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Eivind IV
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History will be kind to me for I intend to write it.
Aug 2002 time: 06:16
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quote: Originally posted by kobayashi
He can't just make the sounds if the units are in the wrong slots. And you obviously can't switch unit slots at this stage as you have hundreds of pre-placed units. i.e. you need to take that into account before you start.
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This has never been a big problem of mine. If the unit for instance have fighter abilities, the sound for the unit is automaticly chosen as the fighter sounds, as with war ships. And since I have little tanks in this scen, the horsefgt, swordfgt etc. will most likey match the infantries. I would like to try this out now, but I donīt have internet at home at the moment, and my civ-CD is back at my old house, but on the way by mail. So Iīll get back on this. If it wontīt work perfectly, I can live with a soundless scen or a unit or two with the wrong sound 
So, what do you reckon, Curt? 
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kobayashi
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Singapore
Dec 2000 time: 13:16
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Really enticing scenario. Has that uncommom quality that makes you want to continue playing. The concept of giving the Auntie Ju a paratrooper flag and holds at the same time was a critical factor.
Terrain is fantastically done, practically the best I've seen in a WWII scenario. Positioning and design of the map itself was meticulous - liked the border and neutral territory idea too. The way you have put the fjiords in to give sea access to so many cities was very nice.
High movement for sea units allowed multiple attacks by single ships - that was a nice touch.
Units look great
Now some negative comments - seems like a long list but its only because I'm putting it down in detail. Overall I had a great experience in the 18 turns I played.
1. Your planes have a much too high defense. I've lost several panzer companies attacking planes on the ground. Planes should have much lower defense - plus fighters have lower attack.
2. The Allies have overall air superiority - like three times my air power with those italian Caprioni jobs. The AI doesn't seem to make any other kind of aircraft in any quantity. I think the Norwegians had about 4? operational during the battle war but I've shot down two dozen and quite a few cities were razed by them. Would have been nice to see more Gladiators - and some tiger moths etc.
How about giving the Norwegians the royal air force tech (maybe RAF units to be made obsolete with the invasion of France?)
Also did not see any event that would give the tech french aid to the Norwegians.
It would be nice if the Germans could build flak units.
3. Aircraft Carrier too powerful with 5 hit points. A battleship wouldn't be able to kill it in direct engagement. There's absolutely no incentive to attack these brutes which can't attack anyway.
4. The small boats are more or less redundant. Didn't the Germans have E-boats (destroyer attack, patrol boat defense, lower movement allowance?).
5. I'm at day 18 and there was global warming with much of the map turning black. What a bummer.
6. Allied seapower has emptied all my western cities like Starvanger but with no allied troops arriving by sea I've simply left them empty. I think the Allies cannot make transports or any other kind of ships.
7. Maybe the JU-87 could be given just one turn in the air so it can make multiple ground attacks? Also the troop. Ju 52 could be allowed to carry only one unit at a time?
8. What I mentioned about no sound.
Last edited by kobayashi on 18-09-2004 at 22:02
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Eivind IV
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History will be kind to me for I intend to write it.
Aug 2002 time: 06:16
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quote: Originally posted by kobayashi
Really enticing scenario. Has that uncommom quality that makes you want to continue playing. The concept of giving the Auntie Ju a paratrooper flag and holds at the same time was a critical factor.
Terrain is fantastically done, practically the best I've seen in a WWII scenario. Positioning and design of the map itself was meticulous - liked the border and neutral territory idea too. The way you have put the fjiords in to give sea access to so many cities was very nice.
High movement for sea units allowed multiple attacks by single ships - that was a nice touch.
Units look great
Now some negative comments - seems like a long list but its only because I'm putting it down in detail. Overall I had a great experience in the 18 turns I played.
1. Your planes have a much too high defense. I've lost several panzer companies attacking planes on the ground. Planes should have much lower defense - plus fighters have lower attack.
2. The Allies have overall air superiority - like three times my air power with those italian Caprioni jobs. The AI doesn't seem to make any other kind of aircraft in any quantity. I think the Norwegians had about 4? operational during the battle war but I've shot down two dozen and quite a few cities were razed by them. Would have been nice to see more Gladiators - and some tiger moths etc.
How about giving the Norwegians the royal air force tech (maybe RAF units to be made obsolete with the invasion of France?)
Also did not see any event that would give the tech french aid to the Norwegians.
It would be nice if the Germans could build flak units.
3. Aircraft Carrier too powerful with 5 hit points. A battleship wouldn't be able to kill it in direct engagement. There's absolutely no incentive to attack these brutes which can't attack anyway.
4. The small boats are more or less redundant. Didn't the Germans have E-boats (destroyer attack, patrol boat defense, lower movement allowance?).
5. I'm at day 18 and there was global warming with much of the map turning black. What a bummer.
6. Allied seapower has emptied all my western cities like Starvanger but with no allied troops arriving by sea I've simply left them empty. I think the Allies cannot make transports or any other kind of ships.
7. Maybe the JU-87 could be given just one turn in the air so it can make multiple ground attacks? Also the troop. Ju 52 could be allowed to carry only one unit at a time?
8. What I mentioned about no sound. |
Thank you for this thorough feedback, kobayashi!
