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ZeroAdunn
December 19th, 2001, 09:01 PM
Ok, I'm trying to set up a PBW game where all players have very low tech, and one has high tech. At first I thought I could do it with ruins but they don't seem to be working.

So the question is, anyone have an idea how I could do this?

Phoenix-D
December 19th, 2001, 09:23 PM
It takes a bit of pre-game setup, but..

Get all the files you need to make the game. Make it, and disable any AIs. Now mod the game so that research facilities generate an obscene amount of points. Leave all the empires except the high-tech one idle, doing nothing at all. Research as needed with the high-tech empire, mod the game back to normal SE4, and send the game to PBW as usual. The date will be off, but that can't be helped.

Phoenix-D

geoschmo
December 20th, 2001, 04:04 AM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Phoenix-D:
{snip}The date will be off, but that can't be helped.{snip}<hr></blockquote>

Actually it can be corrected very easily. There is an option in the Game Admin screen where the owner of the game can set the turn forward. You aren't allowed to set it backwards, but in this case forwards is what you want anyway.

Geoschmo

Puke
December 20th, 2001, 04:21 AM
Ruins still work in some capacity. export a map generated with 1.49 and see what ability ruins are using, and try creating a custom map using that ability instead of the ancient ruins ability. it has changed.

i bet the high tech player wins. if you mean low tech and high tech in the same way that they are meant in the game setup screen, i think the high tech player could beat 19 other players without too much trouble. of course, i have been wrong before.

I would be interested to hear how it turns out.

ZeroAdunn
December 20th, 2001, 08:28 AM
The purpose of the high tech player is not to win but to wreak havoc. Eventually the other players will gain enough tech (and some might even fight together) and defeat the high tech enemy.

capnq
December 21st, 2001, 11:33 PM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Ruins still work in some capacity. export a map generated with 1.49 and see what ability ruins are using, and try creating a custom map using that ability instead of the ancient ruins ability.<hr></blockquote>I'm afraid that won't work. The ability that the Map Editor claims that 1.49 tags ruins with doesn't appear in the ME's drop-down menu, and the Ruins entries that the ME lists aren't recognized as ruins by 1.49. Typing in the label rather than using the drop-down menu gives an "invalid ability" error.

[ 21 December 2001: Message edited by: capnq ]</p>