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WW1: Walk in Hell PBEM

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  • #46
    @ISeeAll: That is the point ISeeAll. This is a scenario about a diplomatically different World War One, not militarily. If you know anything about WW1, you would know that the battle lines did not move barely at all. Attacks cost a lot of lives, as they do in this scenario and attacking is slow. However, Academia made this faster by allowing Barracks to be built so you can get veteran units more easily.

    2. Dario, did you even bother reading what I posted?
    The scenario kicks off
    with all powers but Italy already involved in the war
    This was said by Steph, the creator of this scenario, in one of the files of the scenario. In this version when Germany attacks, it creates the alliance domino effect (which is normal in the civ2 engine). This time it apparently did not happen. So no, Steph did not design this to be played as a diplomacy game..
    "[A thoughtful Quote]" -Oscar Wilde

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    • #47
      well, i agree with mikko. this is a ww1 scenario. i understand dario´s point of view, that due to the fact that we are not at war in the first turn, he thought that there might be some room for diplomacy.

      but one more time, this is ww1. let´s just fight, ok?

      dario:
      i´m going to choose this option:
      a- do not attack me this turn, i didn't know about that. go and make a defensive movement
      and about my post... yep, it was a sarcastic joke. sorry


      ISeeALL:
      i totally understand you. but don´t worry... i´m using turkey and didn´t attack you... neither did you. so, consider that we had peace for one turn
      from now on, it´s war time.

      However, I truly don't know what you and other players can use (what units) to attack. Cavalry is weak, infantry is purely defensive, also there are trench lines and a fortress unit, also Walls cost only 20 shields. The only attacking units are artillery which are quite expensive (long to produce). I expect this war to be a very positional one (attacks will be very local, and any gained territory will be filled again with defensive units).
      yes, it´s going to be a difficult, long war. like the real ww1.
      you should try to use lots of artillery and stacks with many units, and advance inch by inch
      South Atlantic Conflict v1.2 - Civ II Scenario
      Iron Curtain v1.1 - Civ II Scenario

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      • #48
        Originally posted by academia

        i totally understand you. but don´t worry... i´m using turkey and didn´t attack you... neither did you. so, consider that we had peace for one turn
        from now on, it´s war time.

        yes, it´s going to be a difficult, long war. like the real ww1.
        you should try to use lots of artillery and stacks with many units, and advance inch by inch
        btw, you as the scenario creater are very much in an advantage, since you know the tech tree better as well as the starting position of the units. But Turkey is much smaller and has fewer cities

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        • #49
          And about Alejandro's last point, (WW1 strategy) avoid fast movement. Move a bit and then fortify. Infantry is quite powerful and has a movement of two. An infantry can quite easily kill an unfortified infantry. FORTIFY all the time, my great ally

          Just play Russia in SP and play around with the cheat menu to understand the mechanics of the units and how to best use them Good luck!


          EDIT: Academia did not make this scenario. It is Jim Panse (Steph Sander) who did The tech tree is surprisingly simple in this scenario, so don't worry!
          "[A thoughtful Quote]" -Oscar Wilde

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          • #50
            preparing for the carnage...
            Attached Files
            South Atlantic Conflict v1.2 - Civ II Scenario
            Iron Curtain v1.1 - Civ II Scenario

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            • #51
              Hey guys, I just got a problem.. Last turn I built LOTS of barracks.. I mean a lot! Due to Dario's changing of the tech thing, I did not get Trench Warfare in the first turn but the second. I had no idea that this tech obsoletes all barracks! I lost a lot of money and time... Could I please, by using the cheat menu, create barracks in all the cities which just built one this turn (not the ones that didn't).. This doesnt disadvantage anybody, however, if it isnt done, it disadvantages me..
              "[A thoughtful Quote]" -Oscar Wilde

              Comment


              • #52
                Originally posted by Stalin II
                Hey guys, I just got a problem.. Last turn I built LOTS of barracks.. I mean a lot! Due to Dario's changing of the tech thing, I did not get Trench Warfare in the first turn but the second. I had no idea that this tech obsoletes all barracks! I lost a lot of money and time... Could I please, by using the cheat menu, create barracks in all the cities which just built one this turn (not the ones that didn't).. This doesnt disadvantage anybody, however, if it isnt done, it disadvantages me..
                mmm... won´t all of us suffer the same problem the moment we get the trench warfare tech?
                South Atlantic Conflict v1.2 - Civ II Scenario
                Iron Curtain v1.1 - Civ II Scenario

                Comment


                • #53
                  I built like 10-14 barracks and I lost a lot of money.. What if everybody is allowed to do this? I bet nearly all of you will suffer this, if not, I will give Trench Warfare tech and you will be allowed to rebuild your barracks
                  "[A thoughtful Quote]" -Oscar Wilde

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                  • #54
                    Academia and I just talked about this and this is what we thought out:

                    EVERYBODY who has barracks and will lose them due to the discovery of Trench Warfare will have the right to use the cheat menu to build barracks in all of those cities which lost it. An example:

                    I am the Ottoman Empire and I havent discovered Trench Warfare yet. I have built many barracks and I then discover the tech. All of my built barracks and existing ones are lost and I have to build them again, which slows down the PBEM. To make the game go on fluently, I will then use the cheat menu to create barracks in all the cities you have lost barracks in (this will be monitored).

                    Nobody loses or wins anything, just makes the PBEM go a bit faster
                    "[A thoughtful Quote]" -Oscar Wilde

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                    • #55
                      yep. trench warfare is the 'mobile warfare' original tech.
                      the same effect when you discover 'gunpowder', you sell automatically all barracks.

                      yes i guess this is the best solutionto cheat back the barracks sold.

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                      • #56
                        Well that is a majority vote (3 votes out of 5) so it shall be done I will play my turn today!
                        "[A thoughtful Quote]" -Oscar Wilde

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                        • #57
                          Make it 4 out of 5. I agree too.

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                          • #58
                            Erm.. I got a problem.. As you might know, to use the cheat menu you need to change the .net into .sav. I do that but then all the terrain stats go strange! I checked if it would go back if it would be a .net file, but no. It sticks. What I mean by terrain stats are like how much food a grassland produces etc. An example of this is that a forest (which normally has 4 shield) is 2 shields! It becomes the vanilla civ stats!
                            "[A thoughtful Quote]" -Oscar Wilde

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                            • #59
                              well then you must have commited a mistake when you started this scenario.

                              if you check in the stats ( see rules.txt WITH the scen ) you will see that forest produces 2 shields instead of 4. this mean that you set a game with double production factor at the beggining. but that only affects if we play under MP mode (Pbem), when you change to *.sav, it doesn't take effect.

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                              • #60
                                Of course! How the hell did I make this mistake, jesus! I wonder why I had the double production ticked anyways.. What have I done, crap... I think we might have to restart..

                                I have gotten double production for some things (I rushed most, so production doesnt affect that) and my tech rate has been massive due to increased trade. Also we all have managed our cities according to the doubled terrain stats.. There is one solution other than restarting: I get rid of the double production before starting the entente turn, thus giving me normal production and normal tech rate. This will then affect everybody. Is this OK? The only thing is that we have decieved by doubled production, food and trade.

                                What do you guys think? Option A or B?

                                A. Restart PBEM
                                B. Make the terrains normal before my turn but we all suffer from misleading information.
                                Last edited by Nilat; September 23, 2006, 19:22.
                                "[A thoughtful Quote]" -Oscar Wilde

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