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[CREATION] How do you think a WW II Era only units would work?

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  • #16
    Originally posted by Grandpa Troll View Post
    Historical is good, However, if anyone chooses America, they win, Great Britain they win

    Germany they lose

    Japan they lose

    That was aproblem in several scenarios in CIV III Conquests I noted

    Too strong of an alliance by many gave Germany no chance which of course kind of ucked if you wanted to be Germany and then knew come early 1944 you were done for period.

    Just sharing as for the Historical aspect.
    Exactly, that is why balance should come first. Germany and Japan will start with (generally) stronger forces and positions, but the Allies will have greater resources to use, if given time.

    But as for settlers yes i say make an obsolesence advance, where after say a certain year you can not build them or advamnce
    I think Settlers will have to be obsoleted or prevented with slic anyway, to stop the neutral AI cities building them.

    Maybe each city comes with a Mill and factory or just a factory but a powerful factory to turn out units
    Right now I have put buildings you would expect in each city, depending on size or importance in the war. There is still buildings left to build in each city though, and they'll be plenty to build once the bombarding and capturing starts, which will destroy more buildings.

    China,America and Britain all fought against the Japanese in the Chinese-Burmese-India theatre of War

    So historically, China would need to be grouped with the Allies, correct?
    Yep.

    Hopefully the scenario can be played in any way though. For example if it's played with a different human for each nation, perhaps the Soviet Union will sign a cease-fire with the Germans and attack China. Of course if China get's sandwiched between the SU and Japan it should be screwed, but for balance purposes they should be able to hold out for a long time against one of them.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

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    • #17
      Sounds great so far Brother!
      Hi, I'm RAH and I'm a Benaholic.-rah

      Comment


      • #18
        Yes, sounds good Maq! I like your approach.

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        • #19
          I so would love to be the Russians!

          In many games The Tsar Trollnika rules The Motherland
          Hi, I'm RAH and I'm a Benaholic.-rah

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          • #20
            Just need to place the units and trade routes now.

            I won't make any trade routes between allies at the start of the game, in case the players want to play it a different way. But I will place certain goods so extra monopolies can be created with your allies if the game goes that way (these routes will ideally need defending though). This way no ones trade income will be screwed, and the game can be balanced easier.
            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
            CtP2 AE Wiki & Modding Reference
            One way to compile the CtP2 Source Code.

            Comment


            • #21
              Originally posted by Maquiladora View Post
              Just need to place the units and trade routes now.

              I won't make any trade routes between allies at the start of the game, in case the players want to play it a different way. But I will place certain goods so extra monopolies can be created with your allies if the game goes that way (these routes will ideally need defending though). This way no ones trade income will be screwed, and the game can be balanced easier.
              Awesome!
              Hi, I'm RAH and I'm a Benaholic.-rah

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              • #22
                Everything is in place, now I just need to test the balance some more, and check it stays stable.
                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                CtP2 AE Wiki & Modding Reference
                One way to compile the CtP2 Source Code.

                Comment


                • #23
                  Originally posted by Maquiladora View Post
                  Everything is in place, now I just need to test the balance some more, and check it stays stable.
                  Looking forward!
                  Hi, I'm RAH and I'm a Benaholic.-rah

                  Comment


                  • #24
                    Seems to be quite stable. The balance is OK, but I'm sure with further testing improvements can be made. So now I need a volunteer or two to test it with me.

                    If you can play at least a turn a day that would be good. The turns will be long from the start but the game won't last long, I'm guessing 5-10 turns to get a good test, maybe between 10-20 for a full game, but we may not play it all the way if changes are needed.

                    I'll be playing as the Commies. Turn order is thus:

                    Soviets
                    Japanese
                    Germans
                    Neutrals
                    Americans
                    British
                    Chinese

                    The AI crashes for some reason when it's in control, so for now the German player can just open the Neutrals save and quickly end turn, then send to the US player. This is the only crash I've encountered so far though.
                    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                    CtP2 AE Wiki & Modding Reference
                    One way to compile the CtP2 Source Code.

                    Comment


                    • #25
                      Originally posted by Maquiladora View Post
                      Seems to be quite stable. The balance is OK, but I'm sure with further testing improvements can be made. So now I need a volunteer or two to test it with me.

                      If you can play at least a turn a day that would be good. The turns will be long from the start but the game won't last long, I'm guessing 5-10 turns to get a good test, maybe between 10-20 for a full game, but we may not play it all the way if changes are needed.

                      I'll be playing as the Commies. Turn order is thus:

                      Soviets
                      Japanese
                      Germans
                      Neutrals
                      Americans
                      British
                      Chinese

                      The AI crashes for some reason when it's in control, so for now the German player can just open the Neutrals save and quickly end turn, then send to the US player. This is the only crash I've encountered so far though.
                      Send me a turn, Im down

                      Looking forward

                      We should start a thread as well, tell a storyline
                      Hi, I'm RAH and I'm a Benaholic.-rah

                      Comment


                      • #26
                        Are there any player-made units that could be added?
                        "

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                        • #27
                          Code for Date Message.

