 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
academia
|
 |
Buenos Aires, ARGENTINA
Dec 2001 time: 01:24
|
|
quote: Can you be more specific about the problem involved? We may be able to fix whatever happens without restarting. |
Ok. Iīll be more specific
quote: Also, someone could just use CivTweak or cheat mode to fix the problems in Yaroslav's last save, rather than restarting. Could you be more specific? |
Havenīt hear of that "CivTweak" before
Ok. This is the "tech problem"
As you may know, this is my first time with custom tech trees.
My original idea was to create one single tree, that would be useful for the entire Iron Curtain Scenario.
So, some techs "arenīt available" for some periods. Why not? Because I donīt want to have B-2 bombers in 1970
I donīt know if you take a look at the tech tree...
Iīll give you an example:
* Stealth Tech
This one allows the research of the "Air Advance VI" tech.
Itīs supposed to be "liberated" in the 1980-1985. If you use the cheat editor and look at that tech; youīll notice that it says:
Prerequisite 1: No
Prerequisite 2: No
That means that you canīt research it in the current 1964-1970 period.
Now, the problem:
I didnīt start this scenario from "nothing". I just took an old scenario and made modifications.
So, in some cases, techs like MY "Stealth Tech" were available for the old scenario civs (with other name obviously). Even some of those countries may had discovered them.
So, when I began to design cold war countries techs, i just forgot to "eliminate" the future techs.
Mmm... Am I making myself clear?
The result:
Some civs already have "future" techs:
Stealth, VTOL, Genetic Engineering.
Major Problem:
When we reach the 1980-1985, some countries will already have these techs!!! Itīs an unfair advantage.
I hope you followed my explanation...
|
|
|  |
 |
|
Xenozod
|
|
...I'm going to have to post the game tomarrow...didn't save turn...
|
|
|  |
 |
|  |
 |
|  |
 |
|
academia
|
 |
Buenos Aires, ARGENTINA
Dec 2001 time: 01:24
|
|
To be honest, thereīs another problem.
Wonders of the World
In this game period, USSR, USA and NATO should be able to build these wonders:
-Arms Race
-Intelligence agency
-First Space Walk
They have the required techs to build them. However, the option doesnīt show up in the city menu.
I donīt know how to solve this problem.
Anyway, itīs not really important. Everybody knows that the wonders work like "bonus" in science, finances, etc.
So, not big deal. We can play the game without these wonders.
There are other "stupid" mistakes like cities names or wrong entries in the civilopedia.
Obviously, they donīt affect the playability of the scenario.
Iīll just jot down these mistakes and fix them in a future version.
In general terms, i think that version 0.2 solves all the "major" playability problems.
The other mistakes? I can fix them releasing new rules.txt, labels.txt or other "secondary files"
To sum up:
I think that version 0.2 is the definitive one; regarding playability problems. In other words, Darius wonīt have to begin the game again 
|
|
|  |
 |
|  |
 |
|
Xenozod
|
|
So are we restarting?
|
|
|  |
All times are GMT. The time now is 05:24. Apolyton Time is 00:24. |
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
|
|
|
|
|
|