View Full Version : [SCENARIO] Battle for East Asia
Jon Shafer May 06, 2006, 03:26 PM # Battle for East Asia
# Civilization 4 (c) 2005 Firaxis Games
# Created by - Jon 'Trip' Shafer
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The date is May, 2016. Domestic troubles have led to a grave weakening of Russia while political tensions between China and Taiwan have grown to a head. The United States has sent a fleet to help the small nation but ended up embroiled in the ensuing clash. China abandoned the UN and has prepared invasions throughout the region in an attempt to gain East Asian and world supremacy. With a powerful military and an ever-growing economy will they be able to dominate the area permanently or will the Allied Powers be able to stop Chinese advance?
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There is a distinct lack of many Modern Age scenarios for Civ, and this was one of my motivating factors in deciding to make this scenario. The Modern Age is much better than in any previous Civ game and making it the showcase of a scenario is something I was exited to do. Between aircraft, big navies, mechanized units and yes, nukes, there are a lot of components to the latter part of the game that aren't available anywhere else.
It was also a good chance to test out some new art. Tom Symonds - a Firaxis artist - assisted me in this respect and for this scenario there are two new units: Mobile Artillery and Mobile SAM. Both are quite distinct and fill in a gap in the modern age left by the main game.
In the end though, it comes down to gameplay. It's nice to have a scenario which isn't focused on Europe for a change - instead you can opt to be the Chinese and try to conquer East Asia or one of the Allied nations trying to stop them. This plot existing in a near-future world where a lot of things are unraveling makes for an interesting stage for a massive war. Hopefully this scenario is unique, interesting and fun enough for a variety of people.
'Til lata
- Jon
Thanks to Tom Symonds for his Unit models and animation, Nolan for her leader flags, Rhye for his unit flags, the guys here at Firaxis and Take 2 for testing and everyone out there for playing.
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(The above taken from the included readme)
To install simply extract the attached .zip file into Civ 4's \Mods\ folder or your \CustomAssets\Mods\ folder.
Have fun.
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Oh, and if anyone was wondering where the mysterious Mobile Artillery and Mobile SAM came from, this is what they're for. ;)
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You must have patch 1.61 installed to play!
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The Download:
http://forums.civfanatics.com/downloads.php?do=file&id=2657
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v2 Fixes:
- Complete kills enabled (prevents Americans from losing if they capture a city which is then recaptured)
Sisonpyh May 06, 2006, 05:31 PM Oh God. I've waited for this since like January.
Thank you Trip. :)
jefff May 06, 2006, 06:57 PM Trip:
This szenario looks amazing and i cannot wait to try it out, but i am having horrible difficulties with uploading the mod. about half way through the loading of the mod, I get a message saying there is an error in every XML for the technologies! And after that, the mod will not load. I would appreciate some help as i am eager to play this szenario, and am greatful for all of the work that i'm sure has been put into it.:)
--Jefff
Jon Shafer May 06, 2006, 08:03 PM What, specifically, is the first error that pops up?
Red Door May 06, 2006, 10:05 PM I tried it out, it's very fun.
jefff May 07, 2006, 08:49 AM I combed through the XML w/ XML spy, and now everything works perfectly.
This scenario is amazing! i applaud your efforts, Trip
Jon Shafer May 07, 2006, 09:38 AM I combed through the XML w/ XML spy, and now everything works perfectly.
This scenario is amazing! i applaud your efforts, Trip
Yeah, I think the problem may be (like with WWI) that you don't have patch 1.61 installed, which would explain the errors.
Bill3000 May 07, 2006, 04:30 PM Bah. I played as America, captured Ulan Batar, and when it got recaptured, I got defeated because I got no cities. :( You really should put at least one American city there.
Jon Shafer May 07, 2006, 04:53 PM Bah. I played as America, captured Ulan Batar, and when it got recaptured, I got defeated because I got no cities. :( You really should put at least one American city there.
Hehe, oh yeah. I had forgotten why I asked for the COMPLETE_KILLS option with the last patch. ;)
v2 is now up with that change.
Spartan117 May 07, 2006, 05:23 PM great scenario
great mod
great units, especially new ones
Bill3000 May 07, 2006, 06:48 PM Huh. Playing China, America sued for peace on the 11th turn.
