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Kugelregen
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For what it's worth, I thought I'd add my two cents... I was actually playing Red Front (both 1.4 and the redone 1.5) a month or so ago. My vote would be for doing this project in stages as some have suggested. Red Front 1.4 is a masterpiece with one single flaw--the too many units bug. The two many units bug makes the game virtually unplayable. IMHO, the greater civ2 community would benefit a lot by a graphical update for TOT which fixes the too many units bug. This project would be the closest to keeping the integrity of Nemo's original idea. I realize there is room for additional improvements, but they could be added later.
Also, I think RF1.5 could be a jumping off point for these additional changes. However, I seriously think RF1.5 compromises Nemo's original idea in many places. I am not diminishing anyone's efforts, but there are several things which just, in my opinion, inappropriately change Nemo's scenario. For instance, replacing soviet fortresses with penal divisions, replacing cossack cavalry with motorcycles, removing supply convoys, making NKVD troops immobile at the beginning, etc etc. All of these changes go beyond "making the scenario more difficult and fixing bugs" and actually try to change Nemo's original idea. Anyways, I know these issues have been discussed thoroughly in the past. Just thought I'd cast my vote for a redone TOT version fixing the too many units bug...
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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@techumseh
OK, I'll reduce German unit count by ~250 of the weakest and westernmost units units. To preserve the ghost turn, it'll probably have to be a hexedit of the .scn file. I'll send it to you in a few days.
@Kugelregen
Great that someone else has actually played RF 1.5. Any chance of a post about your experience with the scen beyond what you have already said. How far did the Germans manage to get in '41? Did they mount a significant attack on Stalingrad and the Caucasus? How did your game turn out and so on. This project can use all the player feedback that it can get.
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:16
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quote: Originally posted by AGRICOLA
To preserve the ghost turn, it'll probably have to be a hexedit of the .scn file. I'll send it to you in a few days.
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Why don't you open the .scn file as a savegame? I.e. choose "Load a Saved Game", change the *.sav thingy to *.scn, browse to the RF scenario folder and open it. Then edit as usual and save as a scenario.
I don't know much effect this has though. That is, how many sneaky other changes to the scenario file this results in.
But hex-editing out the few unwanted differences will likely be easier than hex-editing out hundreds of units, especially if you have a hex-editor that can compare 2 files.
I just had a quick test with RF1.4. Loaded it, deleted a bunch of units, saved it again and started the new scenario. The hex-editor did show 31 differences at the start and end of the file (apart from the obvious differences to the map and units section). At least some of those had to do with the deleted units (and changed cursor position). But the scenario loaded fine, without any issues at first glance (like having the cheat menu activated or something).
But then I don't know RF and am no expert in editing "live" files.
And RF1.4 is actually FW, and I guess you have MGE, so saving it as a scenario would create some more differences because of that.
quote: originally posted by AGRICOLA I don't think that it is worth doing for a MGE to TOT conversion.
If I understand techumseh's suggestion correctly, the game play will not be changed by the conversion and I can't see why anyone would want to play a straight conversion of RF 1.4 to TOT when they can equally well play the original.... |
But then any changes to the game play could be done in FW/MGE itself without the need for a conversion.
The first reason for a conversion is making it available to people who don't have FW/MGE or simply prefer ToT.
Apart from that ToT also offers some extras like better graphics and more events etc. Those are the things that can be added after the first conversion.
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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quote: Why don't you open the .scn file as a savegame? I.e. choose "Load a Saved Game", change the *.sav thingy to *.scn, browse to the RF scenario folder and open it. Then edit as usual and save as a scenario. |
I've already tried to change *.scn to *.sav in the RF folder and can't seem to do it. What's the secret? Use FW, which I don't have? The MGE "Load a Game" command can only open *.sav files.
The following seems to work using the hexeditor for everything except deleting units:
1. Take any .sav file and delete everything, creating X.sav.
2. Append enough bytes to bring X.sav (all 0's) to the same size as .scn file.
3. Copy entire .scn file.
4. Paste into X.sav. X.sav can then be opened with MGE.
6. Copy X.sav and paste (overwrite) back into the original .scn file.
7. If this doesn't work, copy only units section back into .scn.
This problem is also complicated by the fact that the Germans don't have unduly many units at the start (~875) but are rapidly reinforced by events as follows:
If Wehrmacht killed, Germans get StuG IIIC, Pz III, Pz IV and 2 Wehrmacht SG
If Stuka killed, Germans get Stuka and Wehrmacht SG
If Pz IV killed, Germans get Pz IV
If Red Army killed, Germans get Wehrmacht and Wehrmacht SG
If Partisans killed, Germans get Wespe
If Refugees killed, Germans get Slave Labor
If Refugees killed, Soviets get Partisans (this is no big deal: the Partisans are sure to be immediately killed by the Germans who then get a Wespe.)
I am going to try to disband as few as possible of the units whose destruction spawns additional units. Fortunately, both the Soviets and the Germans have enough units far enough from the front so they cannot get into battle before the spawning frenzy ends in December '41. Of course the 6 Swedish AA units are being wiped.
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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@Mercator
Thanks for the second, more detailed post. I finally figured out what you meant. The only additional point is that at the end one needs to copy the first ~350 bytes of the original redfront.scn into redfront TOT.scn to get the June '41 ghost turn.
@fairline
I deleted 90 German, 50 Russian, 6 Swedish and 1 US units. After some experimenting, that was as far as I dared to go. Nemo appears to have done a very precise balancing job in the initial number and location of units and the spawning of new units by events.
Reducing the unit count makes the scen play a bit differently. From fast forwarding through a couple of turns, I'd guesstimate that the German advance is very slightly slower than in the original.
By the end of the August '41, eliminating 147 units has less effect than I expected. Comparison with an old save shows that there is a decrease of only 61 units. The comparison is pretty rough because now I did nothing during the two Russian turns whereas in the old game I was using a scorched earth strategy and playing very carefully.
I think that it would be a very good idea if others tested the new version as soon as possible.
The redfront TOT.scn file is attached
Attachment: redfront tot.scn
This has been downloaded 8 time(s).
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