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Old September 6, 2003, 04:07   #271
Cifer Almasy
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Quote:
Originally posted by curtsibling
@Cifer:

Hey, any chance of you making those same changes again to this here save file?

Just delete any units that block your path!

The save file...
That wouldnt be a big problem.
But: Didnt you say, you were against the removing and for the new citys in the Urals?

I will do the same changes now.
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Old September 6, 2003, 05:06   #272
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New Reich V. 0.01

still in progress
Attached Files:
File Type: zip vend-test1.zip (65.6 KB, 9 views)
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Old September 6, 2003, 05:17   #273
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Cifer and I are trying this one out ....... Stand bye ....
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Old September 6, 2003, 05:21   #274
Cifer Almasy
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Ehm and Curt - I do not want to annoy you (and I know, everyone comes and suggests you something), but:
As you are using smaller maps, did you ever think about reducing your city heights?
If there were only citys with from Size 1-12 you would have less problems with your terrain stats.
You just would have to slow down citygrowing (but thats really easy) - then it would take a long long time till a city grows and citys wouldnt come to the same level after a short time.

Last edited by Cifer Almasy; September 6, 2003 at 05:45.
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Old September 6, 2003, 06:31   #275
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Quote:
Originally posted by Cifer Almasy
Ehm and Curt - I do not want to annoy you (and I know, everyone comes and suggests you something), but:
As you are using smaller maps, did you ever think about reducing your city heights?
If there were only citys with from Size 1-12 you would have less problems with your terrain stats.
You just would have to slow down citygrowing (but thats really easy) - then it would take a long long time till a city grows and citys wouldnt come to the same level after a short time.
Cifer, I will see about reducing the city sizes...From terrain and limits...
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Old September 6, 2003, 07:32   #276
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Okay, now then, this is my last post for one week.
I hope you can wait for Jimīs and my Reich update (yet we are not sure about lot of things...)

But if you really think of reducing your city sizes (and your terrain stats) then you will need much time in any case.

So donīt worry... Iīll be back soon.

Bye, Cifer
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Old September 6, 2003, 08:04   #277
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Why isn't Leningrad in your save Cifer?
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Old September 6, 2003, 08:34   #278
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Russia wast of the Urals is now part of the Third Reich, obviously.
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Old September 6, 2003, 09:04   #279
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Thanks, CIfer, enjoy your hols!

I have decided to explore Academia's ideas.

Like Gandalf, I will vanish for a little while;
For I am making a new massive tech tree and hope to make the scenario playable with all the diplomacy, fully declarable war, ect...

Without any unit or civ problems.

See y'all soon!
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Old September 6, 2003, 10:00   #280
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Quote:
Originally posted by Arthedain
Why isn't Leningrad in your save Cifer?
Like Moskau and Stalingrad it is destroyed by Hitlers order.

Okay, that really was my last post before holidays.

All the best, Cifer
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Old September 6, 2003, 13:06   #281
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You'll miss your plane, Cifer!

Here is the new tech tree structure, it has much more scope for rersearch, and will fit the new scenario well.

Some tech lines lead to different governing types for your society.

I plan to 'open up' Vendetta, and allow diplo and government change...As well as a big tech tree for all civs to climb up!

Many thanks to Academia for pushing me in this direction...I think this has opened the door to a better scen.

Now my next task is to link this new tech info to all units, improvements and other stuff.

PS
Unique improvements have been removed and made into items that everyone can build.

Well, below is the fruits of my labours!

-----------------------------------------------------------------
Twice Removed, 1, 0, no, no, 1, 1 ; Plu
Vendetta, 1, 0, Plu, nil, 1, 1 ; PT

Banana, 1, 0, no, no, 1, 1 ; Mob

GEU Mercenaries, 1, 0, PT, nil, 1, 1 ; Gue

Exported Products, 1, 0, nil, nil, 2, 1 ; MT 55
Regional Industry, 1, 0, MT, nil, 2, 1 ; Inv
Railroad Network, 1, 0, Inv, nil, 2, 1 ; RR
Heavy Machinery, 1, 0, RR, nil, 2, 1 ; Too
Industrialisation, 1, 0, Too, nil, 2, 1 ; Bri
State Farming, 1, 0, Bri, nil, 2, 1 ; Rfg 70
Trade Unions, 1, 0, Rfg, nil, 2, 1 ; Lab 40
Privatisation, 1, 0, Lab, nil, 2, 1 ; Mas
Metroplexes, 1, 0, Mas, nil, 2, 1 ; Feu

