Posts: 979
Threads: 5
Joined: Aug 2014
@Scooter: It seems that the advanced start just works if the game is started as 'new game' but not 'new szenario'. Maybe we can mod this.
Posts: 5,889
Threads: 52
Joined: Apr 2012
(July 9th, 2020, 15:36)Ramkhamhaeng Wrote: @Scooter: It seems that the advanced start just works if the game is started as 'new game' but not 'new szenario'. Maybe we can mod this.
If that is realistic in the next couple days that would be amazing. Hiccup might be the pre-placed starting units. If needed we could agree to delete our starting settler after completing the advanced start setup.
Or to keep things easier on Superdeath if we manually create the advanced start we can forego the additional vision option (and resources that get revealed with tech) and just make our advanced start picks based on what we see in the 4th-ring starting area.
Posts: 5,889
Threads: 52
Joined: Apr 2012
Also if setting up manually we’ll need the final tech costs for the first 2 rows.
Posts: 5,323
Threads: 22
Joined: Feb 2012
I've never played advanced start, so I think it's ok if we roll our style of advanced start and I'm fine with making life easy for SD, who is taking on a unique challenge in this, his first attempt at map making.
I reserve the right to bitch mightily in my thread about my land, though
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
Posts: 15,181
Threads: 111
Joined: Apr 2007
If this is quick and easy to mod, by all means, let's do that. However, I'm guessing that would be a pretty big undertaking.
(July 9th, 2020, 19:11)Cornflakes Wrote: Or to keep things easier on Superdeath if we manually create the advanced start we can forego the additional vision option (and resources that get revealed with tech) and just make our advanced start picks based on what we see in the 4th-ring starting area.
Otherwise, I think this idea works just fine. Could we use that sandbox creation tool to spit out the 4th ring area with the rest stripped out?
July 9th, 2020, 20:41
(This post was last modified: July 9th, 2020, 20:41 by Mr. Cairo.)
Posts: 2,623
Threads: 31
Joined: Jan 2014
If we don't actually use the Advanced Start mechanic/option, are we going to keep some of the little things that come with it? Like everyone getting a missionary automatically if someone "buys" a religion. Or the CRE leaders starting with their borders popped in all the cities they "buy".
Also, only having 4th ring visibility seems likely to result in everyone just getting the one city, whereas in Advanced Start you can build multiple cities.
Posts: 15,181
Threads: 111
Joined: Apr 2007
(July 9th, 2020, 20:41)Mr. Cairo Wrote: If we don't actually use the Advanced Start mechanic/option, are we going to keep some of the little things that come with it? Like everyone getting a missionary automatically if someone "buys" a religion. Or the CRE leaders starting with their borders popped in all the cities they "buy".
I don't know how the missionary thing works, but the rest sounds doable. One other thing you normally get in Advanced Start that may be an issue - enforced 10T of peace. As players we can do this, but that also includes barbarians and animals in Advanced Start. Not quite sure how to work around that.
(July 9th, 2020, 20:41)Mr. Cairo Wrote: Also, only having 4th ring visibility seems likely to result in everyone just getting the one city, whereas in Advanced Start you can build multiple cities.
You could definitely fit multiple cities in that amount of space. I just rolled a random advanced start, and the land I could see could theoretically fit 7ish cities in it. It was landlocked so that's maybe an extreme example, but it's pretty roomy.
Posts: 5,323
Threads: 22
Joined: Feb 2012
do you cities or settlers?
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
Posts: 2,623
Threads: 31
Joined: Jan 2014
Personally I think that if we can get the actual Advanced Start thing to work, we should try.
Or once the map is made, just the starting areas for each of us can be made into maps that we can do the Advanced Start in SP, and then give that info over to SD to add it in manually. Trying to do an Advanced Start without actually using the mechanic built into the game will probably end up being more trouble than its worth.
Posts: 15,181
Threads: 111
Joined: Apr 2007
(July 9th, 2020, 21:13)Mr. Cairo Wrote: Or once the map is made, just the starting areas for each of us can be made into maps that we can do the Advanced Start in SP, and then give that info over to SD to add it in manually. Trying to do an Advanced Start without actually using the mechanic built into the game will probably end up being more trouble than its worth.
To be clear, this is exactly what I (and I think Cornflakes too?) am proposing as our backup plan.
|