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Mao
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Apolyton
Jun 1999 time: 00:13
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No, it's not. Nemo's hasn't released his latest version last time I checked. I think St. Leo said he would host it also.
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Mao
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Apolyton
Jun 1999 time: 00:13
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Yeah, I think the one on CSC is better than 1.1
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Mao
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Apolyton
Jun 1999 time: 00:13
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hehehe, good luck Comrade!
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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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HOLD THE PRESSES!
RF Version 1.4 is ready to go... I'll send it to Alex tomorrow and to anyone else who wants to host it. What's StLeo's E-mail? If anyone here wants a copy let me know by E-mail. I will make one mass E-mailing tomorrow morning, all 5 files Game 1 & 2 Sounds 1, 2 & 3. Each between 500K and 1MB.
The testplay feedback I got, is that there were no errors or problems. The end play takes a little longer because the Germans actually offer resistance in 1944/45.
There may ultimately be a version 1.5 or 2.0 (or maybe 1.941) when I figure out how to make it as enjoyable without needing to have so many units (Like "scale" it down by a factor 2). But the AI is a major "unit hog" and seems to only win through numbers.
There are many possible unit upgrades/ additional tech tree "branches" now that I am making lots of new units for Austieg... But they will appear in Austieg first, before I consider using them in a Red Front upgrade.
Also in the works is the upgrade of 2194 Days of War, nothing earth-shattering but all the better graphics of Red Front + complete new tech-trees... I am trying to resolve the playability issues ie WAY TOO EASY! Now that I have "learned" how to play Civ2 as a war game through building Red Front I beat the C..p out of the Germans with the UK. Took Berlin in 1943 and blasted them out of Afrika in 1942 without any US help... Which by the way never gets there because the AI is a moron!
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Mao
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Apolyton
Jun 1999 time: 00:13
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...and then he said, "Let there be light!"
...and there was light...
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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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Thanks StLeo, I will send the scenario tomorrow morning to you, Alex and the 3 others who have requested it so far.
Re: Alex's surprise I have not helped on this project at all. He has asked me to draw a set of cities from the early colonial days... Which I am currently doing.
I understand I am holding up the release of this new, very interesting scenario...
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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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The "too many units problem" did not happen in version 1.4 in my testgames or in other testerplayer's game. It could still potentially happen, because the game is close to the maximum unit numbers anyway. It depends a lot on the strategy used... The more German units are killed the more appear. Therefore massive defensive battles around Kiev and Minsk will probably increase the number of German attackers, while a defensive withdrawal strategy will probably keep the German numbers down below the threshold.
During the winter of 1941-42 the AI does not replace lost units at the same rate as in the Summer of 41 so killing a bunch of German infantry should free up space... After January 1942 I have never seen the "Too many Units" message so if you continue the current game the situation should stabilize shortly. Killing German U-boats, ships, SS, Panzergrenadiers, most planes and artillery definitely frees space as they are not replaced automatically.
Hope this helps...
[This message has been edited by Captain Nemo (edited March 18, 2000).]
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