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Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
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Question  Old Post 04-06-2005 03:30 Visit Boco's homepage!
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Seeking advice for El Aurens v2 Support Apolyton, buy Galactic Civilizations: Deluxe Edition

This is a long post, but I could really use some advice.

As I develop El Aurens, v2, I wanted to get some ideas from the community on how to tackle some aspects of the scenario. El Aurens focuses on the campaigns in Egypt, Sudan, Arabia, Palestine, and Syria during WWI. It's a wargame simulation. I've tried hard to create the same historical restrictions and opportunities that faced the original commanders , and yet make it fun, too.

Here's where I could use some help. Strategically, the Allies chose to slog it head-to-head with the Turks all the way from Suez to Aleppo. They chose this, despite having naval supremacy and an exposed Turkish seaward flank. Why? There were several reasons. First and foremost, Gallipoli was an unmitigated strategic disaster. Everyone feared that a Levantine invasion would be a repeat. Second, the French forbade the English from invading Syria. True, DLG could have ignored their wishes, as he later did anyway, but there would have been repercussions elsewhere. Third, a Levantine invasion was logistically tricky. An invasion that failed to capture either Jaffa, Haifa, Beirut, Tripoli, or Alexandretta would face Gallipoli's fate. Allied sealift was limited and vulnerable. All of these ports were mined (sparsely), and U-Boats were a constant threat.

So, how should I handle it in EA v2? In EA v1, I simply sealed off most of the coast with invulnerable mines, forcing the player to use the historical strategy — not fun for the player, but easy to design.

For v2 I'd like to give the player more freedom (with consequences). I think I can limit the sealift by limiting the number of available troopships. Minefield values can be tweaked so that they're a nuisance rather than an impermeable barrier. They should cause the loss of a unit or two, but not more.

What about U-Boats? Should I use them only in a direct sense? That is, when minefields are destroyed and/or ports captured, U-Boats appear off the coast.
Or...should I also incorporate them in a strategic interdiction role as well? Rope off the Levantine coast so that land units must travel via airport from Egypt to Cyprus before transports take them to the coast. This 'air' movement can be intercepted by civ2 fighter units (but the dialogs refer to U-Boats). IIRC, the interception rate is not huge, but you're going to lose units. The problem lies in 'roping off' the Levantine coast. How do you allow the Allies to bombard the coast but not land troops and bypass the U-Boat interdiction.

Or is strategic interdiction no fun to face as a player?

Finally, what should the repercussions be for ticking off the French? Their direct contribution to the theater was tiny.

Any suggestions?

Mercator is offline Mercator
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  Old Post 04-06-2005 05:19 Visit Mercator's homepage!
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How about allowing the player to land on the coast, but make it really hard to advance away from the coast?

That would still make it possible for the player to go by sea. But you could make it more or less desirable.

Say, how about placing a strip of impassible terrain units all along the coast a few tiles inland. Giving just enough space to attack the coastal cities, but not enough to advance further inland. Then set the home city of this impassible barrier to nearby inland cities. But, set the home city of the impassible barrier to the coastal cities around those critical cities you mentioned (Jaffa, Haifa, etc.).

This way you must conquer the area over land before it becomes fully accessible by sea. Landing troops will only start becoming useful after you've conquered the area inland. They'd only be helpful for reinforcements then.

The only exception will be the critical coastal cities. It will be possible to launch attacks around these cities. If you capture one of those you'd get a narrow corridor through the barrier. That makes the attack by sea still an option, but probably much harder to do.

Fine-tuning the barrier placement can help make certain approaches more desirable than others.

On the more technical side I just had a thought. What happens if you would give the barrier to an allied barbarian civ (e.g. to avoid zone of control), but still home them to the Turks (that is, have them homed to a city of a different civ)? This would require hex-editing though.


And another idea... Instead of an impassible barrier, perhaps you could give the coastal cities special immobile units with high-defense. But have those units homed to inland cities. Killing the high-defense units via a coastal approach should be doable but really hard.
The alternative, attacking by land, would mean the high-defense unit got disbanded earlier so it wouldn't be as hard to take the same city by land.


In any case, I know nothing about the historical situation and I haven't tested these idea either, but...

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Prince
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  Old Post 04-06-2005 07:28 Visit Boco's homepage!
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I'll experiment with your first . It's a good idea. The second I've already got in place. That's how I simulate the tenuous Turk supply lines.

