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InquisitorSteel is offline InquisitorSteel
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Jul 2002
time: 15:21
  Old Post 27-07-2002 03:17
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In Progress Scenario: Operation Barbarossa (feedback welcome) Support Apolyton, buy Alpha Centauri

Hello once again people.

As I have mentioned in a few posts, I am currently working on an Operation Barbarossa scenario.

For those who are not aware of Operation Barbarossa, it’s the codename given to the invasion of the Soviet Union by Nazi Germany during WW2.

Whilst scenarios can be very complicated to make, most people will be very aware of the size of “things” that need to go into this scenario. The original inspiration for my scenario was the Civ2 scenario called Red Front which was done by a couple of guys called Alex and Captain Nemo (if memory serves me correctly).

Whilst I am progressing slowly, I have come to the stage where I need some input on certain things (units, techs, improvements, resources). Below is a list of things completed, things that need to be done and finally things that can’t be done until the editor is upgraded.


THINGS DONE
Actual map (shape, coast line and land mass)
Half of the units (using Civ2 units from Red Front - not animated and face only in one direction to keep size down for downloading)
Almost finished all unit stats, but they are up for review
City placement
Terrain graphics (using Sn00py and Zed’s files – thanks for giving the community great terrain)

THINGS TO DO
Finish unit graphics
Governments
Terrain information
Techs (please help out with these. If you can suggest things that relate to the units below then please post)
Unit placement
City configuration (size and improvements)
Resources on map (if anybody knows where certain things go then please suggest).
Improvements, small wonders and wonders relevant to scenario)

THINGS THAT CANT BE DONE YET (Hopefully rectified in next patches/PTW)
City objectives
Scripting (not really necessary but would add twists to the game)
Diplomacy locks (stay at war throughout the game and don’t change status)
Ability to stop razing cities (you don’t wont Germany wiping Moscow of the face of the map!!)


Below are some specs of the game

UNITS

German units
Wehrmacht Infantry (offensive)
Wehrmacht Garrison Troops (defensive)
Waffen SS (foot version)
Panzergrenadiers
PzKpfw I
PzKpfw II
PzKpfw III
PzKpfw IV
PzKpfw V Panther
PzKpfw VI Tiger
PzKpfw VI Tiger
PzKpfw VI King Tiger
StuGIII
JGdPz Hetzer
JGdPz Panther
JGdPz Elefant
Marder
Hummel
German Flak Gun
German Flak Wagon
88cm AT Gun
German AT Gun (smaller version)
German Towed Artillery
Heavy Rail Gun (Sevestapol seige weapons)
Volksstrum
Me109 Fighter
Fw190 Fighter
Ju87 Dive Bomber
Me262 Jet Fighter
Me110 Fighter Bomber
He111 Bomber
Ju88 Bomber
German Transport Truck (pending)

Soviet Units Soviet
Red Army Infantry (offensive)
Red Army Guard (defensive)
Red Army Motor Infantry
Red Army Shock Troops
Cossacks
Soviet Marines
T26
T28
KV1
T34-76
T34-85
JSII
SU122
SU152
Katyusha Rocket Launchers
Soviet Towed Artillery
Soviet AT Gun
Soviet Flak Gun
I-16 Fighter
LA-5 Fighter
Yak-9 Fighter
IL-2 Fighter
PE-2 Bomber
Soviet Transport Truck (pending)

STRATEGIC RESOURCES
Oil
Ferrous Metals (replace Iron)
Chemicals (should this replace gunpowder)
Synthetics (replaces rubber)
Horses
Aluminium (what was the WW2 equivalent??? – Bauxite I think)
Uranium (does a east front scenario need this – I don’t want nukes spoiling the scenario)
Coal
Ivory (not strategic but is used to disable things in the game as it does not appear on the map but is a prerequisite for units, jobs, improvements and so on).

That’s all that comes to mind for now. I will try and post a CivStat excel spreadsheet with further information as things develop.

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