 |
|  |
 |
|
dutcheese
|
|
holland
May 1999 time: 05:12
|
|
Created Quick Start the scenario.
dutcheesescenariopak6.zip
Designed for PBEM games and shorter game play.
Start in 1500 AD with 24 advances, 10,000 public works, 10,000 gold, 10 settlers, a knight, and a transport.
The first 10 cities created by each player auto grow to size 5 if built before turn 4.
Beginning special units posses extended movement, 0 firepower, and 1 hitpoint. Knight and transport are removed at turn 3.
Uses random map features.
dutcheese
[This message has been edited by dutcheese (edited September 15, 1999).]
[This message has been edited by dutcheese (edited September 18, 1999).]
[This message has been edited by dutcheese (edited September 18, 1999).]
[This message has been edited by dutcheese (edited September 19, 1999).]
[This message has been edited by dutcheese (edited September 23, 1999).]
|
|
|  |
 |
|
dutcheese
|
|
holland
May 1999 time: 05:12
|
|
Hi,
Posted an update to the Quick Start Scenario.
Fixed not enough production to build improvements caused by too many musketeers at startup--could build but only after disbanding some units.
Creating the first 10 cities gives 2 musketeers now rather than 4.
Also changed years per turn for early periods of the game. Was set as high as 50 year per turn. Now set to 4 years per turn.
Please place comments in this thread.
dutcheese
[This message has been edited by dutcheese (edited September 15, 1999).]
[This message has been edited by dutcheese (edited September 17, 1999).]
[This message has been edited by dutcheese (edited September 18, 1999).]
[This message has been edited by dutcheese (edited September 18, 1999).]
|
|
|  |
 |
|
dutcheese
|
|
holland
May 1999 time: 05:12
|
|
Hi Swissy,
I just installed the unoffical 1.21 patch and the scenario worked fine.
The Quick Start scenario was created with CTP installed and 1.2 installed--nothing else was installed.
The extra units are created at the beginning of each player's turn. Are the extra units there for the other players after your first turn?
dutcheese
[This message has been edited by dutcheese (edited September 16, 1999).]
|
|
|  |
 |
|
dutcheese
|
|
holland
May 1999 time: 05:12
|
|
Hi,
Updated the Quick Start scenario and adjusted the download link listed above and below for the new file.
Added one more initial advance for a total of 25 initail advances. Added Ocean Faring to enable Fisheries when cities are created therefore the initial cities grow in size more quickly.
Doubled initial Public Works provided to each player, from 10,000 to 20,000, since Fisheries cost double or more to build.
Also increased initial gold from 10,000 to 15,000.
Let me know what you want in this scenario and I'll make the changes or at least play the scenario in single player mode for testing before starting a PBEM game.
Do you think there is enough initial gold or do you want initial different or more advances?
I don't want give too much gold because it might be used to buy troops rather than building improvements. What to you thing?
dutcheese
[This message has been edited by dutcheese (edited September 17, 1999).]
[This message has been edited by dutcheese (edited September 18, 1999).]
[This message has been edited by dutcheese (edited September 18, 1999).]
|
|
|  |
 |
|
DON
|
|
Probally a stupid question, but i am going to ask it anyway.
If i just unzip to the ctp game directory everytime you come up with a new and improved version, will it overwrite the older version.
If this is the case i wont have to go in there and manually rip out the old version.
Thanks very much for taking the time and making this scenario.
|
|
|  |
 |
|
Frazer
|
|
Crewe,Cheshire,UK
Aug 1999 time: 05:12
|
|
What happens if a PBEM file created with a scenario is opened by a player without the scenario ?
Does the file open but the player has different rules to everyone else ?
If so how does it know which scenario was created in ?
....or is all the required data in the PBEM file so only the creator needs the scenario ?
or does the whole thing break down in that “doh!! hadn't thought of that", way software developers have (me included) ?
