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In Progress Scenario: Operation Barbarossa (feedback welcome)

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  • In Progress Scenario: Operation Barbarossa (feedback welcome)

    Hello once again people.

    As I have mentioned in a few posts, I am currently working on an Operation Barbarossa scenario.

    For those who are not aware of Operation Barbarossa, it’s the codename given to the invasion of the Soviet Union by Nazi Germany during WW2.

    Whilst scenarios can be very complicated to make, most people will be very aware of the size of “things” that need to go into this scenario. The original inspiration for my scenario was the Civ2 scenario called Red Front which was done by a couple of guys called Alex and Captain Nemo (if memory serves me correctly).

    Whilst I am progressing slowly, I have come to the stage where I need some input on certain things (units, techs, improvements, resources). Below is a list of things completed, things that need to be done and finally things that can’t be done until the editor is upgraded.


    THINGS DONE
    Actual map (shape, coast line and land mass)
    Half of the units (using Civ2 units from Red Front - not animated and face only in one direction to keep size down for downloading)
    Almost finished all unit stats, but they are up for review
    City placement
    Terrain graphics (using Sn00py and Zed’s files – thanks for giving the community great terrain)

    THINGS TO DO
    Finish unit graphics
    Governments
    Terrain information
    Techs (please help out with these. If you can suggest things that relate to the units below then please post)
    Unit placement
    City configuration (size and improvements)
    Resources on map (if anybody knows where certain things go then please suggest).
    Improvements, small wonders and wonders relevant to scenario)

    THINGS THAT CANT BE DONE YET (Hopefully rectified in next patches/PTW)
    City objectives
    Scripting (not really necessary but would add twists to the game)
    Diplomacy locks (stay at war throughout the game and don’t change status)
    Ability to stop razing cities (you don’t wont Germany wiping Moscow of the face of the map!!)


    Below are some specs of the game

    UNITS

    German units
    Wehrmacht Infantry (offensive)
    Wehrmacht Garrison Troops (defensive)
    Waffen SS (foot version)
    Panzergrenadiers
    PzKpfw I
    PzKpfw II
    PzKpfw III
    PzKpfw IV
    PzKpfw V Panther
    PzKpfw VI Tiger
    PzKpfw VI Tiger
    PzKpfw VI King Tiger
    StuGIII
    JGdPz Hetzer
    JGdPz Panther
    JGdPz Elefant
    Marder
    Hummel
    German Flak Gun
    German Flak Wagon
    88cm AT Gun
    German AT Gun (smaller version)
    German Towed Artillery
    Heavy Rail Gun (Sevestapol seige weapons)
    Volksstrum
    Me109 Fighter
    Fw190 Fighter
    Ju87 Dive Bomber
    Me262 Jet Fighter
    Me110 Fighter Bomber
    He111 Bomber
    Ju88 Bomber
    German Transport Truck (pending)

    Soviet Units Soviet
    Red Army Infantry (offensive)
    Red Army Guard (defensive)
    Red Army Motor Infantry
    Red Army Shock Troops
    Cossacks
    Soviet Marines
    T26
    T28
    KV1
    T34-76
    T34-85
    JSII
    SU122
    SU152
    Katyusha Rocket Launchers
    Soviet Towed Artillery
    Soviet AT Gun
    Soviet Flak Gun
    I-16 Fighter
    LA-5 Fighter
    Yak-9 Fighter
    IL-2 Fighter
    PE-2 Bomber
    Soviet Transport Truck (pending)

    STRATEGIC RESOURCES
    Oil
    Ferrous Metals (replace Iron)
    Chemicals (should this replace gunpowder)
    Synthetics (replaces rubber)
    Horses
    Aluminium (what was the WW2 equivalent??? – Bauxite I think)
    Uranium (does a east front scenario need this – I don’t want nukes spoiling the scenario)
    Coal
    Ivory (not strategic but is used to disable things in the game as it does not appear on the map but is a prerequisite for units, jobs, improvements and so on).

    That’s all that comes to mind for now. I will try and post a CivStat excel spreadsheet with further information as things develop.
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