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Old February 19, 2002, 06:03   #1
Thoddy
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new ToT WW2 Scen feasability study (Beta)
I am creating a new WW2 scen for ToT.
I need some help
There are lots of things to do
But my english is so bad to create the textfiles in a good context.

At this time I use most of the graphics from Europe in flames(I am a lousy graphics designer)
but rules are changed completly.

I am trying to create a all civ playable game.
Its an very early Beta - unplayable at this time

Features:
-New Map 20.000 squares (somebody interested- Most parts (Europe) taken from Ansteig map- bigger atlantic and some parts of US-eastcoast)
-Begin July 1939
-About 250 cities
last night I worked about 4 hours only to change citysizes, Terrain improvements not included at this time.

-Tech path taken from extended original game with some changes
techs beginning with z should first techs researchable in the szen following techs will be renamed
-Manhattan Project included, mass production of A-Bombs should be prevented thru event take technology-collapse

-Civ individual unitssets for the main civs Axis, Allies, Soviet.(I use only 1 set for the complete war)
Another set for Spain, Neutral, Neutrals(Barbarian), Turkey, France

4 generations of Infantry.
5 generations of Tanks
4 generations of Artillery
2-3 generations of fighters
2-3 generations of bombers
3 generations of subs (Axis only) only speed abilities increased
Units are not historical in their strenght but designed to create a challenge for the player
fine tuning when game testing
newer generations 50% stronger than the older ones to keep Sun Tzu (soviet wonder) working properly
All types of units has individual weaknesses and strenghts.
(I dont like the allround attack/defense Killer - mostly Tiger II
-Use spies as recon units. you can buy units from the neutrals, turks, spanish, french to get an better reputation to this civs(event). City bribes are not allowed for human

-Naval Warfare- use a second map layer for hiding submarines (hope this works). Use Torpedos and depth charges as naval weapons - naval units has low attack/def strenghts to prevent ongoing sea based attacks. Torps. and Depth charges will be produced through events.
naval Warfare should be hunting transportsships and subs.

-To get a challenging gameplay human players only get monarchy/republik (Axis, Allies, Soviet), because gameengine is not able to manage big civilisations as good as a human player. So the human player has a economic penalty through the government
All AI player gets all possible governments through event.(negotiation event)
France, Neutral, Turk, Spanish civs has all forms of governments from the beginning.

somebody interested

Thoddy

mail: Thoddyx@web.de

Last edited by Thoddy; February 26, 2002 at 08:18.
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Old February 21, 2002, 03:34   #2
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This is the map
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Old February 21, 2002, 03:40   #3
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Old February 21, 2002, 09:47   #4
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Jooooooo, ich hätte Interesse, nur wie groß is die Datei?
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Old February 21, 2002, 20:02   #5
ravagon
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Re: new ToT WW2 Scen
Quote:
newer generations 50% stronger than the older ones to keep Sun Tzu (soviet wonder) working properly
I tend to think this sounds a little extreme given that you have 3-5 generations of units. It'd be okay for like vs like (tank vs tank, inf vs inf, etc) combats between units of different generations but could be extremely unbalancing in other cases. The heavy Russian KV's (later generation) weren't that much better against Ju-87's (earlier generation) than the earlier T-28's (?). For five generations of tanks, with a 50% increase in "strength" (att/def I presume?), the fourth generation would have a def equal to 5x that of the original making it all but unkillable.
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Old February 22, 2002, 04:51   #6
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first Infantry generation has 5att/5def the last 15 att/ 15 def. all has 1 firepower/hitpoints.
tanks 7att/4def to 22att/ 11def
artillery 12att/3def to 35 att/8def

@ravagon
To say this is unbalanced you have to take a look at the original unitsstats extended original game.
militia 1att/1def, 1fp/1hp
magog 18 att/11 def, 5fp/5hp
I know that there are more turns between begin and end in the original game.