EAV2 also has some serious channeling caused by judicious use of mountain terrain. I found there are several coastal ranges (okay, slightly inland) in Lebanon, Syria, and Hatay that would have caused problems for coastal invaders akin to those faced in Gallipoli and Salonika.

In the screenie, the unit info for the stack in the selected square (south of Beirut) is listed in the inset above Riyaq.

Attachment: beirut.gif
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Boco is offline Boco
Prince
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  Old Post 04-06-2005 08:09 Visit Boco's homepage!
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My explanation of indirect U-boat interdiction was as clear as mud. Let's try it with a pic.

The NE Med Sea is blocked off with boundary units (orange-red x's). Historically, the French Navy operated in this section. The RN kept largely to the south of this area.

One thing I'm playing with is to activate Famagusta as a RN shore base via a tech. The only way to get to it from Egypt is to 'sealift troops' (use airlifts between airports under Famagusta and Alexandria). These can be intercepted by German U-Boats (fighters). Once in Famagusta, land units can be shipped in Transports to land on the Asian shore.


  • This introduces a strategic risk to the amphibious flanking option.
  • I'm limiting the player's naval mobility. Ships spend the game on one side of the boundary or the other.
Is the the ability to simulate interdiction in this manner worth this cost?

[Edit]Note that this is a pre-SpriteGen screenie. Eventually, the unit keys will disappear from the Boundary and Minefield units. [/Edit]

Attachment: famagusta.gif
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Sarsstock is offline Sarsstock
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Nov 2003
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  Old Post 04-06-2005 10:12
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Boco this scenario is looking great from a graphics perspective at least, of that I am certain. This may be a silly question but where can I download a copy of El Aurens v1? If I play the first edition I'll have a much better grasp of the scenario's gameplay and possibly a better chance of contributing to v2's development .

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quote:
Originally posted by Boco
For v2 I'd like to give the player more freedom (with consequences). I think I can limit the sealift by limiting the number of available troopships.


IMO that would be the best option. Limiting the availability of naval gunfire support should have similar results.

quote:
Finally, what should the repercussions be for ticking off the French? Their direct contribution to the theater was tiny.


Some kind of penalty to reflect worse post-war relations perhaps? With the British making a vital, and very costly, contribution to the defence of mainland France there was nothing the French were going to do during the war. However, invading the French sphere of influence could have greatly harmed Franco-British relations after the war, with all sorts of interesting consequences (no alliance in 1939 being the most extreme of these).

By the way Dave, new orders of battle for the theatre are currently being regularly posted at www.orbat.com

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  Old Post 04-06-2005 16:54 Visit fairline's homepage!
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For what it's worth Dave, I kinda prefer being forced into the land offensive towards Palestine. I may be alone here, but I prefer scenarios that simulate a historical situation as closely as possible (which EA does superbly ); I realise that a seaborne offensive was an outside option for the British but, as you've already said the fiasco in the Dardanelles probably precluded any further amphibious ops in the Med. However, a guy on this forum claims to have read about a potential amphibious op in Palestine: http://www.strategyzoneonline.com/f...hp/t-19762.html

That said, I guess the more free-thinking players would probably welcome the option. Make it tricky though. The air-intercept U-boat idea sounds good, although I thought that air-interdiction success rate in civ was pretty high (is it linked to the proximity of the airlift to nearest city with an enemy fighter?)

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  Old Post 04-06-2005 19:42 Visit Boco's homepage!
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Okay, it seems that vox populi votes for hamstringing by conventional methods—limited naval forces, nasty AI deployments, and restrictive geography—rather than strategic interdiction. I'll see if I can make it work.

Thanks for the link Fairline. The push to plan an invasion at Alexandretta peaked in October, 1915. It was being considered as a relief option for Gallipoli. Kitchener was the highest ranking proponent, and much of his Cairo gang was for it. The French sent their refusal to permit the invasion in 11/15. AFAIK and as you suspect, no actual planning took place.

Btw, for some reason 33% sticks in my mind for the intercept rate. I tested it years ago.

Currently, the player is given a choice of strategic options on turn 1. One of the options is an invasion. My aim is to make it viable to capture a city, but only with substantial casualties. That will hurt you when it comes to counting up points for victory.

Case, thanks much for the OOB tips. After EAv2 is done, I'll work up that Sinai/Palestine (1916-1918) OOB I mentioned (if it's still needed). Orbat.com becomes more impressive each time I visit, but are you sure that their staff (incl Forum Editors) are reputable?

