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Kramerman is offline Kramerman
Prince
UT, Austin - The live music capital of the world
Jun 2002
time: 23:21
  Old Post 22-07-2002 07:36
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do i need v1.29 to play the scenario?

Trip is offline Trip
Firaxis Games
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  Old Post 22-07-2002 07:46 Visit Trip's homepage!
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Yep.

Kramerman is offline Kramerman
Prince
UT, Austin - The live music capital of the world
Jun 2002
time: 23:21
  Old Post 22-07-2002 07:49
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Damn it! That wouldn't normally be a problem with my cable back home *sob* but this dial up is killing me! *breaks down in tears*

NeoStar is offline NeoStar
Warlord
Sydney
Jul 2002
time: 15:21
  Old Post 22-07-2002 08:45
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My God

I looked at this at the start and three more pages have already sprung up! You sure chose the right historical event, Trip.

It may be a bit late, but are there going to be any of those famous civilwar 'Sharpshooters' units?

Here's a bit about them at About.com=

...for the Confederacy Sharpshooter's were a very Important asset as well. Just look at Fredrickburg ... The Confederate Sharpshooter for the technology of the day was a highly accurate marksman and effective skirmisher... You may expect a common Civil War sharpshooter's rifle to have an accuracy of about 3 to 4.5 MOAs--equal to a common modern-day hunting rifle... Many also carried teloscopic sight's ...

Snipers are cool

Hmm-how would a sniper work in games terms? I suppose it could have lethal bombard or be invisible or both. Even hidden nationality? Can't decide.

Last edited by NeoStar on 22-07-2002 at 09:05

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:21
  Old Post 22-07-2002 10:39 Visit Trip's homepage!
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Hmmmm... I like that idea.
I think I'll call them "Skirmishers". They'll be invisible, have movement of 3, low stats, but a bombard value (so they can snipe at units, but not directly engage).

Any suggestions on stats?

Oh, by the way, here's a screenshot of the "Battle of Manassas".
Testing should be done in a couple days.

Attachment: manassas.jpg
This has been downloaded 111 time(s).

NeoStar is offline NeoStar
Warlord
Sydney
Jul 2002
time: 15:21
  Old Post 22-07-2002 13:34
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quote:
Originally posted by Trip
Hmmmm... I like that idea.
I think I'll call them "Skirmishers". They'll be invisible, have movement of 3, low stats, but a bombard value (so they can snipe at units, but not directly engage).


Looking at your union rifleman I'd say:
4 attack, 5 defence(-1HP), 4 bombard, ROF 3, setting=lethal. Suggestion though, you need to playtest obvoiusly.

If they're invisible I'd try it before giving them 3 movement. They might become impossible to catch.

BTW its your scn but skirmishers imply direct combat. "Sharpshooters" may not work either. If they can bombard they can damage cities (pop/bldgs)

The Pioneer is offline The Pioneer
Prince
Germany
May 2002
time: 06:21
  Old Post 22-07-2002 17:38
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Looking very sweet there Trip! I can't wait to get my hands on the scenario!

Ed O'War is offline Ed O'War
Warlord
Los Angeles, CA
Mar 2002
time: 21:21
  Old Post 22-07-2002 20:14
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I'm not so sure about giving sharpshooters a high bombardment ROF. After all, snipers usually operate in small units, even during the Civil War. With a bombardment ROF of 3, they could potentially wipe out entire units of infantry--not very realistic. Usually snipers/sharpshooters just picked off officers or key enemy personnel. As an alternative, how about giving them a zero-range bombardment of Strength 4-6, with ROF 1, as well as low direct combat stats and a minus to hit points. That way they are more of a support unit, and have to be in a stack with other units in order to bombard. I think this would be a better reflection of their harrassment role against attacking troops. Of course, with zero range bombardment they would only really be effective on the defense.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:21
  Old Post 22-07-2002 23:40 Visit Trip's homepage!
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Thanks for the interest.
I hope to release either tonight or sometime tomorrow before afternooon.

Right now, Skirmishers stats set at: 5/5/3, BStr 3, BRng 1, RoF 1, Invisible, cost 7.

It'll take some testing to see if that's fair or not, but we'll see.

NeoStar is offline NeoStar
Warlord
Sydney
Jul 2002
time: 15:21
  Old Post 23-07-2002 01:50
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quote:
Originally posted by Ed O'War
I'm not so sure about giving sharpshooters a high bombardment ROF. With a bombardment ROF of 3, they could potentially wipe out entire units of infantry--not very realistic.


I sense you dont rate snipers highly.

I guess you're right though, we don't want them to become artillery. If only there was a 'only kill infantry' tag...

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:21
  Old Post 23-07-2002 02:52 Visit Trip's homepage!
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I added the 'Skirmishers' unit.
They're a 4/5/3 with BStr of 3, BRng of 1, RoF of 1, Invisible, cost of 7.

