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Eurodip 2004 - Classical; and through the ages!

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  • #61
    Markus is in. 11:00 Dylan Standard Time on Friday.

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    • #62
      good news

      Frank is ok.. had a little bit of crisis which kept him from the game. alas, he's alive

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      • #63
        Re: good news

        Originally posted by Zylka
        Frank is ok.. had a little bit of crisis which kept him from the game. alas, he's alive
        Does this mean he's going to join us again

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        • #64
          Guys, bad news. My parents and a few friends are coming into town on Friday. I will be unable to play Friday night. Word on this just came down today. I will work tonight to try and find a substitute, and will let you know before bed what I come up with.

          Sorry guys.

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          • #65
            ~
            Last edited by Zylka; April 16, 2004, 15:58.

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            • #66
              gfx
              Attached Files

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              • #67
                I think you've lost some of the earlier rules changes in this file, like sea movement?
                "Old age and skill will overcome youth and treachery. "
                *deity of THE DEITIANS*
                icq: 8388924

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                • #68
                  Any rules we have with currently active units should have stuck. Why - what seems missing?

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                  • #69
                    ...the sea movement increase of 3 is one I've noticed that's missing.

                    It looks like you didn't use the scn rules.txt as your starting point, I suspect. Unless you posted the normal rules.txt instead of your new one? I can't see the changes. Can you spell them out in the thread? It's painstaking to compare two rules.txt files!
                    "Old age and skill will overcome youth and treachery. "
                    *deity of THE DEITIANS*
                    icq: 8388924

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                    • #70
                      the tech paradigm is wrong too....
                      "Old age and skill will overcome youth and treachery. "
                      *deity of THE DEITIANS*
                      icq: 8388924

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                      • #71
                        completely wrong rules.txt.. sory D
                        here's the real thing
                        Attached Files

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                        • #72
                          Are we playing tonight?
                          Last edited by Ljube; April 16, 2004, 18:39.

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                          • #73
                            Changes

                            + Increase
                            - Decrease

                            + Armor
                            A->11

                            + Bomber
                            D->3

                            - Carrier
                            Cost->200

                            +- Cruise Missile
                            A->24, Cost->60, Moves->8

                            + Cruiser A->7, D->7

                            + Destroyer
                            A->5, D->6, Steel

                            - Dreadnought
                            A->7, D->7

                            + Fighter
                            A->5, D->4, Adv. Flight

                            + Mech. Inf.
                            A->7

                            - Mobile 155mm (Howitzer)
                            A-> 11, Cost->70

                            + Modern Inf.
                            Pflag removed; D->7

                            Steam Vessel
                            (Old transport)

                            +- Stlth Bmbr.
                            A->20, Firepower->3, Cost-> 200

                            +- Stlth Ftr.
                            A->8, D->5, Cost->120

                            +- U-Boat (Submarine)
                            A->8, D->2, Moves->4

                            New Units

                            Biplane
                            Flight
                            Cost: 60
                            A: 4
                            D: 2
                            HP/F: 2/2
                            Moves: 8

                            Gunboat
                            Electricity
                            Cost: 60
                            A: 5
                            D: 4
                            HP/F: 3/1
                            Moves: 7

                            MLRS
                            Network Warfare
                            Cost: 120
                            A: 14
                            D: 2
                            HP/F: 3/2
                            Moves: 1

                            Mech. SAM
                            Rocketry
                            Cost: 80
                            A: 0
                            D: 3 - x2 against air/missile
                            HP/F: 2/2
                            Moves: 3

                            Mil. Police
                            Automobile
                            Cost: 30
                            A: 3
                            D: 5
                            HP/F: 2/1
                            Moves: 1

                            Nuclear Sub.
                            Nuclear Power
                            Cost: 120
                            A: 12
                            D: 4
                            HP/F: 3/2
                            Moves: 6

                            Patrol Dstr.
                            Computers
                            Cost: 70
                            A: 6
                            D: 6
                            HP/F: 3/2
                            Moves: 10

                            Tank
                            Trench Warfare
                            Cost: 70
                            A: 8
                            D: 5
                            HP/F: 2/1
                            Moves: 2

                            Transport
                            Machine Tools
                            Cost: Reg
                            A: "
                            D: "
                            HP/F: "
                            Moves: "

                            So as you might notice, a lot of these units are just frivelous add-ons to ensure against exploits and expand tactical thinking. ie) the Mech. SAM is near useless a unit unless dotted across a warfield that your opponent is murdering you on via mass helicopters. The Mil. Police is a nice, quick modern flag bearer for those far away cities that have near not a chance of seeing heavy combat. Cruise missiles and Stealth Bombers are finally useful - but just barely (considering disposibility of the former and now realistic cost of the latter). Expanding Navy role(s) mean Battleships see less an active part in the full tech stage of the game (on par with real life). Transport is just a graphic thing, as we already have active Ind. transports I didn't want to tamper with

                            Enjoy

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                            • #74
                              I remembered I hadn't posted the save.

                              Here it is.
                              Attached Files

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                              • #75
                                we're playing, scheduled for 11:00pm EST but can probably start sooner if D gets here

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