Sarstock, the art should be good. I shamelessly grabbed all the best work I could find. I also mercilessly badgered Fairline, Case, techumseh, Catfish, and many others. [Edit]Some of the flags may seem familiar to you. [/Edit] The only link to V1 was in the old forum before its erasing. I'll see if I can dig up the zips again.

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jim panse is offline jim panse
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  Old Post 04-06-2005 20:55
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I have my version of v1 still somewhere (in my scenario folder) on my PC ... just post if you shall need it

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Another option is to allow the British player to build as many transport ships as they want, with each ship costing a lot and having the settler flag so it eats up resources (assuming that this works for naval units!). This would stimulate the very resource-intensive nature of amphibious operations, which simply couldn't be laid on at short notice with WW1 technology. Until the development of dedicated amphibious shipping in WW2, the first step in any amphibious operations was to pull dozens of civilian ships out of trade and leave them sitting at anchor at an obscure port until the invasion was ready. The false start of the Galipoli expedition in 1915 clearly illustrates why this was highly wasteful.

quote:
Originally posted by Boco
Thanks for the link Fairline. The push to plan an invasion at Alexandretta peaked in October, 1915. It was being considered as a relief option for Gallipoli.


A relief for Gallipoli!? Whoever came up with that idea obviously ended up planning French grand strategy in Indochina in the early 1950s (how best to relieve Dien Bin Phiu? - by intensifying a major offensive in the coastal sector of the Red River Delta, of course ).

quote:
Case, thanks much for the OOB tips. After EAv2 is done, I'll work up that Sinai/Palestine (1916-1918) OOB I mentioned (if it's still needed). Orbat.com becomes more impressive each time I visit, but are you sure that their staff (incl Forum Editors) are reputable?


The forum editor is a total deadbeat. Everyone else is very good at their job though.

AGRICOLA is offline AGRICOLA
Prince
Canadian bush & Florida
Feb 2003
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  Old Post 05-06-2005 14:40
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Here's some feedback from a player who downloaded El Aurens six months ago, tried to play it, and gave up before completing the first turn.

The following are the straws that broke the camel's back.

1. I couldn't get the Guide to open with any software that comes with XP.
2. The heads of the health bars for all civs are the same yellow color. This makes unit ID extremely difficult, especially as there is great similarity in some of the unit icons. I also find that the red-yellow-green edging of the health bars to be of no help. It just adds to the visual clutter.
3. A file explaining the meaning of the Arabic terms would be most helpful as would some background on various unfamiliar units and improvements such as 8nci Ordu, Ikhawan and Qasr. I found that I was constantly having to refer to the minimal info available in the Pedia.
4. A writeup of the political alignments, alliances and goals of the various civs would help to clarify the overall situation. I doubt if I'm the only player who is unfamiliar with this segment of WWI.
5. The resource window in the city screen has little color contrast between food and trade, and the pickaxes (shields) almost disappear between the food and the trade icons. This is not unique to El Aurens. Virtually all current scens have very artistic icons for food, resources and trade. Unfortunately, none are designed to be instantly recognized and differentiated by color and shape as in vanilla CIV2.


To be fair to the scenario, some of my problems may be of my own making. Since making the changes to the TOT folder needed to play Market Garden, I've been downloading scen zips to an appropriately named subfolder in the Game Download folder (Desktop), extracting the files to a new Desktop folder and starting up TOT. This has worked fine for Market Garden, Red October and the scens under development, Dictator and Empire of the Rising Sun. Perhaps installation of El Aurens needs some additional changes that I'm not aware of.

Is there any possibility that the next version might have a second, optional set of RULES, EVENTS etc. files that use English terms as much as possible to give players the option of not having to learn Arabic?

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  Old Post 05-06-2005 15:13 Visit fairline's homepage!
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You are definitely missing out John: this is truly one of the best civ scenarios there is. Was there a static.spr file in the download? I recall that Boco forgot to include it in the zip when it was first posted. This will screw things up graphically.

It's a very structured scenario that requires following a fairly set path, which some players may find disconcerting (but is a huge plus for me - it really simulates perfectly the events in the Middle East in WW!). For this reason it is essential to read the guide before playing. BTW, I thought the guide was html?

