I've just downloaded this - I don't know how it plays yet but it looks fantastic. I'm holding off starting it at the moment as I just want to confirm the difficulty level - is it really meant to be played on the easiest difficulty level? It seems to be designed for it as starting on Deity puts a lot of your cities in civil disorder.
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American War of Independence - Creation Thread
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@McMonkey and Our_man:
Great to hear, I´m sure you will have fun with this scenario. Please play with Cornwallis and Co. and let me know how the things works. I played yesterday until 1780 and conquered complete Southern colonies and some part of NewYork and New Jersey.
I always played on difficult Colonel or higher. I´ve to change it in the text file. Please don´t play on easiest level. I don´t think that it is really funny.
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Originally posted by civ2units View PostHm, I didn´t know that I only have 31 flags for all civs. I always thought that each civ had 31 flags. I think I have to make a new event file with the correct flags for all civs.
Originally posted by civ2units View PostYou wrote that I´ve to look to the order of the events.
1. Turn
2. TurnInterval
3. RandomTurn
4. ReceivedTechnology
5. CheckFlag
They are also checked in the order they are listed in the events file (obviously), ie, the game will first check all of the Turn triggers in the order they're listed, then all of the TurnInterval triggers, etc. Therefore, order becomes important when you're dealing with triggers of the same type.
In the following simple example, the text will be displayed on turn 1, but if I switch the order of the last 2 events, the text will be displayed on turn 2 because the state of flag 1 is checked before it's turned on.
Code:@IF Turn turn=1 @THEN Flag continuous who=Americans state=on flag=0 @ENDIF @IF CheckFlag who=Americans flag=0 state=on @THEN Flag continuous who=Americans state=on flag=1 @ENDIF @IF CheckFlag who=Americans flag=1 state=on @THEN Text American Flag 1 is on. EndText @ENDIF
Originally posted by fairline View PostHave you tried Mercator's events checking utility?
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Stellar art as always Gareth
Originally posted by Catfish View PostMercator created an events-checking utility?Sea Kings TOT
Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!
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Originally posted by EZRhino View PostStellar art as always Gareth
Not that I know of. Mercator did make a usefull little tool to check for loops or misspellings of technologies in the rules.txt, which incidentally is where I'd bet the problem here is.
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It wasn´t anything wrong with the rules, when I disabled the events, everything worked fine. I think the event file was too big (about 87 kb). Also I doubled the Southern Campaign within the events.
One time the report.txt showed me the following message at the end:
@IF found - creating new event structure
WARNING - SCENEVNT HEAP GET FAILURE
Failed to create new event structure
I don´t really know what this mean.
During my own playtest I noticed that some events at the end of the scenario doesn´t work. Or I deleted them before. Anyway I will post new ones next weekend. If you find anything curious or have any suggestions please let me know. I will include it in the new version.
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Originally posted by civ2units View Post@McMonkey and Our_man:
Great to hear, I´m sure you will have fun with this scenario. Please play with Cornwallis and Co. and let me know how the things works. I played yesterday until 1780 and conquered complete Southern colonies and some part of NewYork and New Jersey.
I always played on difficult Colonel or higher. I´ve to change it in the text file. Please don´t play on easiest level. I don´t think that it is really funny.
Also, even playing on Colonel the city of London starts off in civil disorder.STDs are like pokemon... you gotta catch them ALL!!!
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Originally posted by our_man View PostI've just played it until about 1780 myself now and I'm enjoying it a lot. Short of another batch of elite British unit reinforcements, I don't think I will have sufficient strength to take Philadelphia - Washington is holed up in there. Ditto Salisbury, which is defended by Continental Lines. The Americans have no presence left south of the Annapolis-Winchester line and nothing north of Valley Forge - with the exception of their forces still attacking Saratoga. Their losses here have phenomenal. I think it's a bit unrealistic for the Saratoga attack to be continuing considering their nearest base is Valley Forge - perhaps there is some way to stop this attack once New England has been secured by the Redcoats?
With the Saratoga Campaign I will fix it, Americans will only get some turns reinforcements. Otherwise they will continue the attack until you've conquered every city.
If you conquered Valley Forge until Nov 1777 and hold it about one year the Americans won´t get their Continental Army tech which allows them to build Continental Line and Dragoons, the most powerfull units for the Americans.
Do you have any siege mortars, maybe they can help you bombing away Washington and his Army out of Philadelphia.
Originally posted by our_man View PostAlso, even playing on Colonel the city of London starts off in civil disorder.
I´m completing the missing events for the Southern Campaign, to make life for the Brits more difficultly.
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My first attack on Charleston was successful. I should also point out that I managed to hold onto Boston (just) through a combination of 80% luck and 20% skill at the beginning of the scenario. It's hard to gauge the effect of reducing British reinforcements in the South - your British regular army units are the key to advancing and taking away too many of these may leave the player unable to progress beyond certain cities. For example, I've reached a deadlock in the central theatre at Philadelphia because my remaing soldiers are just not good enough to launch an offensive with.