Electrification, 1, 0, nil, nil, 2, 3 ; E1
Electrical goods, 1, 0, E1, nil, 2, 3 ; Mat
Electronics Industry, 1, 0, Mat, nil, 2, 3 ; Env
Microchips, 1, 0, Env, nil, 2, 3 ; Che 10
Laser Compact Discs, 1, 0, Che, nil, 2, 3 ; Las
Digital Videos, 1, 0, Las, nil, 2, 3 ; Met
Cell Phones, 1, 0, Met, nil, 2, 3 ; Min
Electronic IDs, 1, 0, Min, nil, 2, 3 ; MP

Radio, 1, 0, nil, nil, 2, 3 ; Rad
Television, 1, 0, Rad, nil, 2, 3 ; Uni 85
Mass Media, 1, 0, Uni, nil, 2, 3 ; Mys
Home Computers, 1, 0, Mys, nil, 2, 3 ; Cmp
Computerisation, 1, 0, Cmp, nil, 2, 3 ; The
Internet, 1, 0, The, nil, 2, 3 ; Sup 80
Information Age, 1, 0, Sup, nil, 2, 3 ; Iro
Technocratic Society, 1, 0, Iro, Min, 2, 3 ; Dem

Banking, 1, 0, nil, nil, 3, 1 ; Ban
Public Investments, 1, 0, Ban, nil, 3, 1 ; San
Commerce Exchange, 1, 0, San, nil, 3, 1 ; Lit
Modern Economy Plan, 1, 0, Lit, nil, 3, 1 ; Cur 20
National Loans, 1, 0, Cur, nil, 3, 1 ; Tra
Stock Exchange, 1, 0, Tra, nil, 3, 1 ; Eco
High Finance, 1, 0, Eco, nil, 3, 1 ; Cor
Public Sectors, 1, 0, Cor, nil, 3, 1 ; Med 50
Economic Society, 1, 0, Med, nil, 3, 1 ; Rep

-----------------------------------------------------------------

National Defence, 1, 0, nil, nil, 1, 1 ; Cst
Officer Corps, 1, 0, Cst, nil, 1, 1 ; Ldr
Martial Law, 1, 0, Ldr, nil, 1, 1 ; Cer
Military Control, 1, 0, Cer, nil, 1, 1 ; Cmn 15

Military Draft, 1, 0, Cst, nil, 1, 1 ; Csc
Special Forces, 1, 0, Csc, nil, 1, 1 ; Amp
Elite Forces, 1, 0, Amp, nil, 1, 1 ; Tac
Artillery Support, 1, 0, Tac, nil, 1, 1 ; CA

Tank Armour I, 1, 0, Cst, nil, 0, 4 ; Cmb
Main Battle Tanks I, 1, 0, Cmb, nil, 1, 4 ; Stl
Tank Armour II, 1, 0, Stl, nil, 0, 4 ; Eng 25
Main Battle Tanks II, 1, 0, Eng, nil, 1, 4 ; Alp
Tank Armour III, 1, 0, Alp, nil, 0, 4 ; Whe
Main Battle Tanks III, 1, 0, Whe, nil, 1, 4 ; SE

Super Heavy Tanks, 1, 0, SE, nil, 1, 4 ; CoL

-----------------------------------------------------------------

Rocketry, 1, 0, Cst, nil, 3, 4 ; Roc
Missile Level I, 1, 0, Roc, nil, 3, 4 ; Pot 65
Missile Level II, 1, 0, Pot, nil, 3, 4 ; Mag 45
Missile Level III, 1, 0, Mag, nil, 3, 4 ; Ref
ICBMs, 1, 0, Ref, nil, 3, 4 ; NF
Space Program I, 1, 0, NF, nil, 2, 4 ; SFl
Space Program II, 1, 0, SFl, nil, 2, 4 ; Gen
Space Program III, 1, 0, Gen, nil, 2, 4 ; Exp
Satellite Defence, 1, 0, Exp, nil, 2, 4 ; Wri
Anti-ICBM Defence, 1, 0, Wri, nil, 2, 4 ; Bro
Arms Control, 1, 0, Bro, nil, 3, 4 ; Esp