I think some of your concerns are being addressed by version 2 BTW. I can only plead that you give it a chance: it's an epic

AGRICOLA is offline AGRICOLA
Prince
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Feb 2003
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  Old Post 05-06-2005 17:38
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Thanks for your advice Gareth. Yes, there is a static.spr file in the download. The guide is html but I can't open the whole thing or find any any directions on to how to access it during the game.

quote:
Originally posted by fairline
It's a very structured scenario that requires following a fairly set path, which some players may find disconcerting.


Unfortunately, that has been the kiss of death to my enjoyment of a scen ever since I tried Nemo's Second Front, the ultimate in structured scenarios. It has just about no freedom of action for players. Lafayette tried it after I posted some negative comments about it. His conclusions were the same as mine . . . . the scen is technically superb but an absolute bore to play. Perhaps that is why there is little mention of it in the forums.

It seems that I'm too much of a chaotic freethinker/gadfly/blithe spirit to follow the straight and narrow in structured scenarios. I do much better with ones where anything goes. My latest attempt at playtesting, kobayashi's structured and tough Dainichi Sekai Taisen, worked out a strategy for an easy Japanese victory. I truly consider that his calling the strategy "bizarre" to be one of the nicest compliments that I have ever received.


I'll certainly try the next version of El Aurens. You and others who have praised it cannot all be mistaken.

Boco is offline Boco
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  Old Post 05-06-2005 19:08 Visit Boco's homepage!
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quote:
Originally posted by AGRICOLA
Here's some feedback from a player who downloaded El Aurens six months ago, tried to play it, and gave up before completing the first turn.

Ouch , but finally a critique that isn't a reaction to the art.

quote:

1. I couldn't get the Guide to open with any software that comes with XP.

It opens with Explorer, but not Opera. The file is very hard to maintain, and will probably be replaced. Which is better htm, rtf, or xls?

quote:

2. The heads of the health bars for all civs are the same yellow color. This makes unit ID extremely difficult, especially as there is great similarity in some of the unit icons. I also find that the red-yellow-green edging of the health bars to be of no help. It just adds to the visual clutter.

The initial offering did indeed lack the static.spr for about 48 hours. It was essential for showing civilization colors. I chose to show them as undiluted masks in the icon area rather than as grayed out civ colors in the unit key.

It appears that you are in the majority regarding the Mercator meter on the health bars. No other scen uses them. Back to the drawing board on that.

quote:

3. A file explaining the meaning of the Arabic terms would be most helpful as would some background on various unfamiliar units and improvements such as 8nci Ordu, Ikhawan and Qasr. I found that I was constantly having to refer to the minimal info available in the Pedia.

I've almost eliminated the use of Turkish to label units. The sole survivor is Jandarma (= Gendarmes = paramilitary police). Asiret Gönüllü are now Tribal Vols, 8nci Ordu (= 8th Army) is now Trench Line. Arabic is still used to describe improvements and selected units. Generally, wherever the official histories or Lawrence used Arabic, I did the same. That means, Ikhawan still describe Sanussi and Wahhabi holy-scholar/warriors, Agayl describe tribal mercenaries, and Qasr still means city defenses. I'm reluctant to eliminate all Arabic references, since they add atmosphere. After all the scenario's name is El Aurens, not Lawrence. That said, however, I'll revisit the language to make it more accessible.

A glossary is an excellent idea. I'll write an external one and also see whether I can put one in an easily accessible place within ToT.

Perhaps the greatest remaining language hurdle is the use of Arabic in @Terrain. If there is an accessible glossary, would Arabic remain a problem here?

quote:

4. A writeup of the political alignments, alliances and goals of the various civs would help to clarify the overall situation. I doubt if I'm the only player who is unfamiliar with this segment of WWI.

Good idea. It's on the list.

quote:

5. The resource window in the city screen has little color contrast between food and trade, and the pickaxes (shields) almost disappear between the food and the trade icons. This is not unique to El Aurens. Virtually all current scens have very artistic icons for food, resources and trade. Unfortunately, none are designed to be instantly recognized and differentiated by color and shape as in vanilla CIV2.

I was using generic ToT food and Trade icons. I changed pickaxes for v2. After your comment, I've started playing with shading and background.

quote:

To be fair to the scenario, some of my problems may be of my own making. Since making the changes to the TOT folder needed to play Market Garden, I've been downloading scen zips to an appropriately named subfolder in the Game Download folder (Desktop), extracting the files to a new Desktop folder and starting up TOT. This has worked fine for Market Garden, Red October and the scens under development, Dictator and Empire of the Rising Sun. Perhaps installation of El Aurens needs some additional changes that I'm not aware of.

