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  • #16
    The industry idea was from Anstieg by John Petroski, so you should be asking him, not Captain Nemo. We will also do this in Aufstieg.
    Nicholas Crown
    http://forums.quantum9.com/cgi-bin/f...=10&LastLogin=
    The War of Civilization - An online Civilization text game.

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    • #17
      Okay, same question, JP, just with your name in place of Nemo's?

      (btw, sorry I keep on giving credit to Nemo for everything; he's just the first example of guys who use these that comes to mind.)
      sigs are for fools who havent said enough!

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      • #18
        That's interesting... 2194 Days of War came out long before Anstieg. I don't even know if John uses the "mining" improvement to create the industry? I haven't played Anstieg (It's for MPGE)

        It is possible that John and I had the same idea without copying eachother's.

        However, I don't really care about getting credit for an idea that's really not that original.

        For something better, make an industry "terrain" that can be created by the engineers then you have control over the production settings... Also the basic square could be industry (5 shields, 5 trade) and the special ressources could be a refinery (5 shields, 10 trade) and a steel mill (10 shields, 5 trade) for example... These could only be "terraformed" out of flat land, ie plains and grassland.
        That's if you have unused terrain slots available.

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        • #19
          You know nemo, I've done that before, I think I introduced it in GangWars, just not so complex.

          I was going to use it in Rising Sun (Now renamed to Kyokkou), until I came acrost a stroke of Genius (that will make the player's life just that much harder).
          [This message has been edited by DarthVeda (edited December 29, 1999).]

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          • #20
            What was that 'stroke of Genious'?
            sigs are for fools who havent said enough!

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            • #21
              You'll just have to wait till Feb/March to find out!

              Or jump on the Playtesting train when it comes around...

              Correction on the name... it will be called Kyokujitsu: Rising Sun

              I've finished a rough draft of the units.bmp file and am about to begin work on the Jul 1937-Apr 1938 rules file.
              [This message has been edited by DarthVeda (edited December 29, 1999).]

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              • #22
                Nemo: when's version 1.3 coming out? I'd sure love to play it right about now between my sessions of working on TRAFOTSU.

                DarthVeda: can you pencil me in for playtesting now? your scen sounds great...

                Everybody: HAPPY NEW YEAR!!
                [This message has been edited by Djugashvili (edited December 30, 1999).]
                sigs are for fools who havent said enough!

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                • #23
                  Djugashvili:
                  It's tough to decide on where I cut it off...
                  Right now what's ready is:
                  New 1941 AI strategy (More aggressive)
                  New units: Pz38t, Su-122 + multiple versions of some units "upgrading" automatically through the game.
                  New winter graphics for Soviet tanks (Thanks Kevin!)
                  Some other revised graphics.
                  Some revisions to map/cities (Still missing your notes on city locations)
                  Some changes to the events.
                  I have not worked much on the "third season" (Fall/Spring) yet, though Darthveda has and says it works. That would still require a lot more work (Like 8 new event files!) and I don't know if I'm up to it right now...

                  I'll gladly send you a "preview" copy of what's done to date, just let me know...

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                  • #24
                    Yeah, sure! That'd be great! I already got from you part 2 from an e-mail you sent not to long ago. I don't quite understand what I'm supposed to do with it though...
                    sigs are for fools who havent said enough!

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                    • #25
                      Okay, Nemo, I thought I'd give you a report on version 1.3, (I played a little today) so here it is:

                      -The first thing that jumps out at me was that during oct41, the computer notifies me there are too many units and I can't build anymore. This aborts production of critical AA batteries in Stalingrad and Leningrad, among other places. I know this can be fixed by just me killing a few units, but you can see what the problem would be if Leningrad didn't get those AAs in 1941... (I played on deity)

                      -I noticed the Pz38t Light Tank and the PzKwIII Panzer have identical stats. What's up with that?

                      -I also noticed you deleted a few coal mines near Ashkhabad and other towns that made good city spots. Why?

                      -Are we supposed to build minefields with the additional Labor Brigades in the cities? I never build minefields, and am often successful when I don't. Where should we build them that would really slow the Germans down? Or are we supposed to figure that out ourselves?

                      -The villages and the Stalin Lines: I figure they're there for an extra obstacle to slow the Nazis down, but if that's the case, they're not very good at it at all. What're they there for?

                      -I think the bribing problem is pretty serious now. They bribed a fortifed position in a fortress near Kharkov, and if that unit retains it's defensive value, it's going to be a hell of a time killing it later. The Germans also seem to be bribing more lately...

                      -And perhaps for a little flavor, couldn't you rename a few labels? Say, from 'gold' to 'ruble', and 'world' to 'The Front' or something? Do you know what I'm talking about? Might make it more interesting...

                      Everything else looks great, so long as the map gets fixed, which I suppose you plan on doing. I like the new Socialist Pragmatism wonder icon with Stalin on it, and those Wespes are a real pain in the ass...

                      Great Job!

                      [This message has been edited by Djugashvili (edited January 01, 2000).]
                      sigs are for fools who havent said enough!

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                      • #26
                        Good grief!
                        It's good that I get this feedback while I still can fix the problems! Thank you very much, Djugashvili.
                        I have never seen a problem with too many units before... I'll remove a few starting units in Western Germany (Which isn't threatened anyway)to avoid the problem.

