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Old June 18, 2003, 21:09   #61
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Quote:
Originally posted by Arthedain
what is the "DV2-Europa.scn" for?
Some playtesters indicated a desire for some cities to have their native names.

So in order to keep all parties happy I made two different scn files...

One with normal names, and another with native names.

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Old June 19, 2003, 02:33   #62
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Curt, just spotted you posted the scenario on page 1. Looks fantastic, as ever.

The title screen is a corker. If I ever release a scenario, would you do me one? For a small fee, obviously
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Old June 19, 2003, 03:02   #63
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Quote:
Originally posted by curtsibling


Dude, check the first post!
Thanks Curt! I guess we can get going with the playtest then correct?

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Old June 19, 2003, 07:17   #64
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Quote:
Originally posted by fairline
Curt, just spotted you posted the scenario on page 1. Looks fantastic, as ever.

The title screen is a corker. If I ever release a scenario, would you do me one? For a small fee, obviously
Fairline!
It would be my pleasure!
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Old June 19, 2003, 07:18   #65
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Quote:
Originally posted by conmcb25


Thanks Curt! I guess we can get going with the playtest then correct?

This is the actual release, but any pointers or features you want to see;
I can see about making them happen!
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Old June 19, 2003, 09:58   #66
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uhm, one thing that I come to think about.. shouldn't Addis Abeba belon to the axis, since Ethiopia belonged to Italy back then?
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Old June 19, 2003, 10:44   #67
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Great work Curt (as it ever is) the map is better than the smaller ones and also the city management is more realistic (and balanced) now. No more 110 shields production.
Just a few first remarks: Why have Prag(ue) and Breslau Oil Ressources? A #55 Commerce is a little high for those - isnt it? Again Königsberg has a really high production (48 shileds or else) I guess 19 would be enough. But dont forget to balance Production. I mean: If you edit the Axis Production then also look at the UK , e.g., and compare if there also aren´t some city-productions overdone.

PS: The last step into the right direction: Its always been just this one really critical point at your scenarios, which are superb in every other category: The overdone "Arcade" - element: To high citysizes Production, Commerce and stuff: Also look at London - in your last versions it always had about #150 Commerce...
The other thing is that Food is absolutely uniteresting. Cause you dont need food: There are often 1 or 2 "Super - terrains" which give the city everything it needs. There is no need to grow larger. In my opinion you should try to minimize and balance (so that every citysquare has its importance).

Bye, Cifer
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Old June 19, 2003, 13:40   #68
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I was given a bit of problem with the food aspect.

I don't really want all cities with mega-surpluses,
but when I skimped on food production, Euro cities were starving
as they were all wanting each other's food and they are so tightly packed together.

Keep in mind that London was the hub of a worldwide empire in 1939.
And did control a lot of the world's commerce.

Only in the wake of WW2 did the Americans take up the mantle as the leading economic superpower.

The mega commerce makes london a good prize too.

And by jingo, you'll need that cash!

Also, if you take a little look at your commerce in DV2,
you will notice hideous costs that are ALWAYS eating your finances.

I had to uber-up a few cities to make your civ stay afloat...

I am going to take a look at this food thing though...
It's true, cities don't really have to grow much.

Not when there's a war on!
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Old June 19, 2003, 14:06   #69
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Yes I know... it´s really hard to find a way - but I swear: Soon I´ll find it!
"The ultimate balanced not (too much) surplus way"
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Old June 22, 2003, 08:20   #70
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For anyone who is interested:

Today I sucessfully converted DV2 to ToT format, using an amazing tool by Angelo Scotto!

This has saved me WEEKS of work!
Now all I have to do is make new rules and events for ToT and this uber version of DV2 will be done!

This will be Dictator III on ToT.
I can now use all the endless, excellent ToT events that MGE restricts me from doing!

I'm talking a PROPER barbarossa and Pearl harbour, and also Normandy, the Soviet summer 1943 attack and Avalanche!

Meaning = Battles between dozens of units being spawned every turn!

Oh yeah, baby!

Last edited by curtsibling; June 22, 2003 at 08:30.
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Old June 22, 2003, 09:03   #71
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Great work Curt. Can't wait to try Dictator III on TOT. Really enjoyed I and II. Keep up the good work.
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Old June 22, 2003, 11:25   #72
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We've started the playtest now: http://apolyton.net/forums/showthrea...0&goto=newpost

One thing FiGu noticed was that the Japanese could research US Heavy Tanks . Anyway it's your turn now Curt.
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Old June 22, 2003, 15:38   #73
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Quote:
Originally posted by greeny
We've started the playtest now: http://apolyton.net/forums/showthrea...0&goto=newpost

One thing FiGu noticed was that the Japanese could research US Heavy Tanks . Anyway it's your turn now Curt.
That would be impossible!
The advance line for US heavy tanks is this:

American Military, 1, 0, E2, nil, 2, 0 ; Aut
US Armour Research, 1, 0, Aut, nil, 1, 4 ; Cur
US Medium Tank, 1, 0, Cur, nil, 1, 4 ; Wri
Pratt-Whitney Engine, 1, 0, Wri, nil, 0, 4 ; AFl
90mm T7 Tank Gun, 1, 0, AFl, nil, 2, 4 ; Alp
US Heavy Tank, 1, 0, Alp, nil, 1, 4 ; Tac

Unless Japan has somehow starting with a US tech...
I'll check this, so please put the game on hold till I do some research here.