El Aurens is unique to date in its use of Static.spr, but I don't think that requires an unusual directory arrangement (just need to have the file in the installation zip ). Your problems with the Guide.htm could stem from either the use of a browser other than Explorer or installation of the supporting files in the wrong folder. When I get to that stage in EAv2, I'll make sure the instructions are clear.

quote:

Is there any possibility that the next version might have a second, optional set of RULES, EVENTS etc. files that use English terms as much as possible to give players the option of not having to learn Arabic?

Most likely, no. It's hard enough to maintain one version of these files. I've toned down the use of Asian terms substantially for v2 — there are only 7 Arabic terms in @Improvements and 8 in @Units. A few of the remaining ones are pretty commonplace: Souk, Masjid, Gurkhas, and Mujahid. I think the solution lies in your other suggestion to use a glossary. I do believe that the use of some Arabic is important for atmosphere.

quote:

Unfortunately, that [a structured scenario] has been the kiss of death to my enjoyment of a scen ever since I tried Nemo's Second Front, the ultimate in structured scenarios.


El Aurens will never appeal to everyone . I've taken a lot of notice of the criticisms of 2nd Front. So I'm trying to allow a lot of freedom of choice in EA. However, historical accuracy is important to me as well. There are certain logistical and political limitations that I've designed into the scenario. Historically, no one, not even an "Easterner" like Lloyd George or Lawrence, wanted this theater to be flooded heavy artillery and tanks, even if it were logistically possible. The Arabs, friend and foe alike, were not very tolerant of Western troops in their territory. I'm afraid players who like to purge their armies to build one or two über unit types and conquer the map won't like EA. My target is the player who likes to make the most with the units at hand (in EA, that's a varied mix). The opportunity for creativity lies in how you use those units. My goal is to simulate the challenges facing the Allies, but not enforce their solution.

techumseh is offline techumseh
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Dave, I agree with Fairline about the historical approach being the best one.

What were the real limitations on the British, aside from fear of casualties? If it was shipping, then control the availability and capacity of transports - don't allow them to be built. BTW, since you don't have transports in the game, how would the British units get to the Levant at all?

If it were French objections, then what would be the consequences of the British proceeding anyway? Reduced French cooperation in other theatres probably - so perhaps cut down on future British reinforcements, or make a key wonder obsolete or unbuildable if a certain trigger is hit.

Or maybe the French would send some of their own troops. Can you use the Italian civ as French and put some annoying allied forces in the way of the British?

Perhaps the most likely reason that the Levant strategy was not undertaken is that this was a secondary theatre and the British didn't have the resources to pull it off alone. Before 1918, the Turkish reaction would have been fierce, and the Germans would likely have sent help. One way to handle it might be to allow the operation, but trigger strong reinforcements for the Turks, perhaps including German forces.

I did something similar with Market-Garden, when my pesky playtester kept driving up the west side of the map instead of up the middle where he was supposed to go. I added extra German reinforcements, triggered by the capture of certain towns on the west side. The alternate plan was not prohibited, just more difficult than the traditional one. More options for the human player = more fun!

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Prince
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Feb 2003
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  Old Post 06-06-2005 18:59
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quote:
Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.
A. Einstein


I'm living proof of that. Duh? About the only software that I did not try to use to open the Guide was IE. As suggested, IE opens it perfectly. It is a splendid compendium of writing as well as illustrations. Reading the text and looking at the maps answered just about all my questions about the conflicting interests and the Byzantine politics of the Near East in the early part of the 20th century. The Guide provides great background for the scenario as well as a most useful summary of the military campaign that took place.


quote:
Originally posted by Boco Perhaps the greatest remaining language hurdle is the use of Arabic in @Terrain. If there is an accessible glossary, would Arabic remain a problem here?


I don't think so. Your suggestion would remove guesswork as to what the equivalent English terrain names are. Although the only term that I am familiar with is wadi, the Arabic terms for basic terrain types are not much of a problem. It's the more esoteric descriptions which cause me to scratch my head. A glossary would definitely be a great help.

It would also be both useful and interesting to have a thumbnail description of some fascinating unit names like Geçici Grup (Gruppe? German? or Groupe? French?) and the difference between Asien Korps and Orientkorps.

Judging by the extensive reference list, you must have a Koh (singular? plural?) of highly interesting background information.