                        The Pz38t was added for "historical accuracy reasons" at the request of Darthveda. PzKwIII and Pz38ts (Czech-made) were the backbone of the German Panzerdivisions in 1941. My reference books said that they were superior to PzKw-II and pretty much equal to PzKw-III... They dissappear by the winter of 1942-43 to make room for the Panther's in the spring of 1943.
                        (BTW, if I made them just a little weaker than the PzKw-IIIs, as I was going to, the AI disbands them because the PzKw-III is in the "Knight" spot which controls production of any other unit with move 2 or more)

                        Sorry, I deleted a few of the "ressources" that seemed out of place (Paper mill in the middle of impenetrable forest, sawmill alone in the middle of area of Taiga, full working coalmine 100's of miles from nearest road)
                        That was for realism, I didn't realize those were good spots for cities... But there are still a few prime spots for placing cities. left...

                        Minefields: Don't feel obligated to build them. I usually make a line of them between Leningrad and Narva and lay some around Stalingrad. They have a double bonus: If they have no roads on them units will stop as soon as they enter them (Except for "alpine" units) and the units that stop on the minefield defend at half strength so tough units like Panzergrenadiers, 88s and Karls are easy pickings in a minefield. I use them not really to "slow down the Germans" but to fortify cities that I refuse to lose. I pillage the roads in the Moscow minefields too and that forces the Germans into really bad attack positions.

                        The Stalin line is nothing but fluff. Historically, it was there but it got overrun within a week of Barbarossa. It just gives the human player the "illusion" that he has a line of defense to fall back to... Mean isn't it!

                        The villages are a new trick of mine for the German AI: Typically for an aggressive AI you would create new units in a succession of cities like Leningrad, Narva, Tallinn, Riga, Kaunas.
                        This would cause your reinforcements to show up in the closest city to the front as the Germans capture more and more cities. The move commands then "grabs" the units in each city and move then forward to attack the next. Well, this has a drawback because units created in cities often will immediately fortify themselves and your offensive stalls when the units stop moving forward. Creating them outside cities doesn't work because it would causes German units to show up far behind the Soviet lines, not very realistic... So here come the villages, stationary units "holding" the spot where future German reinforcements will appear. Until the Germans front units reach the spot and "dispatch" the village. I gave them double defense against air to avoid planes taking them out before the bulk of the German ground units get there.

                        How many unit bribes did you get? That is really a problem... That fortified position will eventually turn into "rubble" in a later part of the game. If the Germans bribe the Fortified batteries around Leningrad and Sevastopol it's really trouble as it really weakens the defense of those cities.

                        Great idea with Rubles and Front... I'll look through the Labels and Game files and see what else I can do.

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                        • #27
                          About the bribing: The Germans seem to be bribing things they didn't normally, such as a fortified Red ARMY unit. They also, of course, bribed the fortified partisan on a mountain, and some other hard-to-kill units. The changed text when they bribe a unit to the traitor thing is good, but it's kinda weird when ONLY the units with the best defensive position defect, at least in most cases.

                          Haven't yet bribed any of the batteries, but I'm sure they will. And I had to stop playing my current game because the too-many-units thing got very frustrating...

                          And I just remembered the most nit-picky thing in the world:
                          You know how, when they attack, the red guards sing a little of the Soviet Anthem? That anthem wasn't even heard until 1943, but red guards appear two years before that. How could they sing a song that has yet to be heard? FYI, the soviet anthem before that was the Internationale. (I'm not expecting you to do anything to fix this; I just thought I'd point it out )
                          [This message has been edited by Djugashvili (edited January 01, 2000).]
                          sigs are for fools who havent said enough!

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                          • #28
                            Djugashvili:

                            Fantastic that you picked that thing about the anthem up! Yes, it's a piece of the soundtrack from "the Hunt for Red Oktober" that is used. I like it better than the "Internationale" and it would be pushing it a little far to swap soundfiles too, wouldn't it?

                            I wonder why the unit limitation thing is showing up now... I didn't add a significant number of units since the last version... Maybe just too many German units created via events?

                            My latest game had an interesting first:
                            The Yugoslavian partisans really amounted to something! They captured Sarajevo and are using it as a base for further attacks against the Germans... The Germans are diverting significant numbers of tanks and planes to Yugoslavia...and having a tough time beating partisans fortified on mountain tops.
                            So I had to create a Yugoslavian/Barbarian flag for the cities.gif file... Do you know if it should be the same as the Post WWII flag.

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                            • #29
                              Yeah, I kinda figured you got the soundbite from The Hunt for Red October (That was a good movie). But I don't think it's necessary to switch the sounds midgame, unless you could find a good clip of the Internationale and it doesn't require any special attention to change it.

                              About the Yugoslav flag, were the Yugoslavians communist right after the war? I assume they were, and in that case I would suppose you should use the post-war flag. It was had red, white, and blue stripes with a red star in the middle, right? That would look pretty good. But the Yugoslavs never really contribute anything whenever I play.

                              Something HAS to be done about the unit thing, though. It is EXTREMELY irritating not being able to build additional units for several turns...

                              And did you read my post about the map? About the Italian Infantry? I think this would be a good idea because Italy did play a role in Barbarossa, right? I don't think it would be TOO hard to implement this, but it's your call.




                              [This message has been edited by Djugashvili (edited January 01, 2000).]
                              sigs are for fools who havent said enough!

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                              • #30
                                I got the flag right! Yes, Marshall Tito was the leader of the Partisans in Yugoslavia and then sole ruler of Yugoslavia from 1945 till his death when the country split up into the current messy disaster.

                                Yes something will be done about those units... It is the extra German units created by events to insure capture of all the key cities that is causing the trouble. I added 2 "create-unit" commands triggered on kills that cause a mass of new German tanks to be added to the game in 1941... They are the culprits! I will delete units to make room for them.

                                I am missing a slot for Italian infantry in the game...Something else would have to go for Italians to enter the game... and what about Bulgarians and Hungarians?

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