You have, together with other comments, made me realise that I might have to do some minor adjustments to the scen. At the same time I will add some sounds, or noise, or whatever And it certainly was a mistake to make the readme in a hurry . For you, AGRICOLA, I might add an alternative border graphic 
That global warming bug sounds horrific. What triggered it?
I'm very glad you enjoyed the scen, kobe. 
I'll get right on the case, so this is the time for anyone to throw in comments or mere suggestions for change 
quote: Originally posted by AGRICOLA
I don't suppose there is any way to keep all Danish terrain visible if one prefers to play with the "Show map grid" on?
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Hmm, I don't quite follow you 
Last edited by Eivind IV on 19-09-2004 at 20:09
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Eivind IV
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History will be kind to me for I intend to write it.
Aug 2002 time: 06:16
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quote: Originally posted by techumseh
I'm glad to hear you're going to revise it, Eivind. You should take a look at your unit costs. Some powerful units are cheaper than weaker ones, eg. the bicycle troops.
More basic is the question of why the Germans can build units in Norway at all. Or why things like battleships, aircraft, etc can be built in a timeframe of 62 days? |
Will check out! 
quote: Originally posted by techumseh As for the global warming, your border squares are ocean covered by polution, no? There are two ways to deal with this: 1) add a number of solar plants. Each one will counter the effects of 2 pollution squares. 2) get some computer wiz to hex edit global warming out of your scn file. This permanently eliminates global warming from your scenario. Allard's paper on hex editing will tell you where to find the correct byte. |
Of course, hehe , the pollution triggered the global warming. Hex editing, eh? Were can I get this paper by Allard? To be honest, I don't really know what hex editing is. Only that it solves many problems. Anyone here know a computer wiz that can help me? 
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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quote: Originally posted by Kobra
For you, AGRICOLA, I might add an alternative border graphic. |
Thanks, but it's already a done deal.
I don't have a vendetta against your borders but I really couldn't read any of the important information at the top of the city windows. The borders are nice and actually remind me a great deal of the strings of flags that decorate Swedish Christmas trees.
quote: Originally posted by Kobra
Of course, hehe , the pollution triggered the global warming. Hex editing, eh? Were can I get this paper by Allard? To be honest, I don't really know what hex editing is. Only that it solves many problems. Anyone here know a computer wiz that can help me?
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Allard's paper gives a procedure for eliminating global warming but I think that there may be a better way. In Curtsibling's DICTATOR 3 I have cities producing 140 shields with no pollution. I haven't had the time to figure out how he does it, but it seems much simpler than Allard's approach. Perhaps you might ask Curt.
quote: Originally posted by AGRICOLA
I don't suppose there is any way to keep all Danish terrain visible if one prefers to play with the "Show map grid" on? |
What happens on my game map is that when the grid is not on, all of Denmark is visible, as it should be. However, if the grid is turned on, the zones of influence of cities as well as the actual city squares turn black for all Danish cities. Unfortunately, I always play with the grid on.
As everything else is fine, I doubt that I have a corrupted file. However, if it doesn't happen to you, I'll happily download again.
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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@kobayashi: Understand.
Why not keep it really simple by changing all the border squares to mountains and possibly put a fortress with a coastal battery on top. That'll get rid of the global warming problem due to polluted oceans without recourse to hex editing and also keep German aircraft from using Swedish air space.
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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A bit of good news and some not so good.
quote: Originally posted by AGRICOLA
What happens on my game map is that when the grid is not on, all of Denmark is visible, as it should be. However, if the grid is turned on, the zones of influence of cities as well as the actual city squares turn black for all Danish cities. |
This one is easy to fix. In ICONS there are two side-by-side boxes with black diamonds. The right one has a white band around it. Flood the black in this one with violet and the problem disappears.
quote: Originally posted by techumseh
As for the global warming, your border squares are ocean covered by polution, no? There are two ways to deal with this: 1) add a number of solar plants. Each one will counter the effects of 2 pollution squares. 2) get some computer wiz to hex edit global warming out of your scn file. This permanently eliminates global warming from your scenario. Allard's paper on hex editing will tell you where to find the correct byte. |
I changed the border squares to Snowy Mountains + Fortress, getting rid of the border markers and the pollution. Is it possible that the pollution caused by border markers is due to the fact that the border marker icon in Terrain1 is in the box that normally has the icon for pollution?
The bad news is that this did not get rid of global warming. It took place on turn 18, right on schedule.
I did hexedit the game in accordance with Mercator's latest version of Allard Hofelt's compendium on hex editing Civ2. As suggested, I changed byte 50 to be >80. That did not stop global warming.
The compendium was originally for FW and the FW file structure differs somewhat from MGE's. Possibly this is one of the places where there is a significant difference.
The only thing that seems certain is that global warming takes place with astonishing speed. Consequently, there must be a lot of squares that the program considers polluted. The only non-standard feature on the game map is the number of black squares. Are all or some of these somehow the source of the problem? 
Last edited by AGRICOLA on 21-09-2004 at 00:39
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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Let's see if this works.
EDIT: I downloaded the zip and ran the the scen through 18 turns. There was global warming but no pollution. You may want to remove the global warming messages from the GAME file.
Attachment: norway.scn.zip
This has been downloaded 5 time(s).
Last edited by AGRICOLA on 22-09-2004 at 06:05
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