[This message has been edited by Frazer (edited September 17, 1999).]
|
|
|  |
 |
|
DON
|
|
One thing happened to me which I thought was funny. I probally wouldn't if I was in an actual game and not just fooling around.
What happened was I had the settings on alot of land and not alot of ocean. But it had some rivers and one these rivers had a little lake or pond ( it was only in one square). Well in this pond was the transport, it kinda looked funny sitting there all by itself surrounded by land.
I have seen the ai do that in civ 2, it sits there for nearly the whole game until somebody comes along and sinks it.
Another question about upgrades.
If i had your latest version and was in the middle of a PBEM game. And you came up with a newer version would i be able to use it with the game I am currently using?
I bet you will get alot of different answers on how many advances,units and how much gold to insert into the scenario. You could mess with this part forever and still not have it to everybodys liking. As long as everybody is playing on a level playing field, what does it matter. I think alot of us just want to get past the boring first part of the game where you are only moving a couple of units per turn and then waiting another 24 hrs for your next turn.
I downloaded the second version and liked what I saw, it looks like everybody will see action right away.
Another thing I noticed is that you will need a big map if your are playing with alot of players. Because by the time you get done building all those cities your going to take up alot of real estate. It will be one big land grab at the start depending on the map.
[This message has been edited by DON (edited September 17, 1999).]
|
|
|  |
 |
|
dutcheese
|
|
holland
May 1999 time: 05:12
|
|
Wow, Thanks for the feedback.
Frazer brought up very good points about what other email players settings and files need to be before starting a PBEM game with a scenario. Well I went and tested it by creating an online email account and using my own provider.
This is what I found and it is very disturbing : PBEM games do not look in the scenario folder. So this means to play a quick start PBEM game you need a MOD rather than a scenario.
I must confess that I developed and tested this scenario using hotseat play thinking things would work the same with PBEM games but they don't. It is definitely a bug. The bug is PBEM games cannot use scenarios.
I'll look into modifying this scenario to see how and if it will really work with PBEM.
The Quick Start scenario works fine with:
single player games
hotseat games
Scenario do not work with:
PBEM games
Have not test if online games with with:
scenarios
Sorry everyone... Will contact Activision about the bug to see if they will fix it quickly. Will also contact the ctpfan that created the 1.21 unoffical patch to see if he can fix this too.
If you still want the Quick Start game made into a MOD I'll do it if you'll use it. One option is to create a batch file that over rights the original files, play the PBEM game, then run another batch file that puts the original files back in place. But of course this adds two extra steps for every PBEM turn.
dutcheese
[This message has been edited by dutcheese (edited September 18, 1999).]
|
|
|  |
 |
|
DON
|
|
Three more things I discovered
1. sometimes for some reason a unit dies right as the game is loading up. In one game I only had 9 settlers at the beginning. I cant see it but i can hear somebody getting knocked off. That little yell they let out.
2. This might be a connection to No 1, but sometimes I dont get a transport.
3. A message came up saying my knight ran off, like you said it would after 3 turns.
Well in the single player game Im trying out it didnt. It also said the transport was lost at sea but once again I didnt have one.
[This message has been edited by DON (edited September 18, 1999).]
[This message has been edited by DON (edited September 18, 1999).]
[This message has been edited by DON (edited September 18, 1999).]
|
|
|  |
 |
|
dutcheese
|
|
holland
May 1999 time: 05:12
|
|
It might Robm.
After the unit icons thing is worked out the online game should work correctly too.
Tested fine in a PBEM game but needs testing in an online game too.
dutcheese
|
|
|  |
 |
|
DON
|
|
Dutcheese
I downloaded version 4 and still had the problems that swissy described.
|
|
|  |
 |
|
Blue Max
|
|
Indianapolis
Aug 1999 time: 05:12
|
|
For those who want to have the quickstart scenario files and also want to use the old files(assuming dutch can't get them to jive) in their continuing pbem games(or multiplayer games), there is a solution. Rename your Civilization-Call To Power folder(program files/activision/Civilization-Call To Power) to whatever u want. Reinstall the game. U now have the game on your system twice. Whichever one u want to use at any given time is the one u will want to have named Civilization-Call To Power(this is the one that will be accessed). Just rename them back and forth depending on what game you are playing.
|
|
|  |
 |
|
DON
|
|
Is there anything I should back up before I try this?
|
|
|  |
 |
|
dutcheese
|
|
holland
May 1999 time: 05:12
|
|
Hi Don,
You could make a copy of the original 4 files that are being modified.
