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techumseh
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of the frozen North.
Apr 1999 time: 22:21
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quote: Originally posted by ravagon
Almost all units (ships) will be ground based (using desert or tundra as space methinks) a la Koby's ( )ST Dominion war.
Starbases/Battle stations will be naval units (giving them an offensive capability but no actual movement - I hope ). |
Sorry Rav, I don't think ships on land can attack, at least into another land square. One suggestion is to make them air units with a range of 1, on an airbase. Alex the M did this in his old scenario "The Conquest of Quebec" to simulate shore batteries, and it worked well. They didn't fly off into oblivion, but would attack adjacent units. Barbarian units with a MF of 2 on a fortress behave in the same way.
quote: I was going to model the effect of the homeworld shipyards by a tech collapse event should the homeworld fall - losing the ability (tech) to build cruiser-and-above ships until they've been researched again (To represent the necessity of building of constructing a new shipyard before capital ships can be built). |
This sounds perfect. I'm planning a similar event for the WWII multiplayer scn. I'm working on.
quote: For those who've done something similar - are there any major pitfalls to avoid before starting out? Any major holes in what I'm trying to do? That sort of thing. |
It sounds workable. I've got a couple of suggestions:
Make the space terrain impassible and give the override flag to starships only. This will keep settlers, etc on the ground.
Since you're using ToT, why not use a second map to represent warp drive? If space terrain on map 1 has a fairly high MF cost, ships with warp drive can transport to map 2, where space has a much lower MF cost (it can even be 0!). They can move back to normal space when they near their destination. This is not too hard to do, and I'd be glad to show you how. The drawback is that I have no idea how the AI will use this.
quote: I have the AI settling bit sorted out (only colonizing grass/plain squares) but I'm not entirely sure how to work the terraforming. Are there any circumstances under which AI's transform terrain? |
I have never seen the AI use terraforming. You can set the terrain to change when it's irrigated though, which would solve that problem.
Good luck with your project. I'd be happy to help with any ToT questions you might have.
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ravagon
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Australia
Sep 1999 time: 13:21
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quote: Originally posted by techumseh
Sorry Rav, I don't think ships on land can attack, at least into another land square. One suggestion is to make them air units with a range of 1, on an airbase. Alex the M did this in his old scenario "The Conquest of Quebec" to simulate shore batteries, and it worked well. They didn't fly off into oblivion, but would attack adjacent units. Barbarian units with a MF of 2 on a fortress behave in the same way.
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Bother. I'd hoped using naval units would work. The airbase/range1 combo isn't good for human players as some tend to accidentally move them, hence run out of fuel and crash (well, ok, I do that ). Plus it only gives a single attack. I may have to settle for making them move=0 units instead if it doesn't work...
quote:
Make the space terrain impassible and give the override flag to starships only. This will keep settlers, etc on the ground.
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All of the (planetary) ground units (Planetary defense batallions, Ground phaser units, etc) are going to be move=0 units. Settler types are colony/survey ships, hence will have movement. The impassable flag is going to be reserved for certain nebula types and the override for certain ship classes.
quote:
Since you're using ToT, why not use a second map to represent warp drive? If space terrain on map 1 has a fairly high MF cost, ships with warp drive can transport to map 2, where space has a much lower MF cost (it can even be 0!). They can move back to normal space when they near their destination. This is not too hard to do, and I'd be glad to show you how. The drawback is that I have no idea how the AI will use this.
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Done that. The second map is a sort of a phase space and is reserved for the Andromedan transport network (a system of relay satellites that enabled their ships to transit the galaxy at warp 15 or somesuch. ie: Much much faster than the rest of the races). The other players won't get to access this until near the end when the Andro invasion is in full swing. 
quote:
I have never seen the AI use terraforming. You can set the terrain to change when it's irrigated though, which would solve that problem.
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I haven't either unfortunately. I didn't really want to waste all of my river squares by making them invisible and putting them on planets though (otherwise you wouldn't be able to irrigate, well, except for the cheating AI ).
Thanks for the input. 
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Gelvan
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Switzerland
Nov 2001 time: 06:21
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Regarding terrain: have you changed the number of the AI minimun tech for changing terrain?
;bonus = # extra production from that change
;
; turns = # turns for settler to make change
;
; ai = Minimum govt level necessary for
; computer player to want to perform irrigate/mine
; 0 Never
; 1 Despotism
; 2 Monarchy
; 3 Communism
; 4 Fundamentalism
; 5 Republic
; 6 Democracy
Desert, 1,2, 0,1,0, yes, 1, 5, 5, <----- THIS NUMBER
I have changed mining on forest to be possible and set AI to fundamentalism and it worked, they've built their monasteries on forests. Europe looks nice, with all those monasteries. *g*
The problem of needing rivers for irrigation can be solved, by using the rivers EVERYWHERE and set the road movement multiplier to 1 in the rules text. Then simply make rivers invisble and make every terrain produce one trade less and give them also 50% less defense value (the second number after the name of the terrain - just reduce it by 1). Than you can irrigate everywhere. Of course by doing this you would "waste" rivers AND roads which maybe isn't such a good idea.
Then why don't you make oceans to a sun, and put it every now and then? - near planets or even standing alone. There are more suns than class m planets anyway. (And you even could make them a gate to another time, by using a thierd map, which can be reached only through a certain teleporter who cannot be built from Ai and human, which is invisible too and can be found "on" every sun. (by building them, and afterwards change the terrain to an ocean (sun)). Only certain "naval" ships can use those teleports or whatever, you got the idea.)
And I'd suggest to have a look on the mod "Outer Space" don't know where to get it though, so I'll post it here. It has many good ideas I think. Needs FW/MGE though.
good luck! And don't forget some basic informations to the describes.txt (e.g "this is a diplomat type" "this is a settler") just to ensure everyone knows what he's supposed to do.
Attachment: outerspc.zip
This has been downloaded 3 time(s).
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