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Thoddy
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Hannover, Germany
Jan 2001 time: 06:21
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quote: [SIZE=1] Heresson, while what you say makes sense, it does so only in the context of a Single Player game, in a multiplayer game its, obviously , humans which are playing and thus it will be harder for germany to reach the position it was in real life, i mean check out the TSFE PBEM thread to see what human players can do to a timeline. |
For this case the designer should include "Doomsday" events (for instance massive change money events against human player, few turns later, their economy begins to starve, lots of improvements will be sold) to prevent human players to play against the rules.
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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 MagyarCrusader
As the scenario designer you must compromise between historical accuracy. Of course, I always tend to lean towards the historical accuracy side, just keep in mind that if you have an intense PBEM game going on and all of a sudden somebody gets 'the bomb', you're gonna have some depressed players. |
They won't be depressed for long! Seriously, I think it's possible to limit the construction of an A-bomb to someone who has clearly already won.
quote: Why? This is ToT, not FW, so you can have generic technologies appliable to all civs, yet with the extra unit properties you make them civ specific |
You can have Civ specific techs that cannot be researched or traded by another civ, but my experiments show they can still be stolen by spies.
quote: Originally posted by Thoddy For this case the designer should include "Doomsday" events (for instance massive change money events against human player, few turns later, their economy begins to starve, lots of improvements will be sold) to prevent human players to play against the rules. |
Parallel thinking again! As a PBEM game, it's feasable to make all neutrals Barbarians. How do you allow a (German) human player to attack Poland or Norway, but prevent an American player from blitzing Venezula, Columbia and Peru? Well, fortress units for one thing, but beyond that, consequences - delivered by events.
For example, the American player gets 100 gold/month from the Venezulan oil fields as long as the Neutrals control Caracas. If anyone takes the city, INCLUDING THE AMERICANS, the benefit is permanently lost. It creates a built-in incentive for the Americans to protect South America from others, but refrain from trying to conquer it themselves.
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Thoddy
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Hannover, Germany
Jan 2001 time: 06:21
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quote: Originally posted by techumseh
Its feasable to make all neutrals Barbarians. How do you allow a (German) human player to attack Poland or Norway, but prevent an American player from blitzing Venezula, Columbia and Peru? Well, fortress units for one thing, but beyond that, consequences - delivered by events.
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Creating flag units in the affected cities
Neutral(Barbar)Warsaw include the no american, no soviet flag unit So only German player can attack Warsaw without fear.
Neutral Sweden includes the flag units no soviet, no german, no american. so nobody should attack this city.
Neutral cities eastward the Curzon line should include the no germanand no american flagunit. So only soviet player can take these cities. To prevent these cities from being a bufferzone between Germany and the Sovietunion if both played by an Human player you can toggle the event off by june 41. Its easy.
But killing flagunits also affects AI players. So there is a must, to toggle these events off, when a civ was played by an AI to keep the scen playable.
Alternatively you can set flags for capturing cities from somebody.
Next problem ist is historical accuracy. An AI player dont play the script in the expected way. So you should plan alternatively starts to historical events(IF AI wish to start the thing let it happen and toggle the timetriggered event off).
At my WW2 scen I am experimentalising with AI Player identification for selective AI-assistance and variable starts to historical events and most of the time they work in the expected way. But it needs a lot of time to correct teething problems. And I dont have the time.
In my experiments I use first no.no (and untradeable flag)techs as flags because its easier to debug techs than ToT-flags but I had the same problems as techumseh described so I change to flags and new problems.
nuclear research I would use the additional alien research path from the extended original game, this thing is testet and works properly. By an technology at this path you can create a expensive flagunit(first Test) or something in that way.
Via trigger city produktion an some Flags set by researching certain techs and /or some special events they enable the manhattan wonder or create a barbarian atomic bomb(First test fails)if some/any requirements were not fulfilled.
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Mao
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Apolyton
Jun 1999 time: 00:21
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oooooh....extra harsh...beef! beef!
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All times are GMT. The time now is 05:21. Apolyton Time is 00:21. |
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