One other suggestion I have is to make the statistics of every unit visible in the civilopedia, even the unbuildable ones. I don't think I need to explain how - from what I gather is a first scenario you already know the ins and outs of Civ 2 very well!
As for Siege Mortars, I'm afraid these have never made an appearance in my game. How do they arise?
Currently in August 1780 - Alexandria and Annapolis have been captures, although American patriots have now started to conduct sabotage operations in the Southern colonies to undermine my war effort...STDs are like pokemon... you gotta catch them ALL!!!
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Originally posted by our_man View PostMy first attack on Charleston was successful. I should also point out that I managed to hold onto Boston (just) through a combination of 80% luck and 20% skill at the beginning of the scenario. It's hard to gauge the effect of reducing British reinforcements in the South - your British regular army units are the key to advancing and taking away too many of these may leave the player unable to progress beyond certain cities. For example, I've reached a deadlock in the central theatre at Philadelphia because my remaing soldiers are just not good enough to launch an offensive with.
If your first attack on Charleston failure, you will get a second chance in 1780. I´m afraid that the game could be too easy if I give the player more reinforcements. I think that the value of units is balanced. You need the Southern army to protect the cities. Maybe I would build the British Legion (after you successfully conquered New York ) in the occupied cities and then leave my regular units to support the army. For attacking the cities use first Artillery, then Grenadiers if possible. Don´t use Dragoons, I loosed them all by attacking American cities. For Philadelphia you should get additional units, should I give them also one Artillery unit?
Originally posted by our_man View PostOne other suggestion I have is to make the statistics of every unit visible in the civilopedia, even the unbuildable ones. I don't think I need to explain how - from what I gather is a first scenario you already know the ins and outs of Civ 2 very well!
Originally posted by our_man View PostAs for Siege Mortars, I'm afraid these have never made an appearance in my game. How do they arise?
Originally posted by our_man View PostCurrently in August 1780 - Alexandria and Annapolis have been captures, although American patriots have now started to conduct sabotage operations in the Southern colonies to undermine my war effort...
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Played as the Brits on King level and, boy, is it hard. Initially was successful in defending Boston but eventually got kicked out. Also made a good amount of progress in the South, but having problems while heading north through N. Carolina and Virginia. It should also be noted that it seems impossible to take Philadelphia from New York - the four spaces between Trenton and Philly mean that they Continentals will take your artillery once you try and move it into position facing the city...
Have t go - but I do look forward to the American events!The Ghost of the Disco is ... your mastermind, your mastermind!
2013: A Union Divided|John III Sobieski|Red Storm
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Originally posted by EZRhino View PostMercator did make a usefull little tool to check for loops or misspellings of technologies in the rules.txt, which incidentally is where I'd bet the problem here is.
Originally posted by civ2units View PostOne time the report.txt showed me the following message at the end:
@IF found - creating new event structure
WARNING - SCENEVNT HEAP GET FAILURE
Failed to create new event structure
I don´t really know what this mean.
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Originally posted by GhostOfDisco View PostPlayed as the Brits on King level and, boy, is it hard. Initially was successful in defending Boston but eventually got kicked out. Also made a good amount of progress in the South, but having problems while heading north through N. Carolina and Virginia. It should also be noted that it seems impossible to take Philadelphia from New York - the four spaces between Trenton and Philly mean that they Continentals will take your artillery once you try and move it into position facing the city...
Have t go - but I do look forward to the American events!
Maybe I will put on every square between Philadelphia and Trenton a fortress.
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Originally posted by Catfish View PostThat'd be Civ2Tech.
That means you've run out of events memory. The earlier crash occurred because you'd overshot your events memory by a long way. Keep pruning events until the last line in the report file displays the remaining heap space. Then you're going to need more space for all of those Delayed events. Each Delayed event requires 284 bytes spare. If you don't have it, they won't work. You've got large blocks of text in there. They take up space. You've also got a lot of double-trigger (@AND) events. They count as two events in memory. Combine double-triggers with big blocks of text and that's a lot of space taken up by strings. You could restructure many of those using flags. Much more economical.
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You've got more than that. You've just got to be careful when using the same flag number with multiple tribe values. In my WotR scenario I used 93 (out of 7 x 32 = 224) flags.
I hadn't looked at your events file since last year, so my last post was based on what I'd read in the thread plus my memory of the older version. Looking at the latest version I see you've got plenty of events space (24339 bytes) left, so you don't need to go about deleting text. You've got 22 Delayed events, each of which can occur only once. Assuming that all 22 could potentially run simultaneously, that would mean you need 22 x 284 = 6248 bytes spare. If you start running out of room, you could probably replace a bunch of those with Delayed Flag action events. For example, 4 Delayed events are triggered when Fort Ticonderoga is destroyed. Instead of using 4 Delays, you could use a single Delayed event that turns on a flag 5 turns later. When the flag is switched on, the American units are created. You'd then have 1 Delayed event + 4 others instead of 4 Delayed events.
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