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Allard HS
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A quick reply:
It ís indeed possible to accomplish the complete conquest within the time limit. It helps to know where the cities are, but I can just manage it in time.
Warning: this might spoil your game..!
Do not to lose too much time with Dongola and Merowe. Leaving that to the gunboats and the cavalry, which are not needed anyway at Abu Hamed to Atbara. Connect Suakin and its army as soon as possible.
From Atbara, send a steamer and a few units to Kassala and occupy it, then move south with those, while returning the steamer to Atbara.
Move the whole army over at Metemma, or march on the east side, and occupy the west bank cities with loaded steamers and gunboats. Occupy Omdurman from the Nile, while fortifying your army in the fortresses to await the Khalifa.
What happans afterwards, I shall not yet tell. All I can say, that the strategy of loaded steamers work best to occupy cities along the Nile, while you should move all of your faster units to Darfur.
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:37
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Just 2 questions:
1. When did you take Omdurman?
2. Were you playing with CC and Cav at D=1?
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Allard HS
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Hehe, you don't believe me, do you
Ok, I must admit that the last game I finished was played using the first playtest version, the beta1, when I could still use cc and cavalry as defenses.
The second beta I did not finish. I stopped just before Atbara.
There, I had occupied Berber in April 1897, and my RR could finish the RR to Suakin (82,42) that turn, allowing the Suakin Field Force to cross over.
I switched the cavalry and CC's back to 2d, by the way. I don't want them to have a higher defense. After all, my sources indicate many instances where almost the complete cavalry squadron/camel corps company was annihilated (21st Lancers' charge, Camel Corps at Omdurman), while infantry losses were mostly minimal unless confronted by rifle fire such as Ahmed Fedil's troops. Therefore, I really want to use especially Cavalry as shock troops instead of Mtd Inf. units.
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:37
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quote: Hehe, you don't believe me, do you |
Let's just say that I was making sure that we are not comparing apples and oranges. 
Regarding beta1, the Cav had A/D's of 6/3 (Brit) and 5/2 (Eg) while all CC had 5/4. The latest update has them at 6/2, 5/2 and 4/2. My few tests suggest that the Cav may be OK but the CC have a more difficult time with entrenched Inf in cities and take a bad beating at Rosaires which has city walls. I tried this on all inland cities with the result that 3 were razed.
Your time line for the second beta is impressive. I captured Berber and Atabra camp in June '97 but the RR to Suakin didn't get finished until October.
I spent too much engineer time building RR's to Kerma and Marowe and building RR's around Dongola, Kerma, Marowe and elsewhere to improve the science rate and minimize the monthly tax deficit. Considering the generous bonuses for capturing cities, there was no reason to worry about cash, so science could have been maxed out to 80% and fewer RR's built. The engineers would definitely have been better used to build a RR to Abu Hamed.
As you suggest, I spent too much effort not only at Dongola and Marowe but, in retrospect, also at Metemma and Wad Hamed. I overstocked the initial garrisons out of concern about possible Dervish counterattacks on the west bank of the Nile. These backwater towns were definitely too high on my priority list of places to be captured.
I'll change the CC and Cav D's to 2 and keep plugging along.
BTW, what you mean by "It helps to know where the cities are"? 
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Allard HS
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quote: BTW, what you mean by "It helps to know where the cities are"? |
It means I shall make them visible from the start
In the very first River War version, I had much more turns, but then Xin Yu beat me every time again and again, and so I had to make the amount of turns fewer to keep it a challenge, as I found out it was indeed too easy otherwise.
Now, however, many things have changed, so it might not be as accurate anymore. However, it is the very last variable to be fine-tuned, together with the technology stats, so don't worry too much about the turns, we'll see...
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Allard HS
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Unfortunately, I haven't been able to do much work on this the last week, so I do not have a lot of updated stuff ready to show off.
Right now, I'm leaving for a two weeks' holiday, after which I'll be gone for another week, so I am quite afraid that this project has halted for a week or three. Fortunately, afterwards, there is still a week or two left for me to finish it.
So, I'll see you guys in a week or three...