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Oct 2000
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quote:
Judging by the extensive reference list, you must have a Koh (singular? plural?) of highly interesting background information.


Definitely. One of the things I enjoyed most about El Aurens was the detailed pedia entries for, well, almost everything.

Boco is offline Boco
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  Old Post 07-06-2005 02:34 Visit Boco's homepage!
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Fairline and I regularly bust each other about our respective sad afflictions for obscure history.

Geçici grup = provisional group. The Turks were masters at putting together scratch formations that could hold their own. I've since learned that karma is the more likely adjective to use for provisional. The Turkish has been largely dropped from EAv2. I couldn't remember half of the names myself, and the other half was probably chock full of incorrect grammar. Turkish has the complexiestiful concatenation of suffixes that I've ever come across.

Asien Korps was the reinforced German brigade that fought in Palestine.

Orientkorps was the AH equivalent. It was organized but was diverted to Albania before it ever deployed. The only AH troops that served were some artillery batteries and supply troops.

Thanks to techumseh's suggestion, those who persist in invading the Levant are likely to see more of the AK and OK. Dissing the French may also end up making the Sykes-Picot Agreement obsolete. It's a science wonder (Copernicus?). Knocking it out would really hurt research, which means fewer reinforcements. Kinda makes sense since a lot of those reinforcements were diverted from Salonika or France. Just have to see whether that consequence is too harsh.

Thanks for the ideas!

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:36
  Old Post 16-06-2005 19:11 Visit Boco's homepage!
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#19 Report this post to a moderator
Hexedit question Increase the size of your Attachments

Okay, next roadblock. I want to give Apollo to a small city on map1 before the game begins. Being lazy, I don't want the map revealed. How do I hex it in? Can a whiz show me the place and value?

Here's a screen dump of the city, Kas, with the x,y coordinates at the top left.

Attachment: kashex2.gif
This has been downloaded 134 time(s).

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:36
  Old Post 16-06-2005 20:46 Visit Boco's homepage!
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I tried to improve the city screen based on comments by Agricola and example by Allard (AH, if that's too blatant a rip, PM me and I'll take them out). Here's a screenie that's been edited to compress the dimensions.

Agri, if you post your city resource icons, I'll put them in Icons as an alternative set.

Attachment: alexandria.gif
This has been downloaded 133 time(s).

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:36
  Old Post 17-06-2005 02:12 Visit Mercator's homepage!
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#21 Report this post to a moderator
Re: Hexedit question Put an end to popups!

quote:
Originally posted by Boco
The file is very hard to maintain, and will probably be replaced. Which is better htm, rtf, or xls?


Not XLS! Make it either (simple) HTML, working on all recent browsers, or RTF.

quote:
Originally posted by Boco
It appears that you are in the majority regarding the Mercator meter on the health bars. No other scen uses them. Back to the drawing board on that.


You have my permission to stop using it.

quote:
Originally posted by Boco
Okay, next roadblock. I want to give Apollo to a small city on map1 before the game begins. Being lazy, I don't want the map revealed. How do I hex it in? Can a whiz show me the place and value?

Here's a screen dump of the city, Kas, with the x,y coordinates at the top left.


The city coordinates are irrelevant, it's the city index number that you need. You get that number by counting how many cities come before Kas in the savegame's city section. Enter that number at offset 956 (that offset's in decimal, it's 3BC in hexadecimal), and change byte 957 to zero.

curtsibling is offline curtsibling
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May 2002
time: 05:36
  Old Post 17-06-2005 02:31 Visit curtsibling's homepage!
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Boco, do you still need those cities I promised before I sunk under a ton of University work?

I am looking to clear my to-do list and those Arab-cities are on the first rank.

If you can tell me what you need, I will try and get the to you this coming week.

Boco is offline Boco
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who was once King for a week.
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  Old Post 17-06-2005 06:17 Visit Boco's homepage!
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Thanks Merc, with those instructions I was able to fix it in 30 seconds.

I still kinda like the meter. It looks good in River War. It may take a little more heckling to have me remove it. I'll just put a simpler alternative under it in the Units.bmp.

Does RTF support hyperlinks? Mouseovers? If not how difficult is it to write html mouseovers?

Curt, thanks much. Let me think it over. What you've already posted is 90% there. For gameplay, I'm thinking of showing some of the terrain under the smaller cities. Perhaps also some color coded roofs for the civs: blue vs. burnt orange. I'm undecided about how to depict city walls.