                          Under the assumption that there is no way to mod the date display, I wrote a bit of slic to pop up a message giving the date assuming 1 month/turn starting in December 1941.:


                          Out of date, see post 30.
                          Spoiler:
                          Code:
                          trigger 'TInitVars' when (g.player) {
                          	initial_year = g.year;
                          	last_checked_year = g.year;
                          	year = 1941;
                          	month = 12;
                          	DisableTrigger('TInitVars');
                          }
                          
                          trigger 'WW2PBEM_Date' when (IsHumanPlayer(g.player)) {
                          	
                          	if(g.year > last_checked_year && g.year > initial_year) {
                          		if(month < 12)
                          		{
                          			month = month + 1;
                          		} elseif(month == 12) {
                          			month = 1;
                          			year = year + 1;
                          		}
                          		last_checked_year = g.year;
                          	}
                          	Message(g.player, 'Date');
                          }
                          
                          messagebox 'Date' {
                          	if(month == 1) {
                          		SetString(1,ID_JANUARY);
                          	} elseif(month == 2) {
                          		SetString(1,ID_FEBRUARY);
                          	} elseif(month == 3) {
                          		SetString(1,ID_MARCH);
                          	} elseif(month == 4) {
                          		SetString(1,ID_APRIL);
                          	} elseif(month == 5) {
                          		SetString(1,ID_MAY);
                          	} elseif(month == 6) {
                          		SetString(1,ID_JUNE);
                          	} elseif(month == 7) {
                          		SetString(1,ID_JULY);
                          	} elseif(month == 8) {
                          		SetString(1,ID_AUGUST);
                          	} elseif(month == 9) {
                          		SetString(1,ID_SEPTEMBER);
                          	} elseif(month == 10) {
                          		SetString(1,ID_OCTOBER);
                          	} elseif(month == 11) {
                          		SetString(1,ID_NOVEMBER);
                          	} elseif(month == 12) {
                          		SetString(1,ID_DECEMBER);
                          	}
                          	
                          	if(year == 1941 || year == 0) {
                          		Text(ID_REAL_DATE_FO);
                          	} elseif(year == 1942) {
                          		Text(ID_REAL_DATE_FT);
                          	} elseif(year == 1943) {
                          		Text(ID_REAL_DATE_FTR);
                          	} elseif(year == 1944) {
                          		Text(ID_REAL_DATE_FF);
                          	} elseif(year == 1945) {
                          		Text(ID_REAL_DATE_FFI);
                          	}
                          	
                          	MessageType("INFECT_CITY");
                          }


                          You need to append that to scenario.slc and put scen_str.txt(attached) in ...\scenarios\WorldWar2PBEM\scen0000\default\gamed ata to get it to work.

                          I chose the infect city button since its not used in the scenario.
                          Attached Files
                          Last edited by EPW; February 26, 2009, 18:26.
                          "

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                          • #28
                            Good idea This will definitely go into the next version (if there is one).

                            I noticed the title of the message was left empty so it would display the old date too. You can change this by adding Title(ID_WW2_TITLE); to the messagebox slic. In fact you could even use the title as the date because it's larger too. I guess this is possible.

                            Also is there a way to display it for the starting player, perhaps some other trigger just for the first turn could be made maybe.
                            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                            CtP2 AE Wiki & Modding Reference
                            One way to compile the CtP2 Source Code.

                            Comment


                            • #29
                              Hmmm, is there an event for clicking a unit or city which could trigger it for the first turn(for player 1)?

                              I'll check out the Title thing
                              "

                              Comment


                              • #30
                                Code:
                                trigger 'WW2PBEM_NoSettlersAlive' when (unit.built && unit.type == UnitType("UNIT_SETTLER")) {
                                	KillUnit(unit);
                                }
                                
                                trigger 'TInitVars' when (g.player || unit.selected) {
                                	initial_year = g.year;
                                	last_checked_year = g.year;
                                	year = 1941;
                                	month = 12;
                                	Message(g.player, 'The Date');
                                	DisableTrigger('TInitVars');
                                }
                                
                                trigger 'WW2PBEM_Date' when (IsHumanPlayer(g.player)) {
                                	
                                	if(g.year > last_checked_year && g.year > initial_year) {
                                		if(month < 12)
                                		{
                                			month = month + 1;
                                		} elseif(month == 12) {
                                			month = 1;
                                			year = year + 1;
                                		}
                                		last_checked_year = g.year;
                                	}
                                	Message(g.player, 'The Date');
                                }
                                
                                messagebox 'The Date' {
                                	if(month == 1) {
                                		SetString(1,ID_JANUARY);
                                	} elseif(month == 2) {
                                		SetString(1,ID_FEBRUARY);
                                	} elseif(month == 3) {
                                		SetString(1,ID_MARCH);
                                	} elseif(month == 4) {
                                		SetString(1,ID_APRIL);
                                	} elseif(month == 5) {
                                		SetString(1,ID_MAY);
                                	} elseif(month == 6) {
                                		SetString(1,ID_JUNE);
                                	} elseif(month == 7) {
                                		SetString(1,ID_JULY);
                                	} elseif(month == 8) {
                                		SetString(1,ID_AUGUST);
                                	} elseif(month == 9) {
                                		SetString(1,ID_SEPTEMBER);
                                	} elseif(month == 10) {
                                		SetString(1,ID_OCTOBER);
                                	} elseif(month == 11) {
                                		SetString(1,ID_NOVEMBER);
                                	} elseif(month == 12) {
                                		SetString(1,ID_DECEMBER);
                                	}
                                	
                                	if(year == 1941 || year == 0) {
                                		Title(ID_REAL_DATE_FO);
                                	} elseif(year == 1942) {
                                		Title(ID_REAL_DATE_FT);
                                	} elseif(year == 1943) {
                                		Title(ID_REAL_DATE_FTR);
                                	} elseif(year == 1944) {
                                		Title(ID_REAL_DATE_FF);
                                	} elseif(year == 1945) {
                                		Title(ID_REAL_DATE_FFI);
                                	}
                                	
                                	MessageType("INFECT_CITY");
                                        Show();
                                }
                                Version 2.1 released!

                                Show() added.
                                Last edited by EPW; February 26, 2009, 18:22.
                                "

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