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fairline
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of the wing
Sep 2002 time: 05:37
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Hope your holiday was enjoyable Allard 
I've revamped the units - all of them are changed bar your Amir icons, and most have grown a couple of pixels in height. I've been as geeky as possible in sticking to accurate representations; most of the Mahdists wear the 'uniform' of the Khalifa's followers - a white 'jibbeh' patched in a variety of colours, the 'inna' turban or skullcap and loose white trousers. By the second Sudan War this uniform was universal (it was even churned out in clothing factories in the major towns), but I've left a couple of the Mahdists in the traditional dress of the Beja (Kipling's 'Fuzzy-Wuzzies with the elaborate afro hairdo). This is a little anachronistic but adds colour. The Amir's also wore a more elaborate version of this dress, and I'll draw some if you like, although I think your versions of Erwan's African leaders are excellent. The dervish rifleman is dressed in the uniform of the Mulazimiyya with a red inna and blue-patched jibbeh, rather than the khaki you had selected.
I've changed a couple of the horsemen to camel-riders if that's OK. The Mahdists used camels frequently, so I've made the raider camel-borne. I've also made the British scout a mounted Egyptian Camel Corps bloke, as these boys were the recce arm of Kitchener's force; I guess the distinction between this fella and the other dismounted CC men could be scale; the scout could represent a scout section or platoon and the CC unit a full company dismounted to fight. I've also changed the native scout to Beja dress rather than the Mahdist uniform you used - there are pics of friendly Beja in traditional dress as part of Kitchener's force.
The boats are based on the Melik screw-driven gunboat, and models of a stern-wheeler Nile gunboat and transport craft. I don't think side-wheel paddle steamers were used in the expedition.
Enough geeky rambling - let me know if you want anything changing.
I've finally had a chance to run through the game BTW. It's a brilliant scenario, as were it's MGE/FW predecessors and I love the new features. It seems much harder to achieve a victory now, which is no bad thing, but I struggled to receive Brit reinforcements in time for Omdurman. I also managed to miss the Omdurman trigger by taking the northerly coastal route used by Kitchener; I had already taken Omdurman before stumbling on the trigger. Do you have enough remaining events space to make Omdurman a bigger deal BTW? It would be nice if there were more Mahdists generated to give the Brits a tougher time on triggering the Omdurman events.
Attachment: riverwar tot units 18july.zip
This has been downloaded 34 time(s).
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Allard HS
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http://apolyton.net/upload/view.php...rWarv4beta3.zip
Finally! The newest update! Unfortunately, a few units changed places, especially the artillery, so your old savegames will not work correctly anymore.. I'm sorry; you'll have to start the whole tedious work of railroad laying all over again .
Quite a few changes since the last version, most obvious of which are of course Fairline's magnificent artwork changes, but also a lot of minor tweaks. Wonders have been switched and new ones added, one new improvement has been added (guess where it is..), I adapted the scoring system, I added city walls to all cities, and more. Oh yes, and I pimped up the Omdurman events a bit. Maybe they need more pimping up still, though.
What haven't I done yet?
- I haven't found a satisfying way to remove some units after Omdurman.
- Three new wonders have been added, but haven't been named yet. Any suggestions?
- I still miss the unit for my 5"-howitzer and my Indian screw gun. Fairline, you said you still had one lying around somewhere? hehe
- I'm not satisfied with the a/d factors of the cavalry and CC units.
- I'm curious what you think of the new scoring system.
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Allard HS
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quote: homing to hidden cities - brilliant touch. |
It only worked for existing units. There appears to be some kind of a security against homing event-given units to foreign cities, and instead they are homed to NONE (or "not assigned" here) when given.
I should have made a separate ToT map for those cities instead of putting those British cities with the Nature cities in the corner, but as they are not really annoying, and since I was too lazy to find out how multi-maps worked, I decided to keep it this way
Thanks for the howitzer and the screw gun, btw. Once again, they are marvellous!
quote: So there is no excuse for no sounds or for the default elephant noise for horses!
I can handle the sounds if you chaps give me the goahead! |
Hehe, there's no excuse indeed, but they are not yet finished. I have borrowed some sounds from other scenarios, and created a few myself. If you happen to have nice sounds nearby though, I would of course be very glad if I could use them.
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