Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Scenario League / Civ2-Creation -Archive > ok, as the secrecy is broken ...
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread   
Pages (10): [ <<   3   4   5   6   7   8   9     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:26
  Old Post 15-03-2003 16:46
Edit/Delete Message Reply w/Quote
#151 Report this post to a moderator
Increase the size of your Attachments

Ok fellows, major problem: The bridges .... I want them to be destroyable AND units to move over the rivers. Now I don´t know exactly how to simulate this.

(1) The first - and IMO - easy version would be to let cities be the bridges.
The problem: Can I make an terrain change (into water) when the city is destroyed?

(2) The other solution would be to simulate the bridges with units (in this case there are no problems with the terrain change via event but with the transport of units over the squares with the bridges ....)

Currently I have some units included with a land terrain below (to have units move on ....)

- Which one would you prefer/suggest?
- Do you have any other ideas how to build this in?

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:26
  Old Post 15-03-2003 17:57 Visit curtsibling's homepage!
Edit/Delete Message Reply w/Quote
#152 Report this post to a moderator
Support Apolyton or Terrorists Win

You know how when you build a zero-move unit, it does not flash (awaiting orders) when produced in a city, etc?
Will a zero-move ocean unit (the bridge) allow units to be selectable on the following turn?

Or will you have go and select them yourself?

The city idea is good, but how do you stop the 'bridge city' growing in population?

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:26
  Old Post 15-03-2003 17:58 Visit curtsibling's homepage!
Edit/Delete Message Reply w/Quote
#153 Report this post to a moderator
Remove this text

quote:
Originally posted by jim panse
I´m tossing around ideas for improving the units. Shall I replace some of the shields of the German Tanks???

Maybe the German Balkenkreuz for the tank units???


I would keep the national war flag, it looks fine!

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:26
  Old Post 15-03-2003 22:40
Edit/Delete Message Reply w/Quote
#154 Report this post to a moderator
Browse Apolyton AD-FREE

quote:
I would keep the national war flag, it looks fine!


Ok, the national war flag remains.

quote:
You know how when you build a zero-move unit, it does not flash (awaiting orders) when produced in a city, etc?


Yeah, I know. The large problem is that a UNIT cannot work as a bridge. It simply wouldn´t be realistic that you capture a bridge intact and cannot move on further ...

quote:
The city idea is good, but how do you stop the 'bridge city' growing in population?


This is not too difficult. Just place some terrains round it that have only 1 or 2 food production ....

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:26
  Old Post 15-03-2003 23:10 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#155 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

What did you think of the Market Garden model for bridge blowing which I sent you? It strikes me that you don't need to use cities or units to represent bridges, just a special 'bridge' terrain. Events to change bridge terrain to ocean are all you need to blow a bridge.

Alternatively, you could use immobile transport units to represent bridges. If captured a 'trigger attacker' event could replace the unit with the same type of unit, but belonging to the capturing civ. If the bridge was blown, it would simply not be replaced.

Either of these systems will require the allocation of one unit slot per blowable bridge. I'm not sure how you can allow for the blowing of individual bridges without doing that.

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:26
  Old Post 16-03-2003 00:03
Edit/Delete Message Reply w/Quote
#156 Report this post to a moderator
Get a bigger avatar today!

I know your system. The problem is this: I started with a Bridge terrain but then I reconsidered that:

How on earth could this be implemented? I mean: How you WILL go after these bridges?

I also thought over the immobile transport units. The problem would be that your units wouldn´t be moveable for one turn .... I won´t call this realistic.

*still thinking about it*

Palaiologos is offline Palaiologos
King
Constantinople, Queen of Cities
Aug 2002
time: 05:26
  Old Post 16-03-2003 02:37 Visit Palaiologos's homepage!
Edit/Delete Message Reply w/Quote
#157 Report this post to a moderator
Support Apolyton buy from Amazon

Why don't you have the bridges be represented by wonders and place them in cities?


So when a city is captured you would get the message:

"Our troops have captured the Nijmegen bridge"

or "We have lost control of the Nijmegen bridge"

etc.. They would be the only objectives in the scenario and the capture of all or some would signify the difference between marginal or decicive victory.


I have a gfx for a bridge attached bellow.

Attachment: bridge.gif
This has been downloaded 103 time(s).

Palaiologos is offline Palaiologos
King
Constantinople, Queen of Cities
Aug 2002
time: 05:26
  Old Post 16-03-2003 03:01 Visit Palaiologos's homepage!
Edit/Delete Message Reply w/Quote
#158 Report this post to a moderator
Support Apolyton, buy Civilization 2

Other idea:

represent the bridges by cities of a second german civ, but with the city style graphic looking like a bridge.

They will therefore be capturable and defendable objectives.
The terrain can be changed to water when a city/bridge is captured, the event system does not have a city destroyed trigger.

