Thread Tools
Old April 20, 2001, 03:21   #1
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
New Scenario: Zweiter WeltKrieg
Hello Everybody,

I am ready to release my newest scenario, Zweiter WeltKrieg - Second World War. I know there are plenty of good WW2 scenarios out there but ZWK is different in that it is a Civ2 scenario with a WWII theme and not a WWII simulation using the Civ2 game engine. So this is not your typical tactical battle type scenario and is suitable for an audience beyond the war scenario enthusiast. You could say that the purpose of the scenario is to discover which other ways WWII (in Europe) could have unfolded if different personalities were involved. Another departure from other war scenarios is the emphasis on research.

ZWK was designed to allow both single player and multi-player games. So do not expect any events or programing to ensure that the War takes its rightful course and there are no free units to beef up the AI. There are also practically no restrictions on negotiations or the transfer of technology. However the map, tech tree and the political *** military balance is such that it steers the players towards the initial phases of the War simply for the sake of maximizing their chances of winning.

Seems that the League's Review Section is no longer being updated so I am simply putting a link here for anyone wanting to download it.
.
http://www.civfanatics.com/civ2scenmod.shtml#zwc

It is the 10th scenario counting down from the top (added later - and has been updated to version 1.3)

[This message has been edited by kobayashi (edited May 08, 2001).]
kobayashi is offline  
Old April 20, 2001, 13:29   #2
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
Here's some units from the scenario. I made most of the ZWK units from scratch.




[This message has been edited by kobayashi (edited April 20, 2001).]
kobayashi is offline  
Old April 20, 2001, 15:56   #3
Chris 62
Spanish CiversCivilization II MultiplayerApolytoners Hall of Fame
Emperor
 
Chris 62's Avatar
 
Local Time: 02:15
Local Date: October 31, 2010
Join Date: Jan 2001
Location: In the memmories of the past
Posts: 4,487
This is an impressive scenario. There are no engineers, and no railroads, so forget the tried and true tactics of WWII scenarios. Combined arms is the key to battle here. In the early part of the war, Pzkw IIs and Pzkw IIIs are quite effective as combat units. Even Bf-110s have value as long range escorts. Each power has a full range of units to build. A new feature is the use of submarines. Unlike other scenarios, they have zero attack factor. You must have Torpedoe units on the subs to use them in an attack role. The scenario provides for free torpedoe replacement in Geramny, and when you capture it, the coast of France. Most of the wonders have been renamed, with new artwork. As can be seen from the exanple posted above by the author, the units are of the highest quality. This is not just another WWII scenario, but a new approach to the second world war.

------------------
All knowledge begins with the phrase: I don't know.
[This message has been edited by cpoulos (edited April 20, 2001).]
Chris 62 is offline  
Old April 20, 2001, 16:58   #4
Mao
Apolytoners Hall of Fame
Deity
 
Local Time: 02:15
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Apolyton
Posts: 12,351
awwwwww no engineers? c'mon....put in engineers and railways...pwease???
Mao is offline  
Old April 21, 2001, 03:25   #5
Kull
lifer
King
 
Local Time: 23:15
Local Date: October 30, 2010
Join Date: Mar 1999
Location: El Paso, TX USA
Posts: 1,751
Tundra?
Kull is offline  
Old April 21, 2001, 18:20   #6
Cal
Prince
 
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Aug 2000
Location: Hermosa Beach, California, USA
Posts: 523
Kobayashi:

What song is Theme2.wav?

------------------
The strategically impaired,
-Cal
Cal is offline  
Old April 22, 2001, 11:18   #7
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
quote:

Originally posted by Cal on 04-21-2001 06:20 PM
Kobayashi:

What song is Theme2.wav?




