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curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:20
  Old Post 27-05-2005 03:39 Visit curtsibling's homepage!
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I'll give it a shot!

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:20
  Old Post 27-05-2005 04:08 Visit curtsibling's homepage!
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Well there is good and bad news...

The bad news is that the diplo screen mystery is still in effect, even after carrying out Jim's advice....

But the good news is that the unit stat changes had a big effect.

Ships and units are now happily slugging it out in fine style.

One thing not to be underestimated in scenario modding is the
subtle effects unit hit and attack ratings have on AI use of units...

There should always be defenders and attacking units that are logical,
I reckon I had been veering from this basic axiom with various odd unit stats...

But now the AI has units it can understand, the war is back on!

PS
I will post up the new test zip this weekend!

This one is a fun update, the war-fighting is intense...

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:20
  Old Post 27-05-2005 17:58 Visit curtsibling's homepage!
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Well, things are working well and I have fine-tuned some aspects of the tech tree.

To speed a civ's research, I am considering dropping
the soviet infantry (not the red army) and adding in
a trade unit, to represent war supplies and goods.

Does this sound useful, or is there any other unit that
needs added?

The concerns about garrisons should be relieved now,
as I have changed the cost of most units and rush
building defence units can now be a viable option...

I was toying with the idea of going back to generic artillery.
But to be honest, I love fairline's arty units and finding a
look that would suit all civs is very diffucult...If anyone
can convince me of units that should be added, now is
the time to do this...

Keeping the BM-13 katyusha and nebelwerfer, along with
a generic AT gun, 75mm and 150mm gun would clear up
some two unit spaces. One of which I would perhaps use
for a Wespe arty unit...the other?....Well this is where you
lot might be able to help...

rmsharpe is offline rmsharpe
Warlord
Minneapolis
Aug 2001
time: 23:20
  Old Post 27-05-2005 21:21
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Is the Battle Cruiser necessary? It's really just a more expensive battleship with lower defense.

Sarsstock is offline Sarsstock
Prince

Nov 2003
time: 05:20
  Old Post 27-05-2005 21:21
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My suggestion Curt would be to use the vacant space for one of the police units Fairline made up for the Mafia scenario. This would be a simple but possibly effective solution to the problem of allies invading allies, specifically the problem of the Canadians invading the US and vice versa.

They would be placed along borders on every other hex to prevent illegal crossings. Like I said, its simple but it might work.

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:20
  Old Post 27-05-2005 22:15 Visit curtsibling's homepage!
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@rmsharpe:
The Battlecruiser has been changed a bit. It actually is the
German battleship. Now the defence is the same as a BB,
but with increase firepower and speed...This is to suit the
surface raider style role of this unit...

@Sarsstock:
I can see the merit of the idea, but civil police don't really
figure much in a war scenario. The effect could be just as
easily achieved using regular defence units for such a task.

Perhaps changing the way the AI uses the Infantry is a better answer...

I will look into fixing this allied invasion problem...

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:20
  Old Post 27-05-2005 23:24 Visit curtsibling's homepage!
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The best solution I have for the allied invasion epidemic,
which does not involve dropping precious units or major
upheaval is to make the bog-standard infantry unable
to travel mountains and block the gaps in Canada.

None of the major civs use infantry, so I reckon this might be the best answer.......

rmsharpe is offline rmsharpe
Warlord
Minneapolis
Aug 2001
time: 23:20
  Old Post 28-05-2005 01:06
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Initially, some civs have just regular infantry.

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:20
  Old Post 28-05-2005 05:04 Visit curtsibling's homepage!
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By the time these civs get involved in the major combats,
they either will have improved infantry or better weapons...

I am going to playtest as the USA, and see if the Canadian
units become a pain....

Another solution is to remove the offending cities...

rmsharpe is offline rmsharpe
Warlord
Minneapolis
Aug 2001
time: 23:20
  Old Post 28-05-2005 08:41
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Perhaps the standard infantry should be given 0 movement?

Patine is offline Patine
Prince
Edmonton, Canada
Mar 2002
time: 22:20
  Old Post 28-05-2005 11:56 Visit Patine's homepage!
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Sorry I'm late on my comments, but I have been quite busy in the last week or so. I've played a few turns as Japan (perhaps inspired by my current project, 'Empire of the Rising Sun,' which is almost done; sorry for the shameless solicitation), which I've noted nobody else whose posted here has admitted to playing. First, though I appreciate having someone to scrap with right from the start, I think making the Chinese barbarians may have been a mistake, as the Brits attack them from Hong Kong and Mandalay, when historically they aided Chiang's regime against the Japanese. I'm not sure what alternative method to use for that one though. When do I get to attack the Brits and Yanks, anyway? I'll keep you posted on more from this front so far largely untouched on this thread.

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:20
  Old Post 28-05-2005 12:55
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Maybe some hex-edited alliance between the Allied forces and the Barbs would do the trick?

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:20
  Old Post 28-05-2005 13:51 Visit curtsibling's homepage!
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@Patine:
If you keep playing till summer 1941, the Japanese forces will be ready for attack.

I have my hands full with this scenario, so excuse me if I have
not done any playtesting for anything else. Perhaps Agricola
is the man to ask. Being the premier playtest ace arond here!

@jim panse:

That is an idea!

Is it possible?

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:20
  Old Post 28-05-2005 14:38
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Master Curt, this is possible, you need to ask someone who has hex-editing skills

I have no clue of that after all

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:20
  Old Post 28-05-2005 14:42 Visit curtsibling's homepage!
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Well, cheers for brining up the idea!

