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Justinianum is offline Justinianum
Chieftain
Milan
Apr 2003
time: 06:31
  Old Post 24-10-2003 01:00 Visit Justinianum's homepage!
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#1 Report this post to a moderator
Help for a new WW2 scenario Support Apolyton buy from Amazon

Hi to everyone.
I'm making a WW2 scenario; it doesn't pretend to be an outstanding one (like Red Front or Battle of Bulge), just a nice and humble hack'n slash scenario. I'm wandering if a collection of tips and concepts exists. I'd like to find an explanation of concepts like "Fuel" (Gotterdammer, Battle of Bulge), "Fortify" (in Gotterdammer motorized units cannot fortify, but create a fortress terrain instead) and so on. Any help would be much appreciated.
B.T.W How can I create a working anti-tank gun?

Thanks in avance for your help

Case is offline Case

King
The backlash starts here
Feb 2000
time: 15:31
  Old Post 24-10-2003 15:49 Visit Case<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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#2 Report this post to a moderator
Re: Help for a new WW2 scenario Support Apolyton, buy Galactic Civilizations: Deluxe Edition

quote:
Originally posted by Justinianum
B.T.W How can I create a working anti-tank gun?


IMO, you can't
Use combined arms formations instead (ie, battalions which included infantry, machine guns, mortars and AT guns).

Justinianum is offline Justinianum
Chieftain
Milan
Apr 2003
time: 06:31
  Old Post 24-10-2003 17:57 Visit Justinianum's homepage!
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#3 Report this post to a moderator
Re: Re: Help for a new WW2 scenario Suffering from ads?

quote:
Originally posted by Case


IMO, you can't
Use combined arms formations instead (ie, battalions which included infantry, machine guns, mortars and AT guns).


I've read that the X2 bonus vs. horses works only against units with 1 HP (and probably with a movement factor of exactly 2). I'm testing it, but I don't think I can make a balanced scenario with tanks with only 1 HP . Actually the AT gun in Red Front was intended as an offensive weapon.
Thanks anyway

Thoddy is offline Thoddy
Warlord
Hannover, Germany
Jan 2001
time: 06:31
  Old Post 24-10-2003 18:31 Visit Thoddy's homepage!
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#4 Report this post to a moderator
Help yourself to an AD-FREE life

If you use max move 2 units how long does the scenario last if you go from one side of the map to the other side.

Even you can use higher roadmovement multipliers (for instance 1/10) to compensate the movement problem, another following problem will not solved.
AI attack units will attack even the remaining movementpoints are 1/10, that means the attack factor is ridiculous. If you allow railroads experienced players, I have seen specialists building a 20 square RR (within Wartime!! 1000 km in reality) to the Capital of the enemy within 1 turn and make a rush

You should create units the "AI" can also handle.

Justinianum is offline Justinianum
Chieftain
Milan
Apr 2003
time: 06:31
  Old Post 25-10-2003 16:10 Visit Justinianum's homepage!
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#5 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:
Originally posted by Thoddy
If you use max move 2 units how long does the scenario last if you go from one side of the map to the other side.

Not so much, but slow units aren't funny

quote:
You should create units the "AI" can also handle.

Do you know which kind of units the AI can't handle? I've noticed that a Torpedo Bomber doesn't work (the AI trys to bomb cities instead of ships).

Thoddy is offline Thoddy
Warlord
Hannover, Germany
Jan 2001
time: 06:31
  Old Post 27-10-2003 12:54 Visit Thoddy's homepage!
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#6 Report this post to a moderator
Full PM-box? Change here!

I think the best AI solution is using a airunit with sub and rocket flags.

the sub flag prevents this unit from being used against land units. The rocket flag allows AI to attack every possible target within range from every city even this unit is not positioned in the nearest city to this target.
The rockets "warps" from every city to target and attacks.

Justinianum is offline Justinianum
Chieftain
Milan
Apr 2003
time: 06:31
  Old Post 29-10-2003 05:41 Visit Justinianum's homepage!
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#7 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by Thoddy
I think the best AI solution is using a airunit with sub and rocket flags.

the sub flag prevents this unit from being used against land units. The rocket flag allows AI to attack every possible target within range from every city even this unit is not positioned in the nearest city to this target.
The rockets "warps" from every city to target and attacks.


Nice idea; I'll make some test. Thanks a lot for help

kobayashi is offline kobayashi
Prince
Singapore
Dec 2000
time: 13:31
  Old Post 31-10-2003 15:29
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#8 Report this post to a moderator
Re: Help for a new WW2 scenario Inflate your Upload Space

quote:
Originally posted by Justinianum
I'd like to find an explanation of concepts like "Fuel" (Gotterdammer, Battle of Bulge), "Fortify" (in Gotterdammer motorized units cannot fortify, but create a fortress terrain instead) and so on. Any help would be much appreciated.

Thanks in avance for your help


he used settler units for tanks but forbid you to improve terrain or build new cities via 'house rule'.

Justinianum is offline Justinianum
Chieftain
Milan
Apr 2003
time: 06:31
  Old Post 01-11-2003 18:26 Visit Justinianum's homepage!
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#9 Report this post to a moderator
Re: Re: Help for a new WW2 scenario Put an end to popups!

quote:
Originally posted by kobayashi


he used settler units for tanks


Actually I guessed it, but I thought that it was only possible to have settlers in the first 2 unit spots

quote:
but forbid you to improve terrain or build new cities via 'house rule'.


I thought it was possible to disable some menu options via game.txt: am I wrong?

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