to space planes should win. It is alot like first to SOL on a regular island map. The other player is just caught in catch-up mode. But since the modern weapons are much deadlier, I see little chance of catching up.
|
|
|  |
 |
|
yoda
|
 |
PG, BC, Canada
Nov 2000 time: 21:13
|
|
Just played another test game today on the comp2 map with Dr. Doom. 1265AD, just getting to space flight. Neither of us built many (if any) oil refineries. We both built recycling plants and we were still NINE (that's 9) turns away from a disaster. Disasters have to be turned off somehow. Either by a default setting or by turning off pollution. Otherwise, the exercise is pointless when two fairly evenly matched people play.
We had lots of combat. In total, I think 8 cities were taken. Having a navy is basically a waste of time unless you can somehow get WAY ahead of the other person in tech. No nukes were used. As for the argument that there should be no restrictions on nukes, I'll play you a game sometime and show you just WHY nukes should be excluded. Two or three nukes used against the same city will totally wipe it out no matter how big it is. Now, take out the top 3 or 4 science cities of your opponent... GAME OVER! Wasn't that fun and a good test of skill. No need to mention the nuke/paratrooper attack... LOL
As for the race for space planes/fighters and he who gets there first wins, there are defenses against that type of attack. However, if you are that far behind in tech, it's game over anyways!
|
|
|  |
 |
|
Swissy
|
 |
Chicago,IL,USA
Sep 1999 time: 23:13
|
|
quote: Originally posted by yoda
As for the argument that there should be no restrictions on nukes, I'll play you a game sometime and show you just WHY nukes should be excluded. Two or three nukes used against the same city will totally wipe it out no matter how big it is. Now, take out the top 3 or 4 science cities of your opponent... GAME OVER! Wasn't that fun and a good test of skill. No need to mention the nuke/paratrooper attack... LOL
|
If you allow an opponent to get close enough to uses nukes on your big science cities, you deserve to lose. Forward defense is the name of the game here. The player who can strike at his opponents science/production while keeping his own secure SHOULD win. As I said before, this is just the same game we always play, just taking 6-8 hours longer to complete. Instead of stacks of tanks/marines on a reg land map, or SOL /muskets on a reg island map; we will be using interceptors/paratroopers or spacecraft/nukes/marines (for the most evenly matched players).
Reports I am getting lead me to think these games are going to take longer than we originaly thought. I have heard that test games have upward of 60+ cities a side, turns after contact of 20-30 mins a side, and higher turn times as combat is initiated even on a limited scale. Considering the difficulties of time zone differences and real life, we may be better served with a game that would take 4-6 hours to complete, not just to get to initial contact. Or else we may be well into 2003 before we see the final match started.
|
|
|  |
 |
|  |
 |
|
yoda
|
 |
PG, BC, Canada
Nov 2000 time: 21:13
|
|
I say go for it with this map. Even for all players. If, after the first few games, there are too many problems, introduce a new map for the next few games.
However, we still need to decide on some rules. Is there a decision yet? Nukes/no nukes? Pollution/no pollution? Piracy/no piracy? Wonders/no wonders? I am assuming we have decided on 1 settler and 100 gold... If you want the players to vote, here is mine:
no nukes; no pollution; no piracy; no wonders (except for nanite defuser and wormhole sensor). Oh yes, and no rush buy switching and public work tricks. (personally, I don't mind using these tricks, but I don't want to start a big discussion on them )
If the tournament goes to 2004, so be it! Perhaps someone will develop another good strategy game by then.
|
|
|  |
 |
|
Swissy
|
 |
Chicago,IL,USA
Sep 1999 time: 23:13
|
|
Nukes YES (If you can't defend against it you should lose)
Piracy YES (If your getting pirated, your probably lost anyways)
Pillage YES (Ditto)
Pollution YES (Wish there was an easy way to turn off disasters but leave in the black sqaures for very high polluting cities)
Wonders NO (Except Wormhole Sensor and Nanite Defuser)
Let me throw this out for a format:
5 round Swiss System (6 rounds if more than 32 players, 4 rounds with 16 or less)
One month time limit per round, you delay the game you are out.
Win = 1pt, Draw = 1/2 pt, Loss = 0 pt.
If you cannot come to a resolution by the end of the month, and neither player is delaying, the game is declared a draw.
For those not familar with the Swiss System:
First round: Rank players in a relative strength list. I reccommend that after the final entry list is made, each player make an honest ranking. Solver will compile a consensus ranking. Top plays bottom and so on with the middle players meeting.
Second round and after: You play a player with the same point total as you. The only restriction is you may not play a player twice in the tourney.
Idealy the winner will have a perfect score, but one loss may not necessarily knock you out. And everyone gets to play at least a couple games that are competitive. If a tie for first exists at the end of the final round, you can either split the pot or have a winner take all playoff.
|
|
|  |
 |
|
quinns
|
|
My votes:
Nukes: Yes ( I hate them, but they should be on... it's part of CTP)
Piracy: No (internet games too buggy with piracy on)
Pillaging: Yes
Pollution: On (with disaster level on high as Yoda suggests)
|
|
|  |
All times are GMT. The time now is 05:13. Apolyton Time is 00:13. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|