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  • Help for a new WW2 scenario

    Hi to everyone.
    I'm making a WW2 scenario; it doesn't pretend to be an outstanding one (like Red Front or Battle of Bulge), just a nice and humble hack'n slash scenario. I'm wandering if a collection of tips and concepts exists. I'd like to find an explanation of concepts like "Fuel" (Gotterdammer, Battle of Bulge), "Fortify" (in Gotterdammer motorized units cannot fortify, but create a fortress terrain instead) and so on. Any help would be much appreciated.
    B.T.W How can I create a working anti-tank gun?

    Thanks in avance for your help

  • #2
    Re: Help for a new WW2 scenario

    Originally posted by Justinianum
    B.T.W How can I create a working anti-tank gun?
    IMO, you can't
    Use combined arms formations instead (ie, battalions which included infantry, machine guns, mortars and AT guns).
    'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
    - Neal Stephenson, Cryptonomicon

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    • #3
      Re: Re: Help for a new WW2 scenario

      Originally posted by Case


      IMO, you can't
      Use combined arms formations instead (ie, battalions which included infantry, machine guns, mortars and AT guns).
      I've read that the X2 bonus vs. horses works only against units with 1 HP (and probably with a movement factor of exactly 2). I'm testing it, but I don't think I can make a balanced scenario with tanks with only 1 HP . Actually the AT gun in Red Front was intended as an offensive weapon.
      Thanks anyway

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      • #4
        If you use max move 2 units how long does the scenario last if you go from one side of the map to the other side.

        Even you can use higher roadmovement multipliers (for instance 1/10) to compensate the movement problem, another following problem will not solved.
        AI attack units will attack even the remaining movementpoints are 1/10, that means the attack factor is ridiculous. If you allow railroads experienced players, I have seen specialists building a 20 square RR (within Wartime!! 1000 km in reality) to the Capital of the enemy within 1 turn and make a rush

        You should create units the "AI" can also handle.

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        • #5
          Originally posted by Thoddy
          If you use max move 2 units how long does the scenario last if you go from one side of the map to the other side.
          Not so much, but slow units aren't funny

          You should create units the "AI" can also handle.
          Do you know which kind of units the AI can't handle? I've noticed that a Torpedo Bomber doesn't work (the AI trys to bomb cities instead of ships).

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          • #6
            I think the best AI solution is using a airunit with sub and rocket flags.

            the sub flag prevents this unit from being used against land units. The rocket flag allows AI to attack every possible target within range from every city even this unit is not positioned in the nearest city to this target.
            The rockets "warps" from every city to target and attacks.

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            • #7
              Originally posted by Thoddy
              I think the best AI solution is using a airunit with sub and rocket flags.

              the sub flag prevents this unit from being used against land units. The rocket flag allows AI to attack every possible target within range from every city even this unit is not positioned in the nearest city to this target.
              The rockets "warps" from every city to target and attacks.
              Nice idea; I'll make some test. Thanks a lot for help

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              • #8
                Re: Help for a new WW2 scenario

                Originally posted by Justinianum
                I'd like to find an explanation of concepts like "Fuel" (Gotterdammer, Battle of Bulge), "Fortify" (in Gotterdammer motorized units cannot fortify, but create a fortress terrain instead) and so on. Any help would be much appreciated.

                Thanks in avance for your help
                he used settler units for tanks but forbid you to improve terrain or build new cities via 'house rule'.
                .
                This is a link to...The Civilization II Scenario League and this is a link to...My Food Blog

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                • #9
                  Re: Re: Help for a new WW2 scenario

                  Originally posted by kobayashi


                  he used settler units for tanks
                  Actually I guessed it, but I thought that it was only possible to have settlers in the first 2 unit spots

                  but forbid you to improve terrain or build new cities via 'house rule'.
                  I thought it was possible to disable some menu options via game.txt: am I wrong?

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