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Chris 62
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But I'm feeling MUCH better now
Jan 2001 time: 00:13
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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.
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All knowledge begins with the phrase: I don't know.
[This message has been edited by cpoulos (edited April 20, 2001).]
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Mao
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Apolyton
Jun 1999 time: 00:13
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awwwwww no engineers? c'mon....put in engineers and railways...pwease???
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Cal
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Hermosa Beach, California, USA
Aug 2000 time: 05:13
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Kobayashi:
What song is Theme2.wav?
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The strategically impaired,
-Cal
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Cal
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Hermosa Beach, California, USA
Aug 2000 time: 05:13
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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).
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The strategically impaired,
-Cal
[This message has been edited by Cal (edited April 23, 2001).]
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Cal
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Hermosa Beach, California, USA
Aug 2000 time: 05:13
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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.
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Cal
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Hermosa Beach, California, USA
Aug 2000 time: 05:13
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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.
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Cal
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Hermosa Beach, California, USA
Aug 2000 time: 05:13
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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...
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Cal
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Hermosa Beach, California, USA
Aug 2000 time: 05:13
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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).]
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Cal
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Hermosa Beach, California, USA
Aug 2000 time: 05:13
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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.
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Kull

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El Paso, TX USA
Mar 1999 time: 22:13
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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).]
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kobayashi
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Singapore
Dec 2000 time: 13:13
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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
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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 on 02-06-2001 at 12:43
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