By the way, here's the current fix list:

IX. FIXES:

v1.01
Removed war-wearniness
Added "Home Guard" units to all undefended cities on both sides
Removed "Growth", "Culture" and "Production" flags from Union governor preference

v1.02
Added "Skirmishers" unit; 5/5/3, BStr 4, BRng 1, RoF 1, Invisible, cost 7
Added many rivers
Re-located some cities in Virginia

v1.03
Reduced "Skirmishers" attack rating by 1 down to 4, and BStr down to 3
Gave Skirmishers and both sides' Cavalry the ability to 'detect invisible'
Increased all naval units' movement points
Added some sounds to Cavalry units, and fixed the 'non-animation' bug involving Confederate Cavalry
Added one Artillery unit and Walls to Grand Isle Louisiana
Modified sounds for Warship units
Gave Artillery units lethal sea bombardment
Gave ships lethal sea bombardment

Il Duce is offline Il Duce
Chieftain
Keep on spinning those lies away
Nov 2001
time: 22:21
  Old Post 23-07-2002 05:23
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Massive Salivation Occuring! But there should be something to illustrate foreign powers. Like have the Europeans in the game as a power that wants Southern goods so the Union player would have to blockade the Southern Harbors, but I don't know if the AI could handle that. Actually I'm pretty sure it can't.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:21
  Old Post 23-07-2002 05:30 Visit Trip's homepage!
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If trade was better represented in Civ, and there were diplomacy options, then I'd already have added them.
Unfortunately, a situation like Britain and France teaming up with the Union to beat up on the Confederates (something that couldn't/wouldn't ever happen) might occur. Needless to say, that's not something I want in a 'Civil War' scenario.

trevor is offline trevor
Warlord
Silver Spring, MD (Washington D.C.)
May 2002
time: 00:21
  Old Post 23-07-2002 06:26
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Trip, possibly you could make Metalic Cartridges a Prerequisite to Reliable Repeating Rifles. BTW I'm a Civil War Reenactor (with the 6th Md. Vol. Inf. Reg.) and I think this will help me get though the waits between battles, a thousand thank yous.

Last edited by trevor on 23-07-2002 at 07:55

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:21
  Old Post 23-07-2002 07:10 Visit Trip's homepage!
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I couldn't do that, because I don't think there were any Colorado regiments back then, but who knows.

How do you think that Metallic Cartridges would fit into the tech tree and what would they provide?

trevor is offline trevor
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Silver Spring, MD (Washington D.C.)
May 2002
time: 00:21
  Old Post 23-07-2002 07:48
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Colorado Regiments ? Anyway, if you could post the tech tree it would help.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:21
  Old Post 23-07-2002 08:04 Visit Trip's homepage!
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That's where I live, and I'd only want to be in a regiment where I'm from.

Tech tree is pretty simple. Only 5 techs right now.

Advanced Rifling:
Allows the production of Rifled Artillery and Light Artillery units
Opens up the 'Reliable Repeating Rifle' tech.

Reliable Repeating Rifle:
Allows the production of the Carbines unit.

Conscription:
Allows the conscription of Union Rifleman and Confederate Draftees, and the production of Union Volunteers and Confederate Draftees.
Opens up the 'Total War' tech.

Total War:
Allows the change from Normalcy to Mobilization, and the production of the Confederate Raiders unit.

Medical Textbooks:
Allows 'Battlefield Medecine' small wonder to be built.

trevor is offline trevor
Warlord
Silver Spring, MD (Washington D.C.)
May 2002
time: 00:21
  Old Post 23-07-2002 08:22
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You've got a point there, not much room. What about Ironclads (tech), and armies (in general)? Also how about an Emancipation (full) wonder that gives a couple happy faces? You could make the tech Abolitionists and offer it to both sides (near the end a couple Conf. Generals were pushing for freeing the slaves and arming them).

Kramerman is offline Kramerman
Prince
UT, Austin - The live music capital of the world
Jun 2002
time: 23:21
  Old Post 23-07-2002 08:37
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It was during this period that many developements were made in steel manufacturing (for the first time it was being mass produced in the US, do to rail road demands) as well as engineering in general (bridge designs, etc). Perhaps yu could maybe intwine these two techs in the game. I have no thoughts as of yet, but you seem clever enough, perhaps you can find a way...(i like trevor's ideas too)

Kman

Darkworld Ark is offline Darkworld Ark
Warlord
of the Capitalists
May 2002
time: 05:21
  Old Post 23-07-2002 08:42
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You should change the US's traits, since Expantionst would be EVEN MORE useless in a modern senario, maybe Industrious & Scientific. Sorry if somebody allready said this, I don't have the time to read the intire thread through.

Kramerman is offline Kramerman
Prince
UT, Austin - The live music capital of the world
Jun 2002
time: 23:21
  Old Post 23-07-2002 08:47
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Good pooint.. I was gonna mention that last night, but i forgot. Perhaps give both sides 3 traits instead of 2, if possible, diametrically apposing ones would be good to simulate the sharp differences of the two sides. but i havent given this any thought so it may not work.... (like scientific vs. religeous or something)

Kman

trevor is offline trevor
Warlord
Silver Spring, MD (Washington D.C.)
May 2002
time: 00:21
  Old Post 23-07-2002 08:52
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Like Kman said, possibly you could add the Industrialization tech and the Iron Works small wonder and put Coal & Iron around Pittsburg. Do you have different graphics for each unit? Does the Ironcald require Coal? Does the Confederacy have Coal (they shouldn't)? As for the civ abilities how about this: Federal- Commercial, Industrious, and Scientific. Confederate- Militaristic and Religious
Kman, great quote!

