Thanks, Tech!
Latest alpha test is going technically well, but the balance is out of kilter. Trying to get my thoughts together...
Latest alpha test is going technically well, but the balance is out of kilter. Trying to get my thoughts together...
- The Turks in the Sinai are simply too strong. Historically, Katia/Oghratina was a tough nut to crack, but I've gone a little overboard.
- Elsewhere, I've made bedouins too expensive to build on the tribal map. They're a little too scarce at the start of the rebellion.
- Oases in the Western Desert are too slow in building gendarmes. That causes Siwa to be too hard to take in a timely fashion.
- On the bright side, the Sudan mini-campaign continues to play well. Egyptians methodically take all the cities, but the Fur and Sanussis rule the plains. All towns along the line of advance have been attacked by the AI from El Fasher to the Nile.
- German U-Boats are being nasty to any flotilla that lingers too long on the coast. Plenty of intermap movement by them.



HE.17 is the number of the convoy, isn't it?
), the eye-punishing green, cyan, and red letters are fixed in color.
The blurry screenie actually is the layering of 2 screen dumps, each with slightly different numbers of structures and components. I wanted to demonstrate how the map and spaceship overlay.
to come up with the items in the list, and I'm certainly open to changing them. There are a few restrictions (this is Civ2 after all):[list=1][*]Lines 2 and 11 come from the same source (the count of one of the component types).[*]"Population" and "Support" are used in the city screen as well as here.[/list=1]
by using WWII letter codes and fantasy numbers. A little lame, so I'm open for replacements. The associated improvement (ss module) is currently a "Troop Convoy".
, except for the victory point penalty given for each lost unit.
Comment