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Catfish
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Wollongong, Australia
Aug 2000 time: 14:16
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OK, after conducting a few short tests regarding one-way transport sites under cities, I observed the following:
- The AI will readily use them to enter the city. However, if the transport site location is less than a 2x2 area (surrounded by either impassable terrain or ocean), most, if not all of the units will fortify and remain that way.
- If the city belongs to another civ and no unit is present, the units can still use the transport site. In this case they will appear within the city, but ownership of the city will not change. So in your scenario, you could potentially have Sanusi units sitting in an Allied city.
Something else to note: the transport site itself has ownership, like airbases. This may affect potential acts of pillaging by the AI (I've not tested this - never seen a transport site pillaged), so to be on the safe side, make sure that you're the correct civ when you're placing them.
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Palaiologos
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Constantinople, Queen of Cities
Aug 2002 time: 05:16
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Phew! just finished playing this bugger.
I broke the Nablus line but didn't manage to take the city itself(hadn't yet received heavy artilley) before the game ended.My score btw was a grand, absolute zero. I guess using those Arabs as cannon fodder wasn't much of a a tactic after all.
Strong points:
I truly liked all those innovations especially the engineer-carrier thing.It blew off my mind!
The gameplay was extremelly challenging and cool(i admit my command of the English language is limited). The more i played the more i liked. Will DEFINETELY replay this one and IMO thats what a scenario's real aims should be.
With no intention of placating you Boco i think this one belongs to my Top3 (along with Microprose's WW2 and Redfront).
Weak points
I really think that ToT doesn't do justice to this work.I mean its interface is appaling. I suppose 90% of this comment is due to me having played ToT only once before.
The Laurens gfx sucks big time.
It could certainly do with a bit more geographical area for strategic manuevring, me thinks.
Last edited by Palaiologos on 16-03-2004 at 14:58
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Boco
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who was once King for a week.
Jan 2001 time: 00:16
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Thanks for playing it, Palaiologos. Your comments are greatly appreciated. They're a nice balance between carrot and stick.
quote: Will DEFINETELY replay this one and IMO thats what a scenario's real aims should be. | That was high on my list when I designed it.
In RL the Arabs wanted to be no one's cannon fodder, so I guess I simulated that pretty well.
Btw, I can take the placating! 
Be a good beta tester and let me clarify those weak points.
quote: I really think that ToT doesn't do justice to this work.I mean its interface is appaling. I suppose 90% of this comment is due to me having played ToT only once before. | You did use the bat file to install the EA specific DLL's and dialog BMP's, right? You think it's hideous now, just try to open the generic version of ToT. Is there an aspect of the interface that can be adjusted to something more friendly? Do you dislike the dialog backgrounds, city screen backgrounds?
quote: The Laurens gfx sucks big time. | Ouch! Okay, what exactly sucks here: the theme of wooden frames and brass on the dialogs, the old British men in the background of the advisor panels, the diplo screens, the improvement icons, the terrain, the Lawrence unit icon, or something else?
quote: It could certainly do with a bit more geographical area for strategic manuevring, me thinks. | This one's important to me. I take it you mean the passable terrain in which most of the Allied units can fight is too restrictive. Historically, it was. The French absolutely refused to support an amphibious landing in the Levant. After Gallipoli, few Brits were eager either. The land route was geographically choked between the Med and Dead Seas. Allied logistics were insufficient to support a significant thrust up the Euphrates from Mesopotamia.
But let's overlook that historical straightjacket for now. As a player, what do you have in mind? More amphibious options? Turk static lines with more pores or exposed flanks? A more serious option to cruise up the Euphrates? Wider passable access in front of the Gaza line? Btw, did you build a RR straight to Gaza, a roundabout route to Beersheba, or a combination of both?
Finally, from your posts, it appears that you overlooked a few important points. So I'd say I goofed on the documentation. What would help there? For how long were you able to maintain a 1 tech per turn discovery rate? That's pretty vital to get sufficient RGA units to crack the Nablus line.
Also sounds like I should readdress the scoring scheme. Can you post or PM me your total casualty count?
Last edited by Boco on 17-03-2004 at 07:22
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Palaiologos
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Constantinople, Queen of Cities
Aug 2002 time: 05:16
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I mean the Lawrence unit gfx.I am pretty sure your gfx boy has made a better one-i remember seeing it on an Imperialsim1870 gfx file posted somewhere.
I did use El-aurens DLLs. Its ToT's generic interface that
sucks.It took me a while to get used to what unit's turn is it, how to change prod items in cities etc. Even when i did get accustomed to it,it still sucked.
quote:
But let's overlook that historical straightjacket for now. As a player, what do you have in mind? More amphibious options? Turk static lines with more pores or exposed flanks? A more serious option to cruise up the Euphrates? Wider passable access in front of the Gaza line? Btw, did you build a RR straight to Gaza, a roundabout route to Beersheba, or a combination of both?
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All of these actually. I suppose you do know your stuff well.
I initially build a route to Beersheba only to loose a vet artillery to the first defending unit(Turk regular cavalry) without even so much as scrathing it, and dully returned back to El Arish.
