Thread Tools
Old October 23, 2003, 16:00   #1
Justinianum
MacScenario League / Civ2-Creation
Chieftain
 
Justinianum's Avatar
 
Local Time: 12:08
Local Date: November 2, 2010
Join Date: Apr 2003
Location: Milan
Posts: 77
Help for a new WW2 scenario
Hi to everyone.
I'm making a WW2 scenario; it doesn't pretend to be an outstanding one (like Red Front or Battle of Bulge), just a nice and humble hack'n slash scenario. I'm wandering if a collection of tips and concepts exists. I'd like to find an explanation of concepts like "Fuel" (Gotterdammer, Battle of Bulge), "Fortify" (in Gotterdammer motorized units cannot fortify, but create a fortress terrain instead) and so on. Any help would be much appreciated.
B.T.W How can I create a working anti-tank gun?

Thanks in avance for your help
Justinianum is offline  
Old October 24, 2003, 06:49   #2
Case
Civilization II PBEMCivilization II Democracy Game: Red FrontScenario League / Civ2-Creation
Emperor
 
Case's Avatar
 
Local Time: 21:08
Local Date: November 2, 2010
Join Date: Feb 2000
Posts: 3,057
Re: Help for a new WW2 scenario
Quote:
Originally posted by Justinianum
B.T.W How can I create a working anti-tank gun?
IMO, you can't
Use combined arms formations instead (ie, battalions which included infantry, machine guns, mortars and AT guns).
__________________
'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
- Neal Stephenson, Cryptonomicon
Case is offline  
Old October 24, 2003, 08:57   #3
Justinianum
MacScenario League / Civ2-Creation
Chieftain
 
Justinianum's Avatar
 
Local Time: 12:08
Local Date: November 2, 2010
Join Date: Apr 2003
Location: Milan
Posts: 77
Re: Re: Help for a new WW2 scenario
Quote:
Originally posted by Case


IMO, you can't
Use combined arms formations instead (ie, battalions which included infantry, machine guns, mortars and AT guns).
I've read that the X2 bonus vs. horses works only against units with 1 HP (and probably with a movement factor of exactly 2). I'm testing it, but I don't think I can make a balanced scenario with tanks with only 1 HP . Actually the AT gun in Red Front was intended as an offensive weapon.
Thanks anyway
Justinianum is offline  
Old October 24, 2003, 09:31   #4
Thoddy
Warlord
 
Local Time: 12:08
Local Date: November 2, 2010
Join Date: Jan 2001
Location: Hannover, Germany
Posts: 227
If you use max move 2 units how long does the scenario last if you go from one side of the map to the other side.

Even you can use higher roadmovement multipliers (for instance 1/10) to compensate the movement problem, another following problem will not solved.
AI attack units will attack even the remaining movementpoints are 1/10, that means the attack factor is ridiculous. If you allow railroads experienced players, I have seen specialists building a 20 square RR (within Wartime!! 1000 km in reality) to the Capital of the enemy within 1 turn and make a rush

You should create units the "AI" can also handle.
Thoddy is offline  
Old October 25, 2003, 07:10   #5
Justinianum
MacScenario League / Civ2-Creation
Chieftain
 
Justinianum's Avatar
 
Local Time: 12:08
Local Date: November 2, 2010
Join Date: Apr 2003
Location: Milan
Posts: 77
Quote:
Originally posted by Thoddy
If you use max move 2 units how long does the scenario last if you go from one side of the map to the other side.
Not so much, but slow units aren't funny

Quote:
You should create units the "AI" can also handle.
Do you know which kind of units the AI can't handle? I've noticed that a Torpedo Bomber doesn't work (the AI trys to bomb cities instead of ships).
Justinianum is offline  
Old October 27, 2003, 03:54   #6
Thoddy
Warlord
 
Local Time: 12:08
Local Date: November 2, 2010
Join Date: Jan 2001
Location: Hannover, Germany
Posts: 227
I think the best AI solution is using a airunit with sub and rocket flags.

the sub flag prevents this unit from being used against land units. The rocket flag allows AI to attack every possible target within range from every city even this unit is not positioned in the nearest city to this target.
The rockets "warps" from every city to target and attacks.
Thoddy is offline  
Old October 28, 2003, 20:41   #7
Justinianum
MacScenario League / Civ2-Creation
Chieftain
 
Justinianum's Avatar
 
Local Time: 12:08
Local Date: November 2, 2010
Join Date: Apr 2003
Location: Milan
Posts: 77
Quote:
Originally posted by Thoddy
I think the best AI solution is using a airunit with sub and rocket flags.

the sub flag prevents this unit from being used against land units. The rocket flag allows AI to attack every possible target within range from every city even this unit is not positioned in the nearest city to this target.
The rockets "warps" from every city to target and attacks.
Nice idea; I'll make some test. Thanks a lot for help
Justinianum is offline  
Old October 31, 2003, 06:29   #8
kobayashi
Prince
 
kobayashi's Avatar
 
Local Time: 19:08
Local Date: November 2, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
Re: Help for a new WW2 scenario
Quote:
Originally posted by Justinianum
I'd like to find an explanation of concepts like "Fuel" (Gotterdammer, Battle of Bulge), "Fortify" (in Gotterdammer motorized units cannot fortify, but create a fortress terrain instead) and so on. Any help would be much appreciated.

Thanks in avance for your help
he used settler units for tanks but forbid you to improve terrain or build new cities via 'house rule'.
__________________
.
This is a link to...The Collective Works of Kobayashi and this is a link to...Kobayashi's Food Blog
kobayashi is offline  
Old November 1, 2003, 09:26   #9
Justinianum
MacScenario League / Civ2-Creation
Chieftain
 
Justinianum's Avatar
 
Local Time: 12:08
Local Date: November 2, 2010
Join Date: Apr 2003
Location: Milan
Posts: 77
Re: Re: Help for a new WW2 scenario
Quote:
Originally posted by kobayashi


he used settler units for tanks
Actually I guessed it, but I thought that it was only possible to have settlers in the first 2 unit spots

Quote:
but forbid you to improve terrain or build new cities via 'house rule'.
I thought it was possible to disable some menu options via game.txt: am I wrong?
Justinianum 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 07:08.


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