Its some panzer march that was supposed to be famous then. I downloaded it from a site (I can't remember which one now). Of course its been truncated here and there so in german it will sound like gibberish but to rest of us won't notice.
kobayashi is offline  
Old April 22, 2001, 11:23   #8
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
quote:

Originally posted by Mao on 04-20-2001 04:58 PM
awwwwww no engineers? c'mon....put in engineers and railways...pwease???


Well its not practical for new cities to spring up during the short period depicted in the scenario. Also, I wanted the terrain improvements pillaged and cities destroyed to be gone forever.

The railways also aren't too practical. You would be able to mobilise for Barbarosa in one turn. Land untis would move further than planes. The idea is to concentrate your forces for attacking and deciding which fronts can be left lightly defended.

Do try it. You will understand what I mean after you played a game.
kobayashi is offline  
Old April 23, 2001, 00:21   #9
Cal
Prince
 
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Aug 2000
Location: Hermosa Beach, California, USA
Posts: 523
This scenario is a little bit too easy...

I played a single player game as the Axis. By week 30, I won the game by capturing London.

I never declared war on the Soviet Union. I sent a few long range planes to Africa to help the Minor Axis, but it turned out to not be really necessary because neither the Allies or the Minor Axis was close to gaining any territory. My win played very close to history... finishing the initial attack on Poland, then turning toward the Neutrals in the west and France, and then England.

How are reinforcements supposed to be sent to Africa? The only way to gain access to it would be to send ships from conquered Greece... unless you conquered the Minor Axis yourself.

One thing that bothered me is that to simulate the oils effect on the economy, the Ploesti oil fields are usually give very high shield and tax bonuses, but these weren't present, which reduced Ploesti more to an isolated city that wasn't worth worrying about, since I kept the Soviet Union from attacking me (actually, I just played like they didn't exist).

Well, I'm sure it'd be a better multi-player game (now I just have to find people to play it with me).

------------------
The strategically impaired,
-Cal
[This message has been edited by Cal (edited April 23, 2001).]
Cal is offline  
Old April 23, 2001, 03:53   #10
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
Thanks for your comments. I have been thinking about this myself (single player axis game) and perhaps I should suggest in the readme of version 1.2 that the single player game can be played as the Allies (I even played a good game as the Neutrals). The problem is balancing the game between single and multi-player. If I gave the Allies 10 more captial ships at the beginning, it would be much harder to get to London in a single player game but in a multi-player game the Axis would never even capture and keep any of the coastal cities. I have tended to give multi-player preference as there are plenty of single player scenarios out there which are very good.

What do you think was the main problem with the Allies AI? Maybe I could tweak it a bit. Or should the Axis objective be to capture both London and Moscow? Another option would be to add a repeating aggression event to make the Russians hate the Germans slowly but that would make the Russians attack the germans and not the otherway round.

Africa should be reached through the two ways you mentioned. The Axis spent a lot of time conquering the Balkans and Greece and couldn't get to Moscow in time cause Barbarosa started late. Another way is to use Marseilles as your main Mediterranean Port and go on to capture Tunis and Algiers.

As for the Ploesti thing, if you lose the city, Guderian's Panzer Academy expires. It has nothing to do with the resources there.

[This message has been edited by kobayashi (edited April 23, 2001).]
[This message has been edited by kobayashi (edited April 23, 2001).]
kobayashi is offline  
Old April 23, 2001, 16:01   #11
Cal
Prince
 
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Aug 2000
Location: Hermosa Beach, California, USA
Posts: 523
I think the main problem with the Allies AI is that they don't make any units to defend themselves from Air attack, London and Dover had no AA in them, and only one plane was in London. Once I captured Dunkirk, getting from there to Britain was easy.
Cal is offline  
Old April 25, 2001, 03:16   #12
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
Thanks to everyone who has sent in comments. Seems that version 1.1 still has some difficiencies. I am making version 1.2 now. The changes to be implemented so far (as taken from the readme) are:

9.02 VERSION 1.2 CHANGES
------------------------
a. Gave the Polish back the cities of Vilna and Lwow.

b. Disabled city capture (bribing) by Commandoes and enabled the Informant network(embassy) option.