I will ask Mr rmsharpe, methinks!

fairline is offline fairline
Prince
of the wing
Sep 2002
time: 05:20
  Old Post 28-05-2005 16:25 Visit fairline's homepage!
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Here's the P-51 you wanted C. It's a gif but no colours have been lost.

BTW, I'd replace the short-7.5cm PzIVD with a PzIVG - the D model was a close support tank that supplemented the PzIII's and PzII's in the early War years, whereas the long-7.5cm G was a proper gun tank that replaced the PzIII as the main equipment of the Pz divisions from mid-'42 onwards.

Attachment: fairline p-51 gif.gif
This has been downloaded 89 time(s).

AGRICOLA is offline AGRICOLA
Prince
Canadian bush & Florida
Feb 2003
time: 00:20
  Old Post 28-05-2005 18:42
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@ Ciaran & Steph

It's no big deal to hex-edit alliances, I still have the notes from my last job for Steph.

However, will a Barb-Brit alliance fix the difficulty or just create a US-Canada type problem for the British in SE Asia? As rmsharpe and I have found, the Canadian allies really mess up play for the US.

A radical solution would be to use boundary markers (mines) to form a cordon sanitaire between the civs that need to be separated.

To me, the mines look to be the simplest to implement and visually the least disturbing. From what I have seen in a couple of scens, the AI avoids them like the plague. The mines should belong to a third civ which is unlikely to have its own units in the area, such as the British in North America and the US in SE Asia.

curtsibling is offline curtsibling
King
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May 2002
time: 05:20
  Old Post 28-05-2005 20:38 Visit curtsibling's homepage!
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@AGRICOLA:

The mines idea would be great if I had a spare civ and unit space to carry it out...

The solution does seem to be along those lines though...

A more Radical idea would be to make the infantry unmovable or to restrict exits from the cities...

Or even to drop the commonwealth civ's ability to build units altogether!

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:20
  Old Post 28-05-2005 20:46 Visit curtsibling's homepage!
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@fairline:

Sweeet!

That is a simply top-rate 'Cadillac of the Skies!'

Now I plan to solve this allied conundrum to ensure
the US player can enjoy these awesome units of yours
without armies of Canadians around the place!

x 100

Last edited by curtsibling on 28-05-2005 at 20:52

curtsibling is offline curtsibling
King
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May 2002
time: 05:20
  Old Post 28-05-2005 20:59 Visit curtsibling's homepage!
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A move command each turn might force the Commonwealth civ to stop piling up units...

I am going to try this first.

rmsharpe is offline rmsharpe
Warlord
Minneapolis
Aug 2001
time: 23:20
  Old Post 28-05-2005 21:28
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quote:
Originally posted by curtsibling
Well, cheers for brining up the idea!

I will ask Mr rmsharpe, methinks!


My ears are burning

I've never hexed a barb alliance, but it shouldn't be too hard.

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:20
  Old Post 28-05-2005 21:32 Visit curtsibling's homepage!
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*grabs fire extinguisher*

Put those burning ears out!

I still have a few changes to make to the SAV file, but if you
are willing to hex it in a day or so, I would be grateful, bud!

rmsharpe is offline rmsharpe
Warlord
Minneapolis
Aug 2001
time: 23:20
  Old Post 28-05-2005 21:51
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I'm experimenting with my current save games. TOT saves a somewhat different than what I'm used to in MGE.

They're longer, and I have no manual to guide me where I should be. Everything here runs on a trial and error basis.

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:20
  Old Post 28-05-2005 22:12 Visit curtsibling's homepage!
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I have found out about ToT's oddness also!

Good luck, trooper!

rmsharpe is offline rmsharpe
Warlord
Minneapolis
Aug 2001
time: 23:20
  Old Post 28-05-2005 22:13
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45 minutes into my attmept and I'm stumped. Does anyone else know where the diplomacy bytes are in a TOT save file?

AGRICOLA is offline AGRICOLA
Prince
Canadian bush & Florida
Feb 2003
time: 00:20
  Old Post 28-05-2005 23:02
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quote:
Originally posted by curtsibling
The mines idea would be great if I had a spare civ and unit space to carry it out...


You don't need an extra civ, use US (or some other country which is unlikely to operate in SE Asia) mines to keep apart the British and the Barbs. British mines would do in North America.

As for units, although I'm not up to date with the changes that you have made, it seems to me that a unit slot could be freed up somewhere in the 5 tank types that the British and Americans each have.


quote:
Originally posted by rmsharpe
45 minutes into my attmept and I'm stumped. Does anyone else know where the diplomacy bytes are in a TOT save file?


Sorry, my notes and Mercator's book of wizardry only cover MGE and FW.

rmsharpe is offline rmsharpe
Warlord
Minneapolis
Aug 2001
time: 23:20
  Old Post 29-05-2005 07:35
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I set the infantry movement to 0.

It's 1943 again and now the Canadians are sending down their armored cars and AA batteries.

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:20
  Old Post 29-05-2005 07:48 Visit techumseh's homepage!
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Battle cruisers had the same firepower as a battleship, but less armor and more speed.

rmsharpe is offline rmsharpe
Warlord
Minneapolis
Aug 2001
time: 23:20
  Old Post 29-05-2005 08:52
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I already said that

curtsibling is offline curtsibling
King
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May 2002
time: 05:20
  Old Post 29-05-2005 18:09 Visit curtsibling's homepage!
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The new update is coming soon, chaps - It has many changes...

I'll post it once I cut the garden hedge...

(not kidding!)

 
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