I would propose:

Merge my two ideas. The bridges/cities will have a bridge wonder inside them.After the cities are captured and recaptured they will loose some levels and be destroyed thus making the bridge wonder "lost".Now if you change in the labels.txt or game.txt(do not know where is it) the word "lost" to "blown" could in a sense represent that the bridge was blown before being captured.
It is just a thought.

Anyway simulating the bridge blow up is hard enough already.

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:26
  Old Post 16-03-2003 03:23 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#159 Report this post to a moderator
Help yourself to an AD-FREE life

quote:
Originally posted by jim panse
I know your system. The problem is this: I started with a Bridge terrain but then I reconsidered that:

How on earth could this be implemented? I mean: How you WILL go after these bridges?


Sorry, don't follow. Doesn't it work?

Field Marshal Klesh is offline Field Marshal Klesh
King
Klesh Marshal Field
Jan 2000
time: 00:26
  Old Post 16-03-2003 04:51 Visit Field Marshal Klesh's homepage!
Edit/Delete Message Reply w/Quote
#160 Report this post to a moderator
Lose 30 kilos (of popups)

I have the solution to your problem, but I will not let you in on it, as I plan to implement it meself, in a secret project.

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:26
  Old Post 16-03-2003 05:17 Visit curtsibling's homepage!
Edit/Delete Message Reply w/Quote
#161 Report this post to a moderator
Get a bigger avatar today!

Oh, come on FMK!

Don't be evil, share your wisdom for the sake of Civ unity!

@Pericles, you ideas on the bridge problem are very sound.

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:26
  Old Post 16-03-2003 05:22 Visit Boco's homepage!
Edit/Delete Message Reply w/Quote
#162 Report this post to a moderator
Put an end to popups!

Tech, what are your triggers for the ChangeTerrain action? UnitKilled with a unique unit on each bridge? CityTaken? ReceivedTechnology? I guess CityProduction, CityDestroyed, and AlphaCentauriArrival are out.

quote:
You are invited to gape with awe and amazement as FMK demonstrates the wonders
of Vulnerable Bridges. Absolutely no scribes will be allowed.


Send a spy over.

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:26
  Old Post 16-03-2003 06:32 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#163 Report this post to a moderator
Browse Apolyton AD-FREE

quote:
Originally posted by Boco
Tech, what are your triggers for the ChangeTerrain action? UnitKilled with a unique unit on each bridge? CityTaken? ReceivedTechnology? I guess CityProduction, CityDestroyed, and AlphaCentauriArrival are out.


Each blowable bridge is one square of special terrain that looks like, well, a bridge. On each bridge is a unique (to that bridge) German 'sapper' unit, which is immobile. When the Allied player kills this unit, one or more of the same sapper unit, but belonging to a third civ, is created near the bridge. If the allied player kills the new sapper(s) first, the bridge can't be blown. If the Germans kill it, that tiggers the 'ChangeTerrain' event which turns that bridge square into ocean, thus blowing that bridge. The sub flag hides the sapper, making it harder to locate.

When I did the model, I didn't realize that you could have units without a city, but a hidden/invulnerable settler unit is all you need to enable the third civ sapper units.

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:26
  Old Post 16-03-2003 17:41
Edit/Delete Message Reply w/Quote
#164 Report this post to a moderator
Put an end to popups!

*hmmmm*

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:26
  Old Post 16-03-2003 19:48 Visit curtsibling's homepage!
Edit/Delete Message Reply w/Quote
#165 Report this post to a moderator
Support Apolyton

Why not have a German sturm pioneer unit that uses the old settler trick of coverting tiles to oceans...

Although it would depend if this is an allied or axis scenario...

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:26
  Old Post 16-03-2003 19:50
Edit/Delete Message Reply w/Quote
#166 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

You - as the HI (Human Intelligence) - would play as the Allies .....

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:26
  Old Post 17-03-2003 13:46
Edit/Delete Message Reply w/Quote
#167 Report this post to a moderator
Enter the AD-FREE zone

I´m thinking more and more in the direction of creating the bridges as cities ...... what do you think?

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:26
  Old Post 17-03-2003 21:30
Edit/Delete Message Reply w/Quote
#168 Report this post to a moderator
Support Apolyton

Ok, I think I had an idea to solve this problem: The bridges will be simulated by cities of a different (german) civ. Within these cities there will be a single bridge unit. Once the Allied Forces reach these "Bridges" and destroy the garrison and - after that - conquer the "Bridge" there will be another Bridge unit created via event. If the German defenders succeed in recapturing the bridges the terrain "under" the "Bridge" will be changed into water to simulate the blocked route.

o good!

o bad!

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:26
  Old Post 17-03-2003 21:59 Visit curtsibling's homepage!
Edit/Delete Message Reply w/Quote
#169 Report this post to a moderator
Put an end to popups!

Good idea!

The german bridge city, becomes your bridge city...