c. Added a ADSIC/Sonar message to replace the Railway message. Added a Mustang Message to replace the Transform message.

d. Withdrew suggestion that single player play as Axis.

e. Allies now begin researching War Adjustment so the Allied AI will have AA guns earlier.

f. Soviets and Minor Allies (i.e. Poland) at at war at the start.

g. Capital ships can now attack aircraft to solve the problem of the invulnerable battleship.

h. Axis government city corruption is now equivalent to 10 spaces from the capital, previously 4. This will reduce the overall Axis advantage.

If there are any more suggestions for other adjustments, NOW would be a good time...
[This message has been edited by kobayashi (edited May 06, 2001).]
kobayashi is offline  
Old April 25, 2001, 10:14   #13
Cal
Prince
 
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Aug 2000
Location: Hermosa Beach, California, USA
Posts: 523
I think the Soviets should begin the game at war with the neutrals as well... they never did get around to absorbing the Baltic states.

After another try at version 1.1, I made it to London by Week 16.
Cal is offline  
Old April 25, 2001, 17:52   #14
Cal
Prince
 
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Aug 2000
Location: Hermosa Beach, California, USA
Posts: 523
Dealing with the British navy was never a big factor... Maybe giving each U-Boat only 2 torpedos to start out with would make it harder.

I played one turn as the Allies, but after about all of my cities went into civil disorder, I gave up and tried the Axis.

Oh, and one last suggestion, make the League of Nations wonder obsolete. A human player would have no problem breaking the forced peace treaties left and right, but a computer controlled opponent would. I'm pretty sure Germany withdrew from the League of Nations in 1933.
Cal is offline  
Old April 25, 2001, 21:42   #15
Pap1723
Civilization II PBEMCivilization II Democracy Game: Red Front
Prince
 
Pap1723's Avatar
 
Local Time: 00:15
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Chicago, IL
Posts: 669
Love the scenario...
I can't think of any big changes right now, but Germany did leave the League of Nations in 1933 when Hitler took over power.

I think you should consider removing the League of Nations because for one, it was very unsuccesful because it didn't get support from some of the bigger superpowers (U.S.), and two, it makes it too easy to sue for peace if your country is near defeat. I think it is unrealistic because in the two major world wars, the countries would accept pretty much nothing short of a complete unconditional surrender (Vichy France is the only country I can think of that was allowed a REAL puppet gov't).

------------------
"Every man dies, but not every man really lives."
-William Wallace in Braveheart
Pap1723 is offline  
Old April 25, 2001, 23:24   #16
Cal
Prince
 
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Aug 2000
Location: Hermosa Beach, California, USA
Posts: 523
I've done some searching... and I believe Theme2.wav is the verse from the following song.

Lied der Panzertruppen

"Stuermt oder schneit, ob die Sonne uns lacht,
Bestaubt sind die Gesichter,
Doch froh ist unser Sinn, ja unser Sinn:
Es braust unser Panzer im Sturme dahin."

So that's one mystery solved...
Cal is offline  
Old April 25, 2001, 23:26   #17
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
quote:

Originally posted by Cal on 04-25-2001 05:52 PM

I played one turn as the Allies, but after about all of my cities went into civil disorder, I gave up and tried the Axis.

Oh, and one last suggestion, make the League of Nations wonder obsolete. A human player would have no problem breaking the forced peace treaties left and right, but a computer controlled opponent would. I'm pretty sure Germany withdrew from the League of Nations in 1933.


The Allies are not easy to play. You need to have a luxury of 20% and then build secret police everywhere to reduce corruption to a manageable level. (This simulates when America's contribution to the war effort becomes meanigful). If the Allies survive (human player would most likely) to 50 turns, they will have an all powerful economy and will end up building almost ALL the wonders.

I will find something appropriate to make the League of Nations Obsolete.