Messageicon.txt .\ctp_data\default\gamedata
strings.txt .\ctp_data\english\gamedata
uniticon.txt .\ctp_data\default\gamedata
units.txt .\ctp_data\default\gamedata
dutcheese
[This message has been edited by dutcheese (edited September 19, 1999).]
|
|
|  |
 |
|
dutcheese
|
|
holland
May 1999 time: 05:12
|
|
Great news Swissy! Thanks for testing.
dutcheese
|
|
|  |
 |
|
Swissy
|
 |
Chicago,IL,USA
Sep 1999 time: 23:12
|
|
Test results: 
6 players on hugh map, 30 turns processed, I attached and detached AI at various times to all players.
Reccommendations:
Gigantic map is manditory.Even on my tests of the previous versions, 75% of the time the first player made contact with the second. This would allow a cheap attack on undefended settlers, sometimes a stack of three settlers could bite the dust. This is not the way to start out a multiplayer game.
Add monarchy and theocracy to the starting advances. One player came upon two ruins with free settlers/cities and received the " Your at the limits of your government" warning.
The transport may be to powerful of a unit to start the game with. The SOL would be adequate, with the extended movement. Most of the players in my test game were able to explore 20-30% of the map before the transport vanished.
The scenario gives the player alot to do in their turn. There were plenty of options for players to explore. The ancient wonders were fully playable, Age of Reason was still a number of years away. IMO, you should be able to play any type of game you want; be it Warrior King, Crusading Bishop, Philosopher Emperor, or Slaver Prince.
[This message has been edited by Swissy (edited September 19, 1999).]
|
|
|  |
 |
|
Monkey
|
|
Melbourne, Victoria, Australia
Apr 1999 time: 05:12
|
|
Haven't done much testing to dutcheese scenario as yet but I have had a couple of turns with and here are my initial views:
1) This scenario is definitely unplayable on anything less than a gigantic map. I made a regular map and in one turn I had built a city right in the heart of another civ before he even had his turn. Recommend lowering settler movement points?
2)IMO cities of size five in first four turns is too powerful. You can easily carve out a huge radius and claim that land as your territory. I doubt empire distance would really matter as one could easily rush buy temples. Recommend that players only get cities of size five within one or two turns... 1 turn IMO.
3) With the extended setter movements it is much too easy for 2 or 3 settlers to just wonder around and pick up all the goody huts.
Even worse you could probably save a super settler or two and use them to scout out the heart of an enemy civ in the later part of the game to find out the layout of his cities. Maybe consider either lowering movements points or killing off the super settlers after some number of turns....
4) i could swear i heard a dying sound at the start... what was that?
|
|
|  |
 |
|
Duck Hunter
|
|
Ft. Myers, Fl
Sep 1999 time: 05:12
|
|
i can't seem to download a good copy of this file (linked on this thread). I get a .zip error everytime. anyone else have it linked? and if it is that small, please e-mail it to me. edgar3@earthlink.net
Thanks,
ED
|
|
|  |
 |
|
Duck Hunter
|
|
Ft. Myers, Fl
Sep 1999 time: 05:12
|
|
i can't seem to download a good copy of this file (linked on this thread). I get a .zip error everytime. anyone else have it linked? and if it is that small, please e-mail it to me. edgar3@earthlink.net
Thanks,
ED
|
|
|  |
All times are GMT. The time now is 05:12. Apolyton Time is 00:12. |
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
|
|
|
|
|
|