I am creating a new WW2 scen for ToT.
I need some help
There are lots of things to do
But my english is so bad to create the textfiles in a good context.
At this time I use most of the graphics from Europe in flames(I am a lousy graphics designer)
but rules are changed completly.
I am trying to create a all civ playable game.
Its an very early Beta - unplayable at this time
Features:
-New Map 20.000 squares (somebody interested- Most parts (Europe) taken from Ansteig map- bigger atlantic and some parts of US-eastcoast)
-Begin July 1939
-About 250 cities
last night I worked about 4 hours only to change citysizes, Terrain improvements not included at this time.
-Tech path taken from extended original game with some changes
techs beginning with z should first techs researchable in the szen following techs will be renamed
-Manhattan Project included, mass production of A-Bombs should be prevented thru event take technology-collapse
-Civ individual unitssets for the main civs Axis, Allies, Soviet.(I use only 1 set for the complete war)
Another set for Spain, Neutral, Neutrals(Barbarian), Turkey, France
4 generations of Infantry.
5 generations of Tanks
4 generations of Artillery
2-3 generations of fighters
2-3 generations of bombers
3 generations of subs (Axis only) only speed abilities increased
Units are not historical in their strenght but designed to create a challenge for the player
fine tuning when game testing
newer generations 50% stronger than the older ones to keep Sun Tzu (soviet wonder) working properly
All types of units has individual weaknesses and strenghts.
(I dont like the allround attack/defense Killer - mostly Tiger II
-Use spies as recon units. you can buy units from the neutrals, turks, spanish, french to get an better reputation to this civs(event). City bribes are not allowed for human
-Naval Warfare- use a second map layer for hiding submarines (hope this works). Use Torpedos and depth charges as naval weapons - naval units has low attack/def strenghts to prevent ongoing sea based attacks. Torps. and Depth charges will be produced through events.
naval Warfare should be hunting transportsships and subs.
-To get a challenging gameplay human players only get monarchy/republik (Axis, Allies, Soviet), because gameengine is not able to manage big civilisations as good as a human player. So the human player has a economic penalty through the government
All AI player gets all possible governments through event.(negotiation event)
France, Neutral, Turk, Spanish civs has all forms of governments from the beginning.
somebody interested
Thoddy
mail: Thoddyx@web.de
I need some help
There are lots of things to do
But my english is so bad to create the textfiles in a good context.
At this time I use most of the graphics from Europe in flames(I am a lousy graphics designer)
but rules are changed completly.
I am trying to create a all civ playable game.
Its an very early Beta - unplayable at this time
Features:
-New Map 20.000 squares (somebody interested- Most parts (Europe) taken from Ansteig map- bigger atlantic and some parts of US-eastcoast)
-Begin July 1939
-About 250 cities
last night I worked about 4 hours only to change citysizes, Terrain improvements not included at this time.
-Tech path taken from extended original game with some changes
techs beginning with z should first techs researchable in the szen following techs will be renamed
-Manhattan Project included, mass production of A-Bombs should be prevented thru event take technology-collapse
-Civ individual unitssets for the main civs Axis, Allies, Soviet.(I use only 1 set for the complete war)
Another set for Spain, Neutral, Neutrals(Barbarian), Turkey, France
4 generations of Infantry.
5 generations of Tanks
4 generations of Artillery
2-3 generations of fighters
2-3 generations of bombers
3 generations of subs (Axis only) only speed abilities increased
Units are not historical in their strenght but designed to create a challenge for the player
fine tuning when game testing
newer generations 50% stronger than the older ones to keep Sun Tzu (soviet wonder) working properly
All types of units has individual weaknesses and strenghts.
(I dont like the allround attack/defense Killer - mostly Tiger II
-Use spies as recon units. you can buy units from the neutrals, turks, spanish, french to get an better reputation to this civs(event). City bribes are not allowed for human
-Naval Warfare- use a second map layer for hiding submarines (hope this works). Use Torpedos and depth charges as naval weapons - naval units has low attack/def strenghts to prevent ongoing sea based attacks. Torps. and Depth charges will be produced through events.
naval Warfare should be hunting transportsships and subs.
-To get a challenging gameplay human players only get monarchy/republik (Axis, Allies, Soviet), because gameengine is not able to manage big civilisations as good as a human player. So the human player has a economic penalty through the government
All AI player gets all possible governments through event.(negotiation event)
France, Neutral, Turk, Spanish civs has all forms of governments from the beginning.
somebody interested
Thoddy
mail: Thoddyx@web.de
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