Did anyone encounter a reluctance on the part of the AIs to build fighters?

kobayashi is offline  
Old April 26, 2001, 00:20   #18
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
After changing the corruption factor for Axis, hopefully it will not be that easy to go straight to London. Just a ew questions:

How did you get rid of the British Naval Fleet. Subs or Bombers? Would having less U-boats help?

Have you tried playing as the Allies? I think it is harder and I could make them the default single-player tribe.
kobayashi is offline  
Old May 6, 2001, 11:40   #19
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
I've fixed up the scenario and further to the changes mentioned above for version 1.2 (which was never released). I have made further adjustments and improvements and generally it is not as easy to play Axis as before. The result is version 1.3. This will be my final version for the time being as I think I have taken into account all the comments sent to me. It is the last scenario on the following website:


http://geo5.free.fr/civ2.html


finally the actual changes:

VERSION 1.3 CHANGES
-------------------
a. AA Battery role changed from Air-superiority to Defend.

b. Gave city fortification to Kiel and Brest as there is where the free torpedoes appear. Changed the mechanism for giving the Axis free torpedoes to make it more random.

c. Neutrality Wonder expires with War Adjustment.

d. Allies must now have Lightning (Twin Fusulage) before they can research Mustang(Advanced Piston).

e. Added Industrial Estates to Vologda, Kirov and Dnepropetrovsk.

f. Added a new Allied city, Inverness, in northern Great Britain and added a transport corridor to the North.

g. Axis free support for units reduced from 5 to 4.

h. Fixed 'farmland' message you get when you discover Large Airframe.

i. Changed winning condition for Axis to capturing both London and Moscow.

j. Reduced the defense factors of the heavier tanks and increased the attack factors of the more advanced bombers to increase the pace of the game in the second half.

[This message has been edited by kobayashi (edited May 08, 2001).]
kobayashi is offline  
Old May 8, 2001, 20:36   #20
Dienstag
Warlord
 
Dienstag's Avatar
 
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Feb 2000
Location: Brea, CA, USA
Posts: 243
Hi Kobayashi!

I just got my first look at Zweiter Weltkrieg (v1.3), and I gotta say good job. However, just south of El Alamein is tundra! Did I get a terrain file wrong, or what's going on? I should probably be able to figure this out myself, but I just thought I'd ask. Thanks.
Dienstag is offline  
Old May 11, 2001, 22:13   #21
Cal
Prince
 
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Aug 2000
Location: Hermosa Beach, California, USA
Posts: 523
I really should've said something sooner.

The message at the start of the scenario is very historically inaccurate.

"Rudolf Hess, who was planning to defect to Britain changes his mind and becomes Fuhrer."

Rudoolf Hess did not parachute into Scotland to defect. He did so because he thought he could single-handedly negotiate a peace settlement with Britain. He was convinced Germany would win the war and destroy Britain unless peace was immediately agreed upon. He wanted to pull off "a very risky show of statesmanship" to impress Hitler. He was not defecting because he felt Germany was doomed, as this first event implies.

The British treated him like a prisoner of war.

Oh, and his ultimate fate was to be tried at Nuremburg, where he was sentenced to life imprisonment. Mostly because his mind was in complete shambles.
[This message has been edited by Cal (edited May 11, 2001).]
Cal is offline  
Old May 12, 2001, 00:46   #22
klesh
King
 
klesh's Avatar
 
Local Time: 02:15
Local Date: October 31, 2010
Join Date: Jan 2000
Location: Massachusetts, USA
Posts: 2,048
Not to speak for anyone, but I think the aim of ZWK is alternative history. I know that the statement in the scenario is based on history, and that is what you are calling into question, but I think the author just wanted a quick way to not have Adolf as leader. It's use is rather in passing so its importance is minimal.
klesh is offline  
Old May 12, 2001, 00:56   #23
Cal
Prince
 
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Aug 2000
Location: Hermosa Beach, California, USA
Posts: 523
Yes... but Hitler's death is the only change, and it implies that if Hitler hadn't died, Hess would've defected to the British, which wasn't what happened.
I didn't ask Kobayashi to change it, I just pointed it out because it seemed odd.
Cal is offline  
Old May 14, 2001, 00:33   #24
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
quote:

Originally posted by Dienstag on 05-08-2001 08:36 PM
Hi Kobayashi!