And back again!

be sure to give these bridge cities high pop levels to ake allowance for capture and recapture!

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:26
  Old Post 17-03-2003 22:10
Edit/Delete Message Reply w/Quote
#170 Report this post to a moderator
Support Apolyton buy from Amazon

The porblem would be: to high pop level => all the other cities would look like bridges after being captured, liberated, captured, liberated, .....

Personally I think that if you capture a bridge intact, you´re fine. If your bridge gets recaptured it may also becomes slightly damaged caused by the fire-fight. After two times of combat I guess the bridge will be ruined. Would you agree?

Palaiologos is offline Palaiologos
King
Constantinople, Queen of Cities
Aug 2002
time: 05:26
  Old Post 18-03-2003 00:16 Visit Palaiologos's homepage!
Edit/Delete Message Reply w/Quote
#171 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by jim panse
The porblem would be: to high pop level => all the other cities would look like bridges after being captured, liberated, captured, liberated, .....





If they will belong to a second german civ then they will have their own bridge looking only city style.

I mean, they will have a seperate city style from the rest of the german cities.

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:26
  Old Post 18-03-2003 00:42
Edit/Delete Message Reply w/Quote
#172 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Yeah but what would it look like if the Allies "capture" (I favor the term "take") a bridge that would look like a small city after the troops marched in ....

Leonidas is offline Leonidas
King

May 2000
time: 05:26
  Old Post 19-03-2003 22:40
Edit/Delete Message Reply w/Quote
#173 Report this post to a moderator
Get a bigger avatar today!

Jim I like what I see so far. Thanks for all this effort.

I am a wargamer, and I am looking forward to playing it.

I hope that once it's released more improvements can be made to it based on feedback.

It would be nice to have another classic like Red Front

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:26
  Old Post 19-03-2003 23:47
Edit/Delete Message Reply w/Quote
#174 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

What about Second Front, Leonidas?

Leonidas is offline Leonidas
King

May 2000
time: 05:26
  Old Post 20-03-2003 01:21
Edit/Delete Message Reply w/Quote
#175 Report this post to a moderator
Remove this text

quote:
Originally posted by jim panse
What about Second Front, Leonidas?


I never could get into Second Front. I think it would have been far more interesting playing the Germans vs the Allied landings: trying to survive the overwhelming Allied numbers in men, planes and ships. . .

I prefer to play the underdogs in a scenario - to see if I can do better. Also, I think I prefer defensive scenarios best.

So perhaps a D-Day scenario playable as the Germans only might be an interesting scenario for someone to do. The map, units, etc are already available via Second Front.

The Allied AI would have certain objectives to achieve by a certain date. The human playing the Germans would achieve victory if he is able to stop the Allies. . .

Last edited by Leonidas on 20-03-2003 at 01:29

ravagon is offline ravagon
King
Australia
Sep 1999
time: 13:26
Post  Old Post 20-03-2003 09:20
Edit/Delete Message Reply w/Quote
#176 Report this post to a moderator
Got spare money?

I thought Nemo tried that but couldn't get the AI to work wrt amphibious invasions?
I know there was a comment along the same lines in John Petroski's Deadly Boot scen a few years ago.

Case is offline Case

King
The backlash starts here
Feb 2000
time: 15:26
  Old Post 20-03-2003 09:50 Visit Case<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#177 Report this post to a moderator
Lose 30 kilos (of popups)

The main trouble I see with getting a German-optimised version of SF is that the Allied AI would get all its units bogged down in the Bocage.

...A 2 player version of SF could be do-able and interesting though...

Leonidas is offline Leonidas
King

May 2000
time: 05:26
  Old Post 20-03-2003 10:02
Edit/Delete Message Reply w/Quote
#178 Report this post to a moderator
Avatar Enlargement: We've got the solution

quote:
Originally posted by Case
The main trouble I see with getting a German-optimised version of SF is that the Allied AI would get all its units bogged down in the Bocage.

...A 2 player version of SF could be do-able and interesting though...


Maybe the Allied units (or some of them such as Rangers, paratroopers, etc) could be given explorer movement to prevent this?

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:26
  Old Post 20-03-2003 18:15
Edit/Delete Message Reply w/Quote
#179 Report this post to a moderator
Enter the AD-FREE zone

quote:
...A 2 player version of SF could be do-able and interesting though...


This I would favorise

Case is offline Case

King
The backlash starts here
Feb 2000
time: 15:26
  Old Post 22-03-2003 05:49 Visit Case<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#180 Report this post to a moderator
Get a bigger avatar today!

Jim, you may have already seen this, but an order of battle for the Airborne forces used in Market-Garden is available at: http://www.orbat.com/site/history/o...tgarden1944.pdf

 
Pages (10): [ <<   3   4   5   6   7   8   9     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:26.
Apolyton Time is 00:26.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0531 seconds (91.85% PHP - 8.15% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net