-----------------------------------------------------------------

Admiralty, 1, 0, Cst, nil, 2, 2 ; Nav
Navy Level I, 1, 0, Nav, nil, 2, 2 ; Pla
Navy Level II, 1, 0, Pla, nil, 2, 2 ; War
Navy Level III, 1, 0, War, nil, 2, 2 ; Hor
Nuclear Navy, 1, 0, Hor, nil, 2, 2 ; NP
Carrier Fleets, 1, 0, NP, AFl, 2, 2 ; Chi
Super Carriers, 1, 0, Chi, nil, 2, 2 ; Sea 75

-----------------------------------------------------------------

Air Force, 1, 0, Cst, nil, 0, 2 ; AFl 0
Heavy Bombers, 1, 0, AFl, nil, 0, 2 ; Ast
AA Vehicles, 1, 0, AFl, nil, 0, 2 ; Rec
Helicopter Gunships, 1, 0, AFl, nil, 0, 2 ; Map
Basic Fighters, 1, 0, AFl, nil, 0, 2 ; Fli 30
Strike Fighters I, 1, 0, Fli, nil, 0, 2 ; Phy
Strike Fighters II, 1, 0, Phy, nil, 0, 2 ; Rob
Strike Fighters III, 1, 0, Rob, nil, 0, 2 ; Ato
Advanced Fighters, 1, 0, Ato, nil, 0, 2 ; ToG
Stealth Fighters, 1, 0, ToG, nil, 0, 2 ; Sth

-----------------------------------------------------------------

Basic Tanks, 1, 0, nil, nil, 1, 1 ; U1 90
Basic Helicopters, 1, 0, nil, nil, 1, 1 ; U2
Basic Artillery, 1, 0, nil, nil, 1, 1 ; U3
Anti-Reich Propaganda, 1, 0, PT, nil, 1, 1 ; X1
Anti-PA Propaganda, 1, 0, PT, nil, 1, 1 ; X2
Anti-Red Propaganda, 1, 0, PT, nil, 1, 1 ; X3 95
Anti-AF Propaganda, 1, 0, PT, nil, 1, 1 ; X4
Anti-PAC Propaganda, 1, 0, PT, nil, 1, 1 ; X5
Anti-UFA Propaganda, 1, 0, PT, nil, 1, 1 ; X6
National Arms Industry, 1, 0, PT, nil, 1, 1 ; X7 99

-----------------------------------------------------------------

Eternal Reich, 1, 0, PT, nil, 0, 0 ; Ind
Reich Military Training,1, 0, Ind, nil, 0, 0 ; Phi 60

-----------------------------------------------------------------

UFA Military Council, 1, 0, PT, nil, 2, 0 ; E2
New American Order, 1, 0, E2, nil, 2, 0 ; Aut 5

-----------------------------------------------------------------

Dictatorship, 1, 0, PT, nil, 1, 1 ; Mon
PAC Revolution, 1, 0, Mon, nil, 3, 0 ; Gun 35
Theocracy, 1, 0, Gun, nil, 1, 1 ; Fun

-----------------------------------------------------------------
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Old September 6, 2003, 13:21   #282
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When do you think the new update will come?
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Old September 6, 2003, 14:48   #283
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Quote:
My yoda impersonation was a bit of humour, not an attempt to ridicule you, my good chap!
To be honest, i found that comment a bit annoying.
Again, iīm not a rookie in the scenario creation world.

About gigamaps:
Well, it seems i wonīt convince you in that one
No big deal. we think different, thatīs all.

Quote:
Here is the new tech tree structure, it has much more scope for rersearch, and will fit the new scenario well.
Some tech lines lead to different governing types for your society.
I plan to 'open up' Vendetta, and allow diplo and government change...As well as a big tech tree for all
civs to climb up!
Many thanks to Academia for pushing me in this direction...I think this has opened the door to a better scen.
Now my next task is to link this new tech info to all units, improvements and other stuff.
About those tech tree comments/suggestions i made...
I just want to clarify that i didnīt want you to change your mind or push you into this direction.
I just thought that you didnīt know / didnīt explore this path... and well, i wanted to give you more info about it. I tested it and i like the results i obtained.
I didnīt want you to redesign you entire tech tree just because some guy (me. academia ) didnīt like it

Anyway, i think itīs a good method and you can eventually combined both of them (iīve done it)
My whole point is that i believe that this method allow you to design better, more complex tech trees
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Old September 6, 2003, 14:52   #284
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Mmm... i suggest you to take a look at imp1870 or world war one scenarios... it could be useful
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Old September 7, 2003, 04:45   #285
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I was wondering why only the eternal reich and UFA can get money when they kill a rebel infantry unit.
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Old September 7, 2003, 06:43   #286
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Quote:
Originally posted by academia

To be honest, i found that comment a bit annoying.
Again, iīm not a rookie in the scenario creation world.
You must excuse my sardonic British humour.
The last thing I want to do is disrespect my fellow civers..