Last edited by trevor on 23-07-2002 at 08:59

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:21
  Old Post 23-07-2002 09:05 Visit Trip's homepage!
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I added the tech 'Steam Working', which makes coal appear. Coal is required for building RR tiles and Ironclads. I put some coal in northern Tennessee since the South needs SOME chance to build Ironclads (they did build them after all).

I deleted armies altogether... they have too much of an unrealistic effect on the game.

I don't know about any wonders (besides Battlefield medicine)... I don't want people going for those kinds of things in this scenario.

Changed Union's trait from Expansionist to Commercial (The North was big on trade and commerce).

I'm preparing for release... any last minute suggestions.

v1.03 fixes:
Reduced "Skirmishers" attack rating by 1 down to 4, and BStr down to 3
Gave Skirmishers and both sides' Cavalry the ability to 'detect invisible'
Increased all naval units' movement points
Added some sounds to Cavalry units, and fixed the 'non-animation' bug involving Confederate Cavalry
Added one Artillery unit and Walls to Grand Isle Louisiana
Modified sounds for Warship units
Gave Artillery units lethal sea bombardment
Gave ships lethal sea bombardment
Increased difficulty from Regent to Monarchy
Fixed Player 2 only getting 55 gold to start (instead of 500)
Increased production cost of units
Added "Steam Power" tech, which allows Railroads and Ironclads to be built
Changed Union's trait from Expansionist to Commercial
Upped time to make Railroad to 20 turns

trevor is offline trevor
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Silver Spring, MD (Washington D.C.)
May 2002
time: 00:21
  Old Post 23-07-2002 09:21
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Looks good, with the army question, but what about Confederate traits?

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:21
  Old Post 23-07-2002 09:24 Visit Trip's homepage!
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Confederate Traits: Militaristic and Industrious (I really don't think anything else would fit, personally).

trevor is offline trevor
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Silver Spring, MD (Washington D.C.)
May 2002
time: 00:21
  Old Post 23-07-2002 09:31
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Makes sense, can't wait for release. Oh and my last nitpicks, the Confederate Warship should cost more and the Federal one cost less to represent the naval dominance of the Federals and the lack of a ocean-going navy for the Confederates.

Last edited by trevor on 23-07-2002 at 09:43

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:21
  Old Post 23-07-2002 09:51 Visit Trip's homepage!
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In the updated version, Confederate Ironclads cost 15(0) shields, Warships cost 13(0) shields, while Union Ironclads are 13(0) shields, while Warships are 12(0) shields. They were a bit lower before, but I upped the cost to try and emphasize the Union's industry.

Updated v1.03 bug fix:

v1.03
Reduced "Skirmishers" attack rating by 1 down to 4, and BStr down to 3
Gave Skirmishers and both sides' Cavalry the ability to 'detect invisible'
Increased all naval units' movement points
Added some sounds to Cavalry units, and fixed the 'non-animation' bug involving Confederate Cavalry
Added one Artillery unit and Walls to Grand Isle Louisiana
Modified sounds for Warship units
Gave Artillery units lethal sea bombardment
Gave ships lethal sea bombardment
Increased difficulty from Regent to Monarchy
Fixed Player 2 only getting 55 gold to start (instead of 500)
Increased production cost of units
Added "Steam Power" tech, which allows Railroads and Ironclads to be built
Changed Union's trait from Expansionist to Commercial
Upped time to make Railroad to 20 turns
Fixed problem that made Gunboat silent
Added more factories in the North
Removed Saltpeter as a required resource for construction of Coastal Fortifications

trevor is offline trevor
Warlord
Silver Spring, MD (Washington D.C.)
May 2002
time: 00:21
  Old Post 23-07-2002 20:14
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Lose 30 kilos (of popups)

Hey you didn't thank me in the readme yet I gave you an idea for a tech!

koenig etzel is offline koenig etzel
Settler
Jena/D
Jul 2001
time: 06:21
  Old Post 23-07-2002 21:42
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Got spare money?

Ironclads cost 15(0) shields, Warships cost 13(0) shields ??


to me it would make sense, if the ironclad would cost a bit more.. i mean like twice as much;
back then, such a construction was a real killer-project;

in return make it a swimming fortress, think about the armor; so why not double or triple the defense of the ironclad?
it would be possible to push through deep into enemy waters..
imagine blockades that can only be stopped by massive artillery;

i suppose some more range in worth between both would not only be more historically acurate, but also give more weight to the player's decision, too;

..just an idea

as far as i know there haven't actually been to many armored steamships in that war anyways, they were too expensive

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:21
  Old Post 23-07-2002 23:27 Visit Inverse Icarus's homepage!
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questions:

why is the union losing tons of money? (i was losing 300 something when i started) i had to set science to 10% (100 turns) to get a positive cashflow (+36).

why are half the union cities starving from the start?

 
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