Or look at tactical wargames like Panzergeneral. Units from 1944/45 kills a 1939 or earlier unit with ease

I try to create only stats within the range of original stats so my stats should not unbalance the gameplay. in the worst case I will change the stats during playtesting.

But it should also be a race for better weapons. Its a diference to most of other scens. There is often a unit you can reseach within some turns that kills almost every other unit for the rest of the scenario. Its my intention to prevent this.

But thanks for your comment.

Pol Pot send me an Email with your adress to:
Thoddyx@web.de
complet Zipfile has 1,4MB unzipped about 9 MB.

Last edited by Thoddy; February 22, 2002 at 05:04.
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Old February 22, 2002, 05:10   #7
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Here ist nordatl.mp
Attached Files:
File Type: zip nordatl.zip (12.5 KB, 43 views)
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Old February 22, 2002, 05:14   #8
Thoddy
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and here sav and rules. without graphics.

Only cities and some infrastructure,
Attached Files:
File Type: zip 1939july.zip (43.6 KB, 10 views)

Last edited by Thoddy; February 22, 2002 at 05:23.
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Old February 22, 2002, 10:47   #9
The ANZAC
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For graphics, take a look at the graphics showcase thread in this forum and here

They could possibly work. I'll bump the thread for you.
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Old February 22, 2002, 11:03   #10
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If you have a little experience with gfx editors it should be no problem to paste "normal" civ2 units into the ToT units file...
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Old February 26, 2002, 06:30   #11
Thoddy
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Thanks for hints on units graphics.

Im still looking for 4 infantry/ 2 tank/2 fighter/ 2 bomber graphics for use at the Neutral/Spanish/Turk/French civs. These civs are using the same unit set and they representing the minor powers during WW2. )Not enough unitsslots for all civs. )

Im also looking for concentration camp (I use an transporter slot for this), torpedo and depth charge graphics.
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Old February 26, 2002, 08:30   #12
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Europe at the beginning of Worldwar 2.
Aug 1939
Here are the new data.
Add Barbarian (neutral) units - see ships wandering around. Borders created.
save, rules, gfx I use this time.

Beta 0.2
Hints welcome.

the techpath will be created soon.

old attachment deleted 8 Downloads

Last edited by Thoddy; March 28, 2002 at 06:36.
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Old March 8, 2002, 03:50   #13
Thoddy
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update Beta 0.5 some changes
needs TW39mp.zip
full Techpath included.
limited playability until 1941

old attachment deleted, 8 downloads

Last edited by Thoddy; March 28, 2002 at 06:38.
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Old March 22, 2002, 06:43   #14
Thoddy
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Version 0.5 first events included
trigger Blitzkriegs until may 41
identify AI players
naval Warfare events

wonders not included at this time.

I have some problems with trigger- and gouvernment techs- they should only be given through events, but the AI trade with them
I tries to use a special events.file to render them unresearchable and untradeable. See triggerevents.txt. Whats my mistake.

Need some reply.

updated 28-03-2002.
need gfx1 and gfx2
Attached Files:
File Type: zip weissdata.zip (481.8 KB, 9 views)

Last edited by Thoddy; March 28, 2002 at 06:29.
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Old March 28, 2002, 06:31   #15
Thoddy
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gfx1
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Old March 28, 2002, 06:33   #16
Thoddy
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gfx2
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File Type: zip weissgfx2.zip (371.2 KB, 9 views)
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Old August 12, 2002, 05:47   #17
Thoddy
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Ähm I'm looking for somebody interested in testing this outstanding scen.
The new Testversion will come only via E-mail. The gfx you can DL from here.

There are some features you never seen before.
The Axis if AI conquers Europe in almost the original way.

It seems easy at the beginning to play as Axis. But it isnt.

I need also english speaking partners to get the scen understandable for all players, because my english is so bad.

I need also a Police unit or Secret Police unit gfx. - very cheap unit for martial law. Use for Axis and USSR.

And there is a tricky problem with diplomacy.
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Old October 15, 2002, 08:51   #18
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The Map.
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