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techumseh
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of the frozen North.
Apr 1999 time: 22:17
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quote: Originally posted by fairline
The 40mm Bofors SP (mounted on a truck) and a towed version of the same gun were used by all divisional Light AA Reginments. I reckon this is a good idea to use them, as I've lost count of the number of times I used my Spitfires to cover my vanguard. Graphic? |
Graphic? What a swell idea! On the truck, please. 
quote: Sounds like a great idea Here's another one - I was overly-reliant on aircraft to reduce cities and it would be nice to have a tank that could take on this role. You mentioned this to me a couple of weeks ago: how about a Churchill Crocodille with ignore city wall flag? |
Ahh. The perennial conflict between designer and playtester. The playtester always seeking to make his task of winning the game a little easier. And the designer, always striving TO MAKE THE BLOODY THING HARDER THAN HELL!!! 
Let's look at that in the final play balance adjustments. In the meantime, I'm going to try and help the AI make those stacks with Spit aircover just a little more dangerous. 
quote: BTW you mentioned the number of German aircraft a couple of posts ago - I encountered only a handful, so that was historically correct. Strangely, there were 3 or 4 Ju 88 garrisoning Nijmegen when I took it, which hadn't been used to defend it. I guess covering my attacking units with a Spit stopped the AI using 'em, but normally the civ AI isn't that bright.... |
I've never been fully confident in the "randomness" of the random events. We need to get to the bottom of the grounded Ju-88's too.
quote: Originally posted by curt
A good idea but - I would keep the spies out of it and keep the combat direct.
I like the mine idea though - Might make things a bit hairy... |
Too late, Curt. There are already spies in the form of commandos/pathfinders, one with each airborne division. Their job is to capture the German ferries. All units except ferries (and now mines) are unbribable. And the spy options menu has been disabled, so they can't bribe cities, plant nukes or anything else except investigate a city or bribe a ferry. I think it'll work OK, with the cdos being up north and the flail tank down at the start line.
Cheers.
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techumseh
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of the frozen North.
Apr 1999 time: 22:17
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Corrections to the (somewhat hurried) patch I sent last night:
1. Change the prereq of Minefield to Ast, and that of Sherman Flail to Bro. Right now the Germans can build the Flail, as I left the prereq as nil.
2. Replace the events for the Zon bridge with this: (It's near the end of the file) Right now, it's Zon that blows, not the bridge. 
@IF
CITYTAKEN
city=Zon
attacker=Allies
Defender=Germans
@AND
RANDOMTURN
denominator=2
@THEN
TEXT
The Germans blow the Zon canal bridge!
ENDTEXT
PLAYWAVEFILE
Largexpl.wav
CHANGETERRAIN
terraintype=0
maprect
13,73,13,73,13,73,13,73
JUSTONCE
@ENDIF
3. bumping up the British infantry movement to 3 has revealed the wrong move cost for unbridged terrain. It should be 4 - not 2.
BTW, did you know that the city of Arnhem has renamed the bridge across the Rhine the "John Frost Bridge", after the commander of the battalion that held the north end for several days against a German SS Panzer division? And, after a great debate in the community, is repainting the bridge's trim in the colors of the 1st Airborne - maroon and light blue? A proposal to paint the entire bridge maroon was defeated as "culturally inapproprate". I wonder why? 
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techumseh
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of the frozen North.
Apr 1999 time: 22:17
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After much hand wringing and gnashing of teeth, I have come up with an event which allows the gliders to arrive 1 turn ahead of their transported units and if the glider is killed before they arrive, the units won't appear. Unfortunately, this requires a fixed turn of arrival for both in order to get the event to work.
That means the random delay in the arrival of the 2nd and 3rd lifts will have to go. It's less realistic, but the game will be easier to balance. Each Allied 'plan' will require 10 flags, 1 per glider. There are 31 Allied flags, and 26 unused German ones, for a total of 57. That allows up to 5 Allied plans, with 7 flags left over.
I have a couple of questions. First, would you prefer the glider/reinforcement feature or the random airborne reinforcement arrival time? Second, does anyone have any suggestions as to what plans B to E should look like? Landing zones (paras and gliders) should be in plains or polder terrain, not adjacent to a town. More daring plans can be handicapped by randomly dropping some arriving units into the river! 
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techumseh
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of the frozen North.
Apr 1999 time: 22:17
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@Leonidas
This feature was first used in the Jules Verne scn from FW. If anyone still has the small manual, I think it was described there in some detail. I used it in Red October as well, but I didn't realize that you could use a separate events file for each of the 6 scn. files which are randomized. It works like this:
You have a scn file, say Market-Garden scn. , with an opening text file - Market-Garden Txt. and an events file - Events Txt. Make 5 additional scn files, each with a different German initial deployment. Name these Market-Garden2.Alt, Market-Garden3.Alt and so on, up to #5Alt.
The text files are named Market-Garden2.Txt and so on. The same with the events files - Events2.Txt to Events5.Txt. Each events file can vary the timing of location of Allied and German reinforcements- or anything else, for that matter.
When the scenario is loaded, the Civ2 program randomly selects one of the 6 scenario files and the specific text and events files that go with it. NOTE: if you get Market-Garden4.Alt, you'll also get Events4.Txt and so on. This feature has been part of Civ2 (including ToT) since FW was introduced, but I think it's largely been forgotten knowledge.
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Leonidas
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quote: Originally posted by techumseh
@Leonidas
This feature was first used in the Jules Verne scn from FW. If anyone still has the small manual, I think it was described there in some detail. I used it in Red October as well, but I didn't realize that you could use a separate events file for each of the 6 scn. files which are randomized. It works like this:
You have a scn file, say Market-Garden scn. , with an opening text file - Market-Garden Txt. and an events file - Events Txt. Make 5 additional scn files, each with a different German initial deployment. Name these Market-Garden2.Alt, Market-Garden3.Alt and so on, up to #5Alt.
The text files are named Market-Garden2.Txt and so on. The same with the events files - Events2.Txt to Events5.Txt. Each events file can vary the timing of location of Allied and German reinforcements- or anything else, for that matter.
When the scenario is loaded, the Civ2 program randomly selects one of the 6 scenario files and the specific text and events files that go with it. NOTE: if you get Market-Garden4.Alt, you'll also get Events4.Txt and so on. This feature has been part of Civ2 (including ToT) since FW was introduced, but I think it's largely been forgotten knowledge. |
Very nice indeed
Thanks for the explanation.
It looks like a very easy system to have in a scenario.
And this would greatly add to the playability of ANY scenario, even ones that have already been completed.
I am surprised that this has not been used more often.
Talk about the unpredictable.
Cheers!
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GoPostal
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what do the little parachutes on the map mean?
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