If I have to, I will post a new link to the zip...!
Have delevent ready just in case!

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Old June 22, 2003, 19:13   #74
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Yes it is true.

The problem is that the Japs start already possesing the "90mm T7 tank Gun" tech and hence they are able to research "US heavy tank" from the start.
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Old June 22, 2003, 22:19   #75
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I noticed that and made a quick fix in my own game by making the prerequisite for US Heavy Tank to not only be the 90mm gun, but the American Military tech also.
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Old June 23, 2003, 05:52   #76
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Thanx for pointing that one out guys!
The glitch is fixed!

When I began a new map to make the scn, the CIV2 game allocates a few spare techs to the civs.

I must have missed that one tech the Japanese had!

A new zip is up on the 1st page!
(I have also made some changes to the tech tree proper, and added the Me264 Amerika instead of the Me163.

I think Germany lacked a decent 'what-if' bomber weapon....
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Old June 23, 2003, 10:13   #77
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sorry for sliding OT but... @Curt: Check your PM!

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Old June 23, 2003, 14:49   #78
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OK!

I just want to make a quick mention of how amazing Civ-Converter is!

Angelo Scotto deserves some kind of CIV medal for his work.
This program also saves games/events/rules.txt files into a ToT friendly, but mega-adapatable format!

It means you can create a rules file for ToT, based on MGE.
But you can add the ToT special flags: (like custom sounds for every unit and special unit powers)

Simply superb!
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Old June 23, 2003, 17:57   #79
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Curt, I've been playing Dictador 2, and I think that the Japanese infantry is way too powerful. Using Infantry (specially the Anfibious hability), with only one or two artillery and many bomb and figthers, I've been able to conquer all Asia, plus Egypt and the middle of America without any single problem...
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Old June 24, 2003, 11:12   #80
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Hey!

Maybe you are just very good at civ!

I'll give it a test tonight, and if I find it too easy, I'll scale the sons of the emperor back a bit.

Or pehaps make the US troops tougher....

Cheers, Yaroslav!
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Old June 25, 2003, 13:59   #81
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Another tech. issue: one of the prerequisites for "Heavy Panzer Design I" is "Henschel Turret Armour" for which one of the prerequisites is "Heavy Panzer Design I" So doesn't that mean that it is impossible for Germany to research this?
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Old June 26, 2003, 04:47   #82
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Oops!

I'll check that out!
If a new tech tree edit is needed, I'll post a new zip!

Cheers!
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Old June 26, 2003, 04:55   #83
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Actually, after checking:
I found that you are referring to 'Heavy Panzer II'

The turret amrour tech leads on from researching the Tiger I.
You can't begin to research the Tiger II, unitl you create the Tiger I!

The heavy panzer line begins, thus:

Electro-Welded Armour, 1, 0, Fun, nil, 1, 3 ; Met
Heavy Panzer Design I, 1, 0, Met, Las, 1, 3 ; Eng 25

Then onto:

Henschel Turret Armour, 1, 0, Eng, nil, 2, 3 ; Las
Olvar Hydraulic System, 1, 0, Las, nil, 1, 3 ; Env
Heavy Panzer Design II, 1, 0, Env, nil, 1, 3 ; Phy

Hope this clarifies!
(had me worried for a minute there!)
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Old June 26, 2003, 13:33   #84
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I'm not totaly au fait with rules.txt notation, but if I'm reading it right then my original problem still stands:

Heavy Panzer Design I, 1, 0, Met, Las, 1, 3 ; Eng 25

So one of the prerequisites of Heavy Panzer Design I (Engineering) is Henschel Turret Armour (Laser).

Henschel Turret Armour, 1, 0, Eng, nil, 2, 3 ; Las

And Henschel Turret Armour's prerequisite is Heavy Panzer Design I (Engineering).

the "Heavy Panzer Design I" line should read:
Heavy Panzer Design I, 1, 0, Met, nil, 1, 3 ; Eng 25

Should it not?
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Old June 27, 2003, 07:28   #85
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I have the rules in front of me dude, they read the way I posted them!

Tell ya what,
perhaps you have an outdated version, so I will repost the zip and you grab the latest build!

Should solve this little glitch!
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Old June 27, 2003, 07:38   #86
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Curt, greeny is absolutely correct.
Attached Images:
File Type: gif error in tech tree.gif (333.9 KB, 82 views)
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Old June 27, 2003, 08:21   #87
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Wow!

Bug spotted!
Las was a 2nd preq of the tech!
This one had me scratching my head!

For I quick fix copy this line over the line for the tech - 'Eng'

Heavy Panzer Design I, 1, 0, Met, nil, 1, 3 ; Eng 25

Thanks for hunting that one down for me, chaps!

Meanwhile, I'll fix that zip!

PS
Pericles I'm still on the case with your icons!
(Just had a 45 page comic novella to re-pencil this week!)
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Old June 27, 2003, 08:23   #88
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A New zip is uploaded!
Contains fixed rules.
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Old June 27, 2003, 13:16   #89
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Glad I could help
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Old June 27, 2003, 13:42   #90
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Your welcome, dude!
Sometimes the scenario business boggles the mind, and you overlook the simple fixes!

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