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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:19
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quote: Originally posted by thamis
I'm currently working on a C3C version, and it has been updated to version 2.1 (dunno which your last version was). Just check the site to find out! :-) |
cool, thanks
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Kull

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El Paso, TX USA
Mar 1999 time: 22:19
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A few ideas for the new version:
Pirates: Consider pre-siting a few Barbarian Villages on single tile islands in the Med, as this will probably spawn quite a few pirate ships.
New Barbarian Camps: Barbs don't seem to return after you knock off the pre-existing villages. It would be nice if they could reappear in those areas outside of normal habitation (such as the vast expanse of desert near the Caspian Sea - if this produced hordes from time to time, that would be VERY historical)
Privateers: These should be available early on in the game. Pirates were a huge problem in the Mediterranean for most of recorded history, and this unit would "bring them back" to the game. Another side benefit is that civs frequently blockade the Straits of Gibraltar with a ship that never moves, and this would be one way to deal with that problem (the only alternative now is for the human player to either get there first and block off everyone else, or start a war simply to remove a ship)
Map: Some of the civ sprawl could be mitigated by reducing the number of places the AI can plant a city. Germany, Russia, and the Steppe in particular need to be modified so that fewer cities can be planted there - especially since those are areas where many civs non-historically send settlers. I saw the way you used forest to discourage setttlement in the river valleys of the far East (unfortunately they STILL build cities in the adjacent desert), but a better solution might be to change Flood Plain terrain so it has 0-food like mountains. In Germany and Russia, stick with the forests, but greatly reduce the number of settler-friendly tiles.
Enslave: Slavery was a big part of the ancient world (loved your use of -1 culture for Slave Camps, by the way), so it seems appropriate that more units should have the ability to win battles and thereby either create workers or some kind of relatively weak generic mercenary unit.
Last edited by Kull on 24-12-2003 at 01:47
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mucker
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I just installed your mod and ran into some problems. I'm using c3c, with the latest patches. When I start up the game, the options are all screwed up (thankfully my memory isn't though). And when I start playing, the map has geographical names all over the place. Do you know what I did wrong?
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mucker
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OK, that fixed the first problem, any idea how to get rid of the map labels?
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PresidentMarcos
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One problem. In 10,000 BC, when the game starts, Northern Africa would not have yet become the Sahara Desert. Also, in the Solomon leaderhead, which one is Solomon?*Other than that, it's admirable work. Good job...but one more thing...the labels are f*cked up. On the starting menu, oh dear god...it has to be seen to be believed. But this is 2.2.
*j/k
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