I just got my first look at Zweiter Weltkrieg (v1.3), and I gotta say good job. However, just south of El Alamein is tundra! Did I get a terrain file wrong, or what's going on? I should probably be able to figure this out myself, but I just thought I'd ask. Thanks.


The Map is originally from Third Reich (M Jazensky) and I have left it as it originally was. I noticed this myself and actually the tundra looks like white sand and is used as such in the scenario (in Africa). Unfortunately its also found in the north so renaming it to sand or something would cause another problem. If I remember my high school geography, any place that is arid, including the tundra, is called a desert (a feeble justification).

kobayashi is offline  
Old May 14, 2001, 00:43   #25
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
Thanks for pointing the Hess thing out Cal and thanks FMK for the reply - you are right that I just wanted Hitler out of the way to justify an alternative history.

I am aware of the reasons why Hess did what he did but I thought that the diplomatic attempt wasn't known until much later and as far as anyone thought in 1939, he defected. I could be wrong - I just assumed this without checking.
kobayashi is offline  
Old May 15, 2001, 02:48   #26
Kull
lifer
King
 
Local Time: 23:15
Local Date: October 30, 2010
Join Date: Mar 1999
Location: El Paso, TX USA
Posts: 1,751
Kobayashi: Your Star Trek scenarios are noteworthy in many respects, not least of which is the care and effort you put into the maps. The graphics are outstanding, and they really do transport you "out of this world". For that reason in particular, the ZWK map is extremely disappointing. There aren't any "new" terrain types, which is surprising, but far worse is the use of the "standard" types. Tundra is sprinkled all over the place, and even equating it to "sand" doesn't make sense given it's presence in Italy, Greece, and Turkey. It would have been easy enough to create an extra desert type (using glacier) and still have tundra reserved for the north part of the map. Although frankly, given the absence of Northern Russia and most of the Nordic states, you probably could do away with it altogether. Likewise why is "jungle" sprinkled across France and Eastern Europe? Swamp makes sense in a few of those places, yet doesn't seem to be used at all. The specials too are just not appropriate. Buffalo, Silk, Yaks, Walrus, and Furs simply don't belong on this map. Most recent WWII scenarios have done really cool things with the extra terrains and specials, but this one doesn't even meet minimal standards of "believability".

No offense, but your prior work has been so meticulous that this really stands out like a sore thumb. Especially since every other aspect of the scenario is quite nice and exemplifies thought and originality. So please take this in the spirit with which it was given, and provide this map a MAJOR facelift!

Note: I realize you borrowed "unaltered" the map from MJ's Third Reich scenario, but apparently you didn't look at the associated files. The terrain1.gif and rules.txt clearly show that tundra and jungle were replaced by different terrain types.
[This message has been edited by Kull (edited May 15, 2001).]
Kull is offline  
Old May 15, 2001, 03:47   #27
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
Kull,

No offence taken and thanks for your (diplomatic) comments. I'm not going to be too defensive about the terrain issue because everything you said is true. I simply used the Third Reich map as it was with minimal changes. Its just that I didn't realise that new terrain would be so important to everyone (you are definitely not the only one to complain about this).

To be honest, it never occured to me that there was anything wrong (other than being common) with the default terrain and it was a very low priority for me. I only made new terrain for my star trek scenarios because there weren't any available. I thought that the new ZWK cities would give the map the right feel and the cities themselves probably took 5 times the work needed compared to what it'll take to fiddle around with terrain.

