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Darius871
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Smith, Wesson, and the RODINA!!!
Mar 2002 time: 23:28
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Initial impressions:
- Maybe too much starting gold for France; they have twice as much as Britain.
- I understand the rationale with railroads in the readme, but I'm still worried about them. If a player doesn't have the time or units necessary to pillage his railroads, Sverdlovsk is effectively moments away from Minsk, and Bordeaux from Strasbourg. With a 1/8 multiplier, units can still move a reasonable amount between friendly cities but still be limited on the attack. That's realistic anyway since forces did take time to get to the front anyway. After being in some good games that were ruined by Xin-esque wipeouts, I really don't trust railroads in any situation.
- You can build SS Structural and Apollo Program with the Heavy Armor tech, SS Module with Sloped Armor, and SS Component with Terror Bombing. Guessing you've found this though, along with the settler designations.
- Not a big deal, but fortresses haven't been renamed 'stackable' yet.
- Spellings like Genevre and Svestapol make sense to me, but I've never heard the spellings Monsul, Bagdad, and Bengzhani. Are these common?
- A lot of cities (Freiburg and Tambov for instance, among others) aren't visible to other players at the start of the game.
- What does the 'Imp.' before medium armor stand for?
- Why does this hella-cool scorched earth thing only happen in Switzerland?
- Are Maginot Line bunkers supposed to be this easy to beat? It was a failure because it could be bypassed; the line itself was actually pretty strong. In the game each segment can be defeated with just veteran artillery, even the segment on hills.
Anyway, these are just nitpicks; altogether it's golden. Graphics , unit balance , tech tree . Civ balance, we'll see.
Last edited by Darius871 on 02-06-2003 at 20:48
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Case

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The backlash starts here
Feb 2000 time: 15:28
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Thanks Darius
quote: Originally posted by Darius871
- Maybe too much starting gold for France; they have twice as much as Britain. |
OK, I'll fix that.
quote: With a 1/8 multiplier, units can still move a reasonable amount between friendly cities but still be limited on the attack. That's realistic anyway since forces did take time to get to the front anyway. After being in some good games that were ruined by Xin-esque wipeouts, I really don't trust railroads in any situation. |
I'm slowly coming to that conclusion as well. The kicker however is that it didn't take more then a few days for a first rate nation to move major units from one side of the country to the other...
quote: You can build SS Structural and Apollo Program with the Heavy Armor tech, SS Module with Sloped Armor, and SS Component with Terror Bombing. Guessing you've found this though, along with the settler designations. |
Thanks now fixed (thanks to Henrik spotting it within 24 hours of getting the files).
quote: - Spellings like Genevre and Svestapol make sense to me, but I've never heard the spellings Monsul, Bagdad, and Bengzhani. Are these common? |
Urm, yes. Everybody who sucks at spelling call those cities by those names
quote: A lot of cities (Freiburg and Tambov for instance, among others) aren't visible to other players at the start of the game. |
That's now fixed as well.
quote: What does the 'Imp.' before medium armor stand for? |
Improved. (think the Sherman Firefly, T-34/85 and late model Pz IV)
quote: Why does this hella-cool scorched earth thing only happen in Switzerland? |
Because the Swiss are the only ones who wired their their entire country for detenation (seriously!) I did have it for Sweden and the major Russian cities, but the effect wasn't convincing (and it would make attacking the Russian cities extreamly expensive).
quote: Are Maginot Line bunkers supposed to be this easy to beat? It was a failure because it could be bypassed; the line itself was actually pretty strong. In the game each segment can be defeated with just veteran artillery, even the segment on hills. |
The Maginot Line should be pretty tough - I need to fix it's stats.
quote: Oh yeah, after enough hours of watching my engineers never complete roads, I realized grasslands and plains have a move cost of 86! |
Due to a quirk in the civ engine, that move cost actually translates as something like 1 1/3 movement points. However, if it means that new roads can't be built then it's not worth it.
quote: Anyway, these are just nitpicks; altogether it's golden. Graphics , unit balance , tech tree . Civ balance, we'll see. |
I'm pleased to hear that! 
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Darius871
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Smith, Wesson, and the RODINA!!!
Mar 2002 time: 23:28
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quote: Originally posted by Case
I'm slowly coming to that conclusion as well. The kicker however is that it didn't take more then a few days for a first rate nation to move major units from one side of the country to the other... |
Then again each turn represents what, a month? It takes a freighter here 8 turns (months) to cross the Mediterranean, when we know it only would have taken a matter of days. You can't try to recreate time periods realistically in scenarios, just do whatever works for playability and balance.
quote: Originally posted by Case
Because the Swiss are the only ones who wired their their entire country for detenation (seriously!) |
That kicks ass!
quote: Originally posted by Case
Due to a quirk in the civ engine, that move cost actually translates as something like 1 1/3 movement points. |
Yeah, I noticed that too, when my engineers ended up with 1/3 movement when they went on plains (meaning 1 2/3 cost). I almost reported that as a bug, but then looked at the terrain. For a while I thought we weren't supposed to build roads or something... 
quote: Originally posted by fairline
Case, can you post some screenshots. I'm dying to see what this looks like. |
There's a few in the old thread:
http://www.apolyton.net/forums/show...988#post1208988
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