BTW did i forgot to say that the Arab revolt failed miserably?It so happens that i almost never reload my games and so when those Arab hero(Faysal and another dude) units fell in a Turkish artillery sortie i found myself continually pressed backwards towards Jidda. There were hordes coming from Medina. BTW even through Rabegh was destroyed, Beduins continued to appear from that square. I ambussed and bribed but to no avail.
In the end i fortified my Beduins in the cities. I lost that supporting aerial squadron due to lack of fuel mind you.
So i never got the chance to see the scenario's central hero in action-and propably missed the best part. Don't get me wrong here the revolt could have succeeded with the forces given, i just screwed up.
About the tech rate:actually i could have maintained the 1 tech per turn rate up to 2 turns before the end, but unfortunately i didn't it. I sort of err....changed it at some point in favor of luxuries and then forgot to change it back untill it was too late. All that it takes is to build tribal patrols in all the cities and then put everything on capitalization.
Attachment: 1916may.sav
This has been downloaded 6 time(s).
Last edited by Palaiologos on 17-03-2004 at 12:11
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Boco
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who was once King for a week.
Jan 2001 time: 00:16
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Currently in the 'tips' section of the guide.
quote: By itself no city, save Cairo, gains you enough points to offset the penalty of a single lost unit. There are many times that SO’s [Special Objectives = Wonders], ‘downstream’ cities/SO’s, or the chance to have a turn of ‘peace’ tip the balance, but you should always weigh the cost of casualties.
The campaign against the Turks can be won by deliberate well-planned attacks. Katya, the Gaza Line, and the Nablus Line are the hardest to crack. You are likely to lose a unit against Katya unless you attack with veteran R Horse Arty units or better. Since most of your artillery is ‘green’, it’s wise to find targets against which they can gain experience. This may mean slowing down your counterattack against the Sanusis.
A low casualty attack on the two static defense lines will probably involve breakthroughs by R Garrison Arty and Naval Gun Sqn units exploited by mounted units. As the cavalry captures cities behind the static defense lines, the front-line Turks often surrender. Light Car reconnoitering can reveal ‘supply cities’ of vulnerable units.
The Arab Revolt is triggered several turns after the completion of the Hussein-McMahon Letters. On the revolt’s first turn, you are likely to capture six or so cities, but Medina is invincible to your meager forces. Outflanking the Turks with a march up the Red Sea coast will help you keep the Turks on the defensive.
Under the right circumstances, the Lawrence unit will appear next to Nebk in the land of the Ruwalla. After recruiting enough forces, scout the nearby Ruwalla and Turk cities. Not all are vulnerable to Arab capture. Akaba is the key to the area. Since it’s a port with access to British supplies, upon its capture you can expect help to arrive.
The Arab Revolt is tactically very tricky. Bedouins, a handicapped Civ2 spy unit, are unique (see Techumseh’s Roman Civil War for an earlier example). Highly mobile and invisible, they can (1) gather invaluable intelligence, (2) ambush Turk units to weaken them before an attack by a ‘Regular’ unit, and (3) bribe Mtd Infantry and Camel Corps units to join the Allies. If they disband after an unsuccessful ambush, no points are lost. However, they are easy of prey for Turks within range. They cannot capture enemy cities. They are created for a while in Rabegh. After that they join only when rail targets — Toweira Bridge, Dar El Hamra, Mudauwara, and Dhuleil Bridge — are destroyed (thank Kull for that gem). To simulate Turkish repair work, the targets are rebuilt after a few turns. Since they’re a source of Bedouins, it is generally wise not to interfere with the regeneration. |
What other tips would be good to add?
Palaiologos, I'm working on an update that will incorporate many of your suggestions. I may take a crack at changing City.Gif, the alternative old-style civ2 city window. Changing the 'strategic maneuvering' will involve some extensive testing, so it'll take a bit of time to complete. And yes, there's a good chance Larry with the cheesy movie poster pose will be replaced.
Now to hijack my own thread: 
Arsenal = 'the Arse' How many riots has that slight name modification caused?
Speaking of slight modifications, P, I couldn't resist. 
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Catfish
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Wollongong, Australia
Aug 2000 time: 14:16
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quote: Originally posted by Palaiologos
Its ToT's generic interface that sucks.It took me a while to get used to what unit's turn is it, how to change prod items in cities etc. Even when i did get accustomed to it,it still sucked. |
quote: Originally posted by Boco
I may take a crack at changing City.Gif, the alternative old-style civ2 city window. |
Based on his comments, it sounds like he failed to realise that you can in fact switch to the old-style city interface and map layout. In the View menu, toggle City and Map Layout. I'm used to ToT's city interface and now prefer it over the old (didn't always - only because it was different to what I was used to).
Palaiologos, if you can't see which unit is currently activated, try hitting the v-key twice. This will centre the unit on the screen.
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:16
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I can check and possibly fix the HTML... That's gotta wait till tomorrow though.
Edit: Two more things... The Custom DLL's/Dialogs zip seems to be corrupt. Could you upload it again?
Why do you want me to put the scenario in a subdirectory of the original directory? Isn't it better to use a subdirectory of the main ToT folder? It's not much of a problem, of course, but does this difference have any implications for the graphics?
Last edited by Mercator on 30-03-2004 at 16:07
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