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Red Storm - The Cold War Gets Hot (scenario development)

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  • Originally posted by GhostOfDisco View Post
    Actually, the PASGT helmet was in use as early as Grenada.


    And it was also worn in Panama:

    My memory must be slipping on me....I probably must have been thinking of either the Security Forces(Security Police at the time) and the MAA Rate, and the Guard still using the M1.

    Officially the PASGT replaced the M1 in '85.
    Please put Asher on your ignore list.
    Please do not quote Asher.
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    • It's OK, we all forget things.

      Anyway, I redid the rules and such, and have finished the initial NATO land unit placement (the active units - not the garrison/reserve/militia units that come later) and discounting the Police units, the NATO player begins with 68 land units ready for maneuver - a much lower number than the "monster unit roster" I feared! I'll need to do the air force, navies and all that, not to mention the WarPac forces, but still...
      The Ghost of the Disco is ... your mastermind, your mastermind!
      2013: A Union Divided|John III Sobieski|Red Storm

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      • So, what should the "Library," "University" and "Research Lab" improvements be (since reinforcements takes the role of "research" in this scenario), and where should they be placed?
        The Ghost of the Disco is ... your mastermind, your mastermind!
        2013: A Union Divided|John III Sobieski|Red Storm

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        • Library:Field Combat Service Support
          University: Combat Service Support Center
          Research Center: Proving Ground
          Please put Asher on your ignore list.
          Please do not quote Asher.
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          • Thanks. Did a unit count of my "active" NATO units in Europe and this is what I got:
            M113: 21
            Bradley: 2
            AMX-10: 3
            Marder: 4
            Artillery: 11
            AMX-30: 11
            Leo I: 3
            Challenger: 3
            Leo II: 5
            Abrams: 2
            Arm. Cav.: 2
            Foreign Legion: 1
            Infantry: 25
            Airborne: 4
            Marines: 1
            Mtn. Infantry: 3
            Helicopter: 10
            F-4: 4
            F-16: 10
            Hornet: 2
            Tornado: 7
            F-104: 8
            Mirage III: 1
            Mirage FI: 5
            Mirage 2000: 1
            A-10: 1
            F-111: 1

            Think it's too much? I've tried balancing unit accuracy with minimal numbers, and I haven't even gotten to Iceland or the North American mainland (to say nothing of the militia/reserve/Home Guard units, as I haven't gotten to those yet...)
            The Ghost of the Disco is ... your mastermind, your mastermind!
            2013: A Union Divided|John III Sobieski|Red Storm

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            • I've been working on unit placement and whatnot, and I'd thought I like to give you a preview of what's in store:

              Germany, East and West- soon to be the center of the Storm!
              The Ghost of the Disco is ... your mastermind, your mastermind!
              2013: A Union Divided|John III Sobieski|Red Storm

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              • Say, how will you represent West Berlin, or will you just assume it gets unceremoniously overrun at the start? I notice you just have a WarPac 'Berlin' on the map.

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                • Berlin, while under WarPac control, is "garrisoned" by several NATO units. As several people have mentioned, the NATO troops stationed in West Berlin were ordered to "dig in" in the city and prevent Red military traffic through the city. So, if as a WarPac player you want to transit units through the German capital, you'll have to fight the NATO units there first.

                  I think the "WarPac-run, NATO-garrisoned" split conveys the division of Berlin pretty well. What do you think?
                  The Ghost of the Disco is ... your mastermind, your mastermind!
                  2013: A Union Divided|John III Sobieski|Red Storm

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                  • I think that's a neat idea, actually, and should work quite nicely, especially if you give Berlin city walls (or whatever you call them in this scenario).

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                    • Great idea
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                      • Did some playtesting earlier today and noted several problems:
                        1. Some of the planes (such as the F-16, F-15, Tornado) can only move one square per turn, despite their movement rates being set much higher. Why is that?
                        2. At least one air unit - the F-16 - can be attacked by non-air units that don't have the anti-air flag. Why is that, and how can it be repaired?

                        Feel free to note any other errors you find.
                        Attached Files
                        The Ghost of the Disco is ... your mastermind, your mastermind!
                        2013: A Union Divided|John III Sobieski|Red Storm

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                        • Did a little bit of playtesting, and I don't know why, but even though (I think) the stats seem all right, certain planes will only move one square per turn.

                          Here are some of them. Any clue as to why they aren't moving properly?
                          Code:
                          F-16 Falcon,       nil, 1, 28.,2, 45a,20d, 4h,6f,  6,0,  2, nil, 010000010001001
                          F-15 Eagle,        nil, 1, 25.,2, 55a,22d, 4h,6f, 16,0,  2, nil, 010000010000001
                          F/A-18 Hornet,     nil, 1, 22.,2, 45a,20d, 4h,6f,  5,8,  4, nil, 010000010000001
                          F-14 Tomcat,       nil, 1, 20.,2, 53a,22d, 4h,6f,  6,0,  0, nil, 010000010000001
                          The Ghost of the Disco is ... your mastermind, your mastermind!
                          2013: A Union Divided|John III Sobieski|Red Storm

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                          • I love Cold War scenarios. Can't wait to play this one!

                            One thing I always disliked in these things is how small the Nuclear Arsenals are.

                            In First Strike each faction has around ten(or less maybe) bombs.

                            Also that all units are clumped up inside cities. Not often you see masses of fully armed soldiers with armor and heavy artillery inside western cities I think.

                            Edit: Is there a beta out yet?
                            Last edited by gvari7; July 26, 2010, 18:57.

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                            • Bump.

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                              • Originally posted by GhostOfDisco View Post
                                Did a little bit of playtesting, and I don't know why, but even though (I think) the stats seem all right, certain planes will only move one square per turn.

                                Here are some of them. Any clue as to why they aren't moving properly?
                                Code:
                                F-16 Falcon,       nil, 1, 28.,2, 45a,20d, 4h,6f,  6,0,  2, nil, 010000010001001
                                F-15 Eagle,        nil, 1, 25.,2, 55a,22d, 4h,6f, 16,0,  2, nil, 010000010000001
                                F/A-18 Hornet,     nil, 1, 22.,2, 45a,20d, 4h,6f,  5,8,  4, nil, 010000010000001
                                F-14 Tomcat,       nil, 1, 20.,2, 53a,22d, 4h,6f,  6,0,  0, nil, 010000010000001
                                Sorry for the late response, but what's that flag in the middle there, 8 spaces from the left? I don't have Civ2 on this computer to check, but if you accidentally (or otherwise) hit the carrier flag--that flag is somewhere in the middle, I know--there's your problem. Planes with carrier will only move one space; the game sees them moving into a square occupied by a carrier unit (ie themselves), and abruptly has them "land," ending their turn. I imagine that, as they're "resting" on themselves, that would make them attackable as well. But I haven't tested or anything.

                                Also, I take it you haven't set up the roles, build-cost and carry slots yet? I can't see why you'd give the hornet the transport role and 8 slots, when air units AFAIK can't carry anything at all.
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