Oh yeah, Cairo is still unique.

There isn't a huge rush. I'd like to spend some time on River War.

Another question. There are about 2 dozen minor cities that follow a more or less standard improvement building sequence: city walls, market, courthouse, superhighways, libary, aqueduct, and capitalization. Where are the sequences stored for the autobuild choices?

Boco is offline Boco
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who was once King for a week.
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time: 00:36
  Old Post 17-06-2005 06:57 Visit Boco's homepage!
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Are lines like these too cheesy?

[Edit]
Btw, it was (is?) a particularly painful sport.

SKAB - Shin Kicking Association of Britain
[/Edit]

Attachment: lanky.gif
This has been downloaded 118 time(s).

Last edited by Boco on 18-06-2005 at 00:26

AGRICOLA is offline AGRICOLA
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Canadian bush & Florida
Feb 2003
time: 00:36
  Old Post 17-06-2005 09:01
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quote:
Originally posted by Boco Agri, if you post your city resource icons, I'll put them in Icons as an alternative set.


I'll do it sometime this Saturday.

We're visiting and I'm using a Stone Age laptop that is linked to the Web by the lousiest, most intrusive, self-advertising ISP imaginable . . . . . AOL. I wouldn't pay a nickel a year to use it.

fairline is offline fairline
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time: 05:36
  Old Post 17-06-2005 10:59 Visit fairline's homepage!
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'Give the Turks some clog pie'. Really?

I like it - adds to the atmosphere.

curtsibling is offline curtsibling
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  Old Post 17-06-2005 17:53 Visit curtsibling's homepage!
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Avatar Enlargement: We've got the solution

Boco - Tell me what you need, when you decide...

Right now, I can work on one single city for Cairo,
or would you like the usual series of four sizes?

PS
I agree with fairline, the events add great atmosphere!

Mercator is offline Mercator
King
Sorekara no Nanimo
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  Old Post 17-06-2005 19:12 Visit Mercator's homepage!
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quote:
Originally posted by Boco
Thanks Merc, with those instructions I was able to fix it in 30 seconds.


Splendid!

quote:
Does RTF support hyperlinks? Mouseovers?


Not that I know of. WordPad wouldn't support it in any case. And the main point of using RTF rather than Word is so that people without Word can also use it...

quote:
If not how difficult is it to write html mouseovers?


I haven't really done any dynamic HTML in ages...

quote:
Where are the sequences stored for the autobuild choices?


In CITYPREF.TXT... From the 2.42 patch readme:

quote:
Customizing autobuild
---------------------
You may customize the domestic advisor's city improvement
picks for the autobuild if you wish. Create a file in your
Civilization II directory called CITYPREF.TXT. The first line
should be:

@AUTOBUILD

Each succeeding line contains the name of a city improvement in
the order you want to build them. You don't have to list every
city improvement, but each improvement must be spelled -exactly-
as it is in RULES.TXT. (For foreign language versions, use the
exact spelling from RULES.FRE or RULES.GER as appropriate.)
Your domestic advisor will then choose improvements from this
list provided that technology is available and the city is
otherwise eligible to build them. If nothing on list is available,
the advisor resorts to his normal algorithm.

The military advisor will make his picks as usual. However, you
can order him never to build "defensive" type units by inserting
the line @NODEFEND at the beginning or end of the CITYPREF.TXT
file (don't put it between the @AUTOBUILD line and the list of
improvements).

An example file is below:

@NODEFEND
@AUTOBUILD
Temple
Marketplace
Library

The file is reread every time you click the "AUTO" button on the
"What shall we build?" menu. If you wish, you can alter your
priorities over the course of a game without reloading.

AGRICOLA is offline AGRICOLA
Prince
Canadian bush & Florida
Feb 2003
time: 00:36
  Old Post 19-06-2005 04:28
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Full PM-box? Change here!

@ Boco


quote:
Originally posted by Boco

Agri, if you post your city resource icons, I'll put them in Icons as an alternative set.


Here's a zip of ICONS fom Riverwar with the resource icons that you requested.

Attachment: icons.zip
This has been downloaded 9 time(s).

Eivind IV is offline Eivind IV
Prince
History will be kind to me for I intend to write it.
Aug 2002
time: 06:36
  Old Post 21-06-2005 04:35 Visit Eivind IV's homepage!
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My copy of v.1 is mysteriously disapeared. Browsing through your web site I couldn't find it either. Where can I get it?

 
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