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Boco
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who was once King for a week.
Jan 2001 time: 00:36
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quote: Originally posted by Mercator
I'm not too sure of that. The only way that can be hard-coded is by having it depend on the folder and from what I just tested a spaceship doesn't simply turn into a siege engine when the savegame's put in the Midgard or Fantasy folder... So I think there must be some setting in the savegame itself... Then again, we don't know what that is... and I sure as hell don't have the time to find out. |
Got me! Hard-coded was an inaccurate term. I agree that it's likely that the choice between space ship and catapult is embedded in the sav file, and suspect that it's put there when the player decides what game to play. Since this setting doesn't seem to be governed by a text file setting, and since the hex address in the sav file is unknown, it is as impossible for me to fix as a hard-coded setting. It problably doesn't matter, though. ResHacker is equally adept at changing either set of pics. The palettes, however, may affect which set is a more desirable starting point.
Yeah, I figure that candy lips, debugging CivEngineer, upgrading SpriteGen, and planning the SL meet will keep you busy. Either that or you're ticked at being called a Dutch-Belgian instead of Belgian-Dutch (or something like that). 
Thanks Harry, that should have been obvious to me, but it was posted before coffee. 
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Boco
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who was once King for a week.
Jan 2001 time: 00:36
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I'll see what I can do to make the pre-Allenby phase a race against time. There is a particular unit whose defeat pretty much requires heavy artillery. Currently in v2, it forms the backbone of the Gaza line from the beginning. Historically the line wasn't held in force until after 1st Gaza (3/17). Perhaps, I can delay its creation until after then.
In such a scheme, Allenby/Reinforcements would arrive beginning 6/17 unless Gaza is captured.
What if the Allies capture Gaza pre-Allenby? The Turks, who had a knack for 'just-in-time-reinforcements', would have likely organized a line that would have stalled the EEF somewhere in Palestine. WWI offensives, even those of the EEF, were severely constrained by logistics after advancing 20 miles. Even though the Turks were shattered in 10/17, it took the EEF three months to advance to the Jaffa-Jericho-Jordan line. In the event of a pre-Allenby breakthrough in 1917, it is still likely that an Allenby-style buildup would be required to break through to Syria/Lebanon. So what should we do?
The military benefit of the North, South, and East Arab Armies was debatable. One school argues that they provided the nucleus of the force that tied down several Turk divisions in the East and South. Another argues that they were completely worthless. Perhaps I'm making irregular Bedouins too easy to acquire?
An overlooked (certainly by Wolfowitz) political benefit of organizing and supplying Arab regulars was the generation of good will. It indicated tacit support for postwar Arab self-rule. That saved the EEF from expending tremendous resources to enforce martial law on an hostile populace. If I can figure out something clever, I'll try to simulate this. Ideally, if the player (1) doesn't support the Arab revolt actively and (2) signs the Sykes-Picot and Balfour agreements, there should be happiness penalties. Any ideas on political benefits of Arab Regulars?
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Boco
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who was once King for a week.
Jan 2001 time: 00:36
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quote: Originally posted by Mercator
I suppose the problem was implementing the Allenby penalty in that set-up, right?
I haven't exactly followed this development and I'm not sure how you've implemented this Allenby character... As a technology? |
That's a fair summary. Allenby is a Tech ("the Bull"), which is the prerequisite for both Darwin and a tech that is a preq for the essential heavy artillery. Merc, your idea would work well, but I've used "every goddam unit slot in the game" for non-nukes, and I'm too lazy to rethink them. Besides, the artist will hang me if I make any more slot changes (once he descends from cricket heaven, that is). I think I can still use the essential part of your idea. 
quote: Originally posted by techumseh
Well, I came up with great idea, but like most of my great ideas, it won't work. That's because you've used every goddam wonder in the game, Boco! |
Tech, this is a gem! I might even have to sacrifice a wonder or two.
Maybe I could rename a wonder as "Wipers IV" (4th Ypres for non-Limeys), and following Merc's idea, leave it in an undefended size 1 city ("Western Front") on a corner of map3. Then I could use a simple ReceivedTech @AND Turn trigger to create German Howies adjacent to "Western Front" sometime in the last half of 1917, if and only if The Bull has already arrived. So yes, the 'wonder' represents further carnage on the Western Front.
I forgot that I've "used every goddam city slot in the game!" I think I can change that.
So, our_man would a chance to get another wonder encourage you to try without the Bull until 1918?
Maybe I could link other techs to the "Western Front". The city starts under Allied control. Then Germans appear whenever the player doesn't divert enough resources from the Near East: e.g. late 1917, Spring 1918, etc. If the Allies play their cards right, they'll control the city, and its wonders, at the end of the game. Poorer strategies would give the city to the Germans or cause its destruction.
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Boco
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who was once King for a week.
Jan 2001 time: 00:36
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After the consultation with MercTech Associates, I've thought about it a little more. It still needs to be fleshed out, but here's the kernel.
There's a completely isolated city called Western Front that's controlled by the Germans contains a WoW called Heersgruppen West (not sure what to call it). It's defended by some 39 Trench Line units. Every turn an Allied Siege Arty is created next to it. By 11/18, these SA's would have eliminated 35 TL units, but 4 will remain. The Allies get one SA each for (1) the Sykes-Picot Agreement (a WoW), (2) the Balfour Declaration (another WoW), getting the WF Withdrawals tech (a massive transfer of units from the EEF to France in response to Kaiserschlacht in 1918), and landing on alpha centauri (represents the cumulative effect of making withdrawals throughout the scenario). By getting all four, the West Front with its WoW can be captured.
Delaying Allenby will also generate an 'extra' SA. That would allow the Allies to capture the West Front a turn earlier.
The scheme would give the player a global context for Sinai-Palestine campaign. It'd also give incentive for building those WoW's and requesting those techs.
On the other hand, the scheme adds another layer of complexity to the scenario, which already has some depth. There are other strong incentives for these WoW's and techs. So I'm undecided whether it's worth the extra effort on the part of the player (and me) to include it. Perhaps for this release, I should keep the timing of Allenby pretty fixed.
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