So you see I wouldn't think of the terrain problem as 'un-meticulous' work, just a misunderstanding. But now that you mention it, having beavers and birds isn't something that everyone can appreciate. I guess its my idiosyncracy that I usually don't pay much attention to the name of terrain, just how it looks. I thought the 'jungle' was nice to have as some riverside vegetation (marsh or something). Same thing caused the tundra problem.

Well, to sum up, everyone can't be wrong so I will do a facelift in version 2.0 and of course pay more attention to the terrain in particular.

BTW, did you ever play to the end and as who?

[This message has been edited by kobayashi (edited May 15, 2001).]
kobayashi is offline  
Old May 20, 2001, 11:57   #28
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
Dear everyone,

I have made changes in response to the comments by Dienstag, Cal and of course Kull. I've already gone from 1.0 to 1.1 to 1.3 so I don't think I'll release the next version yet cause suggestions for changes keep popping up once in a while. When I am satisfied nothing else needs changing, I will release the final 2.0 version.

In the meanwhile, if anyone has previously downloaded vesion 1.3, I would be happy to e-mail the few 'facelift' files. In the words of Kull, the changes make the ZWK look "Muccccch better!!!" Just e-mail me or leave your request (plus e-mail address) on this thread.


As extracted from the readme:

9.05 VERSION 2.0 CHANGES
------------------------
a. I have moved some of the terrain and added two new terrain types, grove and beach.

b. Most of the terrain bonuses have been changed so that they are more appropriate.

c. Trade items have been changed to different basic minerals and elements.

d. The look of the transport corridor (road) has also been adjusted so it will not be mistaken for railroad.

e. Tanks over forty tons (Panther, Tiger, Tiger II, Stalin and Pershing) can now ignore city fortifications.

f. Created advice files so that the advisors are more effective and explain what units and improvements are for.

g. Both Soviet and Axis AI are more likely to attack each other as the scenario progresses. Soviets and Axis can no longer negotiate.

h. The game doesn't say that Hess was planning to defect any more.

i. Free Axis torpeodes now replace lost ones on a one for one basis.

j. Renamed Dorset and Norfolk (both county names) to Southampton and Yarmouth. Bratislavia now belongs to the Axis.

k. Added more German units to the Lowlands area to make sure the AI can blitzkrieg all the way to France. Added a few more Italian and British units in North Africa.

l. The war heroes pedia entry was slightly too long for the MGE window so it was shortened. Added that the wonders expire with the loss of secondary objectives in the Guderain and After Depression pedia entries.

m. Made Pz IV icon smaller so it does not look like a heavy tank. Also made minor adjustments to other unit icons.

n. Added new event messages for P-51, Lancaster and V1. Enhanced other existing event messages. The events file now exceeds 20k.

o. Fixed bugs in the tech tree. Axis Bomber and not Axis allows the building of HE 111. Prerequisite of the Atomic Bomb tech is now Large Airframe and Nuclear Fission. The Snorchel wonder requires Radar Detector not Acoustic Torpedo.

p. the Axis tech tree picture is available in gif format.

q. Added more German units to the Lowlands area to make sure the AI can blitzkrieg all the way to France. Added a few more Italian and British units in North Africa.

Last edited by kobayashi; June 2, 2001 at 03:43.
kobayashi is offline  
Old June 2, 2001, 03:49   #29
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
Last call for comments before I release version 2.0
__________________
.
This is a link to...The Collective Works of Kobayashi and this is a link to...Kobayashi's Food Blog
kobayashi is offline  
Old June 2, 2001, 10:58   #30
Dienstag
Warlord
 
Dienstag's Avatar
 
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Feb 2000
Location: Brea, CA, USA
Posts: 243
I can't think of any reason not to release it at your earliest convenience. Thank you for your dedication in responding to players' comments. I just want you to know your work is appreciated. Thanks.
Dienstag is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:15.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team