Honestly, no offence was intended.

Quote:
Originally posted by academia
About gigamaps:
Well, it seems i wonīt convince you in that one
No big deal. we think different, thatīs all.
I have had too many nightmares with them.
But I will be using a giant map for my next scenario.


Quote:
Originally posted by academia
About those tech tree comments/suggestions i made...
I just want to clarify that i didnīt want you to change your mind or push you into this direction.
I just thought that you didnīt know / didnīt explore this path... and well, i wanted to give you more info about it. I tested it and i like the results i obtained.
I didnīt want you to redesign you entire tech tree just because some guy (me. academia ) didnīt like it
Actually, your comments did make me take stock in the fact that I could create a more interesting sceanrio.

Sometimes a designer needs some critical feedback to push him a bit further.

I your comments enabled me to push the envelope a bit further.

So for that, I give you my thanks!

Quote:
Originally posted by academia
Anyway, i think itīs a good method and you can eventually combined both of them (iīve done it)
My whole point is that i believe that this method allow you to design better, more complex tech trees
I agree.
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Old September 7, 2003, 06:44   #287
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Quote:
Originally posted by academia
Mmm... i suggest you to take a look at imp1870 or world war one scenarios... it could be useful
I am a big fan of Imp1870...
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Old September 7, 2003, 06:44   #288
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Quote:
Originally posted by Stalin II
I was wondering why only the eternal reich and UFA can get money when they kill a rebel infantry unit.
That will change!
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Old September 7, 2003, 08:29   #289
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And one more question: Are you going to add a bomber for PAC?
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Old September 7, 2003, 09:48   #290
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I wish I could, Stalin, but the unit slots are all full...
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Old September 7, 2003, 10:05   #291
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Dont you think that UFA and eternal reich too many tanks or infantry?
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Old September 7, 2003, 11:21   #292
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They all fill a particular niche, and the scenario is based around the cold war of these two super-powers...
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Old September 7, 2003, 11:23   #293
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I have finished the work on the latest major rebuild.

This time we have full diplo and research options for all.

I will give it a first play-test, and assuming there are no disasters, I will send out the zip to you all to try...

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Old September 7, 2003, 12:49   #294
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And we need only one player for the Pacific alliance
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Old September 7, 2003, 14:58   #295
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Quote:
Honestly, no offence was intended.
Oakie dokie

Quote:
Sometimes a designer needs some critical feedback to push him a bit further.
I your comments enabled me to push the envelope a bit further.
So for that, I give you my thanks!

I think we are here (in civ2 creation site) to help each other.
I mean, you might be the one that began the project, but in the long run we have to take into account that everybody will have fun playing with your creation
so, as long as we can help scenario designers to improve their work, we have to do it. the entire civ2 community will finally receive the benefits
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Old September 7, 2003, 15:01   #296
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FYI, I played with the Eternal Reich until 1985 (and i even invaded UFA!!!! )
It was pretty fun
I canīt really find "annoying" problems... i like the attack/defence balance, the names of units, cities, techs, the entire artistic design

Apart from the "no diplomacy situation"... no complaints.,
Great scenario
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Old September 7, 2003, 15:20   #297
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Thanks, academia.

I think you may enjoy what I am about to unveil here!

Since yesterday I have been recreating a new version of the scenario, featuring:

Full diplomacy options,
Government switching choices,
A new tech research tree, incorporating the ideas we discussed,
Also industry and economic research is vital now,
I have included many extended concepts , like the internet and space race...
The space race has now two wonders devoted to it...

After one last test I will release this new monster...

The multiplayer dream has become a reality!

Last edited by curtsibling; September 7, 2003 at 18:04.
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Old September 7, 2003, 15:23   #298
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Quote:
Originally posted by Stalin II
And we need only one player for the Pacific alliance
I would say hold on for a hour or two, then check out the new build I am going to release here.

The new version is far better suited for PBEM...
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Old September 7, 2003, 15:34   #299
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You are a top-notch scenario designer, Curt. Kudos to you.
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Old September 7, 2003, 18:02   #300
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Quote:
Originally posted by rmsharpe
You are a top-notch scenario designer, Curt. Kudos to you.
*bows*

Thank you, RM!
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