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Post by Don K Hotay on Oct 11, 2004 12:21:30 GMT -5
All UUs and all non UUs are available to all civs (as long as you have the resources), except for the scout which can only be built by Expansionist Civs. There are no QC rules in this scenerio, simply ancient start based on Mo D's UUmadness!.biq rules: home.comcast.net/~donkhotay/UUmadness_NONQC_v1.03.biqv1.03 -Hoplites available with incense instead of tobacco -Javs available with tobacco instead of incense
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Post by Mo D on Oct 11, 2004 12:49:00 GMT -5
So it is UU Madness without QC? In other words, you still need the different resources for the different UU's (like UU Madness)?
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Post by FriedrichPsitalon on Oct 11, 2004 12:51:16 GMT -5
Except that all the UUs are available with cattle now. MOOOO!
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Post by Don K Hotay on Oct 11, 2004 12:57:13 GMT -5
So it is UU Madness without QC? In other words, you still need the different resources for the different UU's (like UU Madness)? Yep, I've edited my post to say that
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Post by FunkyChicken on Oct 11, 2004 13:01:21 GMT -5
Only problem is the upgrade chain is wrong
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Post by Mo D on Oct 11, 2004 13:08:01 GMT -5
Yep, I've edited my post to say that Ahhh ok, great. I have a half-finished scenario that does the same thing. Now I don't have to mess with it. Thanks! And Funky, the upgrade chain in the original file was exactly as I intended it. It didn't get messed up until "other" people started messing with it.
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Post by FunkyChicken on Oct 11, 2004 13:10:02 GMT -5
AH yes u intended mounted warriors to upgrade to 3 mens then and a lot more units upgraded wrong
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Post by Mo D on Oct 11, 2004 13:36:42 GMT -5
Oh FFS! In the original UU Madness! file, I set it up so that you could not upgrade to UU's. That's the way I intended for it to be. I didn't think it was very balanced to allow everyone to build fat chariot stacks, for example, then upgrade them all to Riders at cheap QC rates. I intended to take the upgrade cheese out of the game. Then people wanted to upgrade to UU's so they started dicking with MY file. Now there are probably five different versions of UU Madness floating around out there. All of this does bring up a good point though. If someone wants to make a change to someone else's mod, then they should probably rename it to something else (e.g. "UU Madness - Funky style") so that the versions aren't confused. I think we can all agree on this.
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Post by cris on Oct 11, 2004 13:52:05 GMT -5
sounds like a good mod love the qc uumadness game but hate all the lag in it late in the game this looks a mod i will be playing alot now
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Post by FunkyChicken on Oct 11, 2004 13:58:50 GMT -5
My point is mo that even in the original file mounted warriors upgraded to 3 men chariots its not that other units upgrade to UUs but the UUs upgrade to other UUs. I never "dicked" with your file i just added med and indi starts but trust me i wont be touching anyone else files if they get so bitchy about it.
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Post by Mo D on Oct 11, 2004 14:11:59 GMT -5
Oh, don't be a baby. If MWs upgrade to 3-mans, then that's the way it is in regular Civ. The reason you don't notice it in regular Civ is because Iroq can't build 3-mans. When a unit in the upgrade chain cannot be built by that civ, it goes to the next upgradable unit. example: chariot ----> MW ----> 3-man ----> horseman ----> ansar warrior This isn't the exact way it goes, but is an example. The reason it's probably an issue in UU madness is because any civ can build any unit if they have the resources. I didn't even touch the upgrade chains except to make upgrades to UU's impossible. So, if that's the way it is in UU Madness, Funky, then that's the way it is in standard Civ. Now, quitchercryin'.
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Post by synseer on Oct 11, 2004 15:11:31 GMT -5
Inca cant build regular scouts....needs fixing
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Post by Don K Hotay on Oct 11, 2004 15:14:54 GMT -5
Updated scenerio again, all should be as should be.
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Post by claudelu on Oct 11, 2004 17:38:32 GMT -5
IMO UU madness makes no sense in a non QC style. Here's why: in QC you can grow fast, expand fast to get many resources, LINK them fast with roads, and be able to make USE of all the wonderful UU's in a game. In a regular ancient game, UU madness will just be the luck of the draw - you have SOMETHING close, you build nice units. You have NOTHING close, you're screwed. Yes, if you have nothing, you should go out and find some resource... but it's an ancient game, it takes say 6 moves to get to a resource, and 6x3 =18 moves to road it. Yeah, I know, build more workers... but I am only pointing out the lack of balance of this type of game.
At least in a normal game if I am maya I can build them lame Javs, I don't have to link Incense (is it?) to get them.
And of course, few will make use of anything but 1, max 2 UU's.
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Post by Soccermaster06 on Oct 12, 2004 14:16:00 GMT -5
With claudes point in mind. Cud u improve worker efficeniency? That way it dosen't take quite so long 2 connect up the resources?
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