This thread is for testing and bug reporting for the Alamo scenario (MT V). If you're wanting to hold out till we get it properly balanced and thoroughly tested, this is NOT the thread for you! This is the thread for those brave souls who don't mind slogging through the same first turn over and over again to make sure the AI puts up a good fight!
Will be posting the bic in its current form when I get home tonight, but here's some information those who have volunteered can ponder till then, and some instructions regarding the first turn:
1) All forms of government save for Rep and Dem have been moved to a tech called "Gov Tech" which the AI civs have at game start. This is a no era tech assigned as a bonus, which keeps the human player from selecting anything but Demo or Rep.
2) All AI civs have been set to begin in Monarchy, have Monarchy as their preferred government, and Monarchy itself has been modified to allow the AI 12 free (no support) units per city, regardless of size.
3) All AI Civs have been set to maximum aggressiveness, and further, set to "build often" offensive land, naval, and air units.
****
Scenario Instructions for turn one
In order to keep true to the game's stated objectives (and make things painfully hard for the American player), use the following script for turn one of the game. This will be what I'll be doing when we get the scenario fully tweaked and perfected, save at the end of the first turn, and post the file for downloading:
1) Download the bic and place in your civ3 scenarios folder. Fire up Civ3, click "load scenario" and choose the Alamo.bic.
2) Go get a drink and some munchies, and make yourself comfortable....the file takes a LONG time to initialize (so many units, I'm thinking).
3) Go through and set production in all cities to something besides warriors. Doesn't matter what, just make sure it's modern. The players will want to do their own production anyways, what we don't want is to hand them a fistful of warriors off the cuff!
4) You will note that each civ has a galley sitting near some of your units. Contact the civs via these galleys, in this order, and with these trades:
a) Russia - Trade gems for their world map.
b) Germany - Trade contact with Russia for their world map
c) Japan - Trade contact with Russia and Germany for their world map
d) China - Trade contact with Russia, Germany, and Japan for their world map.
In this way, all our enemies wind up knowing about each other, and can communicate/trade freely.
4) Plant spies. I have found best success by planting spies in the following order, but it may not matter:
Russia, Japan, China, Germany.
5) Declaration of war: You will note that each nation has a galley sitting in range of some of your subs. Attack each nation's galley with subs to start the war. Note that these four subs are the ONLY naval units you may use on the first turn, and ONLY to attack enemy galleys. Leave them where they sit, after the battles.
6) Place all F-15's on air superiority missions. No other planes may take any action on turn one.
All other forces stand down (space bar).
Depending on the random number seed, you may or may not lose one of the forts on the Russian front, but you will certainly lose one on the German front. After that first turn, the game can be played out any way you like....that first turn is more of a "game setup" turn to get us in the war, and make sure that the baddies get to draw first blood.
-=Vel=-
Will be posting the bic in its current form when I get home tonight, but here's some information those who have volunteered can ponder till then, and some instructions regarding the first turn:
1) All forms of government save for Rep and Dem have been moved to a tech called "Gov Tech" which the AI civs have at game start. This is a no era tech assigned as a bonus, which keeps the human player from selecting anything but Demo or Rep.
2) All AI civs have been set to begin in Monarchy, have Monarchy as their preferred government, and Monarchy itself has been modified to allow the AI 12 free (no support) units per city, regardless of size.
3) All AI Civs have been set to maximum aggressiveness, and further, set to "build often" offensive land, naval, and air units.
****
Scenario Instructions for turn one
In order to keep true to the game's stated objectives (and make things painfully hard for the American player), use the following script for turn one of the game. This will be what I'll be doing when we get the scenario fully tweaked and perfected, save at the end of the first turn, and post the file for downloading:
1) Download the bic and place in your civ3 scenarios folder. Fire up Civ3, click "load scenario" and choose the Alamo.bic.
2) Go get a drink and some munchies, and make yourself comfortable....the file takes a LONG time to initialize (so many units, I'm thinking).
3) Go through and set production in all cities to something besides warriors. Doesn't matter what, just make sure it's modern. The players will want to do their own production anyways, what we don't want is to hand them a fistful of warriors off the cuff!
4) You will note that each civ has a galley sitting near some of your units. Contact the civs via these galleys, in this order, and with these trades:
a) Russia - Trade gems for their world map.
b) Germany - Trade contact with Russia for their world map
c) Japan - Trade contact with Russia and Germany for their world map
d) China - Trade contact with Russia, Germany, and Japan for their world map.
In this way, all our enemies wind up knowing about each other, and can communicate/trade freely.
4) Plant spies. I have found best success by planting spies in the following order, but it may not matter:
Russia, Japan, China, Germany.
5) Declaration of war: You will note that each nation has a galley sitting in range of some of your subs. Attack each nation's galley with subs to start the war. Note that these four subs are the ONLY naval units you may use on the first turn, and ONLY to attack enemy galleys. Leave them where they sit, after the battles.
6) Place all F-15's on air superiority missions. No other planes may take any action on turn one.
All other forces stand down (space bar).
Depending on the random number seed, you may or may not lose one of the forts on the Russian front, but you will certainly lose one on the German front. After that first turn, the game can be played out any way you like....that first turn is more of a "game setup" turn to get us in the war, and make sure that the baddies get to draw first blood.
-=Vel=-
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