Paasky May 08, 2006, 02:04 AM Is this the mod that's required by the East Asia map that came with v1.61?
Titi May 08, 2006, 02:24 AM If, like me, you don't play in English, you'll get a series of <French> <French> etc... (or <German> if your language settings are German I believe!)
So, either you translate BFEATextInfos.xml (I'm doing that for the French version ;) ) or you switch to English.
Drogear May 08, 2006, 02:58 AM Is there any more info on this (and the ww1) scen? Im at work so Ill have to w8 to get home, and the workday has just begun, damit!
Drogear May 08, 2006, 04:41 AM Im yet to play the scen, but only 2 "new" units makes be hope for the scen to evolve with all the new cool modern unit grapihs aviable for extra flavor!
Quentin May 08, 2006, 05:54 AM Just finished a game as Russia. I like it!
pigfarmer May 08, 2006, 05:57 AM i'm having the same problem loading the bfea mod as ww1: when its loading and gets to "checking xml" it just stays there. i have 1.61 and the game works fine otherwise (well i can't seem to log in for multiplayer). i have an up to date machine and am frustrated...pls help
a bamboozled history teacher
marioflag May 08, 2006, 12:25 PM I have italian version and after installing the scenario (which is really well done) i noticed that the text was corrupted.
Names of civs,initial screen when the scenario begin shows only the word ITALIAN if i remember also leader's traits shows the word ITALIAN.
Any help?
Titi May 08, 2006, 12:39 PM I have italian version and after installing the scenario (which is really well done) i noticed that the text was corrupted.
Names of civs,initial screen when the scenario begin shows only the word ITALIAN if i remember also leader's traits shows the word ITALIAN.
Any help?Did you try to switch to English (in the options menu?)
Jon Shafer May 08, 2006, 01:24 PM Yeah, sorry, unlike WWI this scenario is English-only.
marioflag May 08, 2006, 02:56 PM Ah ok thx for the infos
Oni May 08, 2006, 03:00 PM :band:
:clap:
Can't wait to try this one out!
He-Who-Hunts May 08, 2006, 05:50 PM I dont think the Americans should be able to make peace with chinese...
But fun senario all the same... I played as Japan!
Although takeing on china by myself was rather hard.
wangyushi May 08, 2006, 06:38 PM The story is inconceivable.
Mulholland May 08, 2006, 08:20 PM It's very strange, the scenario sounds like it should take place in the modern era, but when I load the mod it starts in ancient time with 60 turns left. All the modern infrastructure is there, the map is right, but the era is wrong. All wrong! What the heck is going on?
Edit: Nevermind I only downloaded a component of the Mod by mistake. Great Scenario by the way.
RogerBacon May 08, 2006, 11:22 PM I dont think the Americans should be able to make peace with chinese...
But fun senario all the same... I played as Japan!
Although takeing on china by myself was rather hard.
That's exactly what happend to me tonight. I was playing as Japan and at war with China by turn 11. Three turns later the Americans made peace with the Chinese. I had captured Shanghai but then it turned into a slugfest. Also, my cities aren't producing much anymore because of all of the unhappiness. Definately you should force the main players to remain at war with each other for the duration of the scenario. If they make peace the scenario should end at that point and scores should be calculated.
Roger Bacon
jlocke May 09, 2006, 11:50 AM This scenario is great. Only concern is the peace treaty issue.
Also, I think the Chinese Q-6 is too strong, or the B-2 bomber isn't good enough at evading interception, since mine have been getting shot down by the Chinese, something I cant imagine happening.
Maybe we could add in that new AEGIS cruiser model and/or new aircraft too?
Jon Shafer May 09, 2006, 12:22 PM Unfortunately there's really no way to prevent AIs from making peace with one another. I forget if I added something to start the war again (like I did with WWI). The only thing that can be done here is to set permanent War/Peace in the WorldBuilder save, but then this means that civs like Japan and Vietnam can't join in the war, which I think is a worse problem than China making peace: since it's really up to the human whether or not to make peace this can be avoided, whereas if a human Japan can't declare war, there's not much point in playing them at all!
The story is inconceivable.
Yeah I know, but that didn't stop me from making this anyways. ;)
jlocke May 09, 2006, 01:56 PM I thought that you can set permanentwarpeace for each nation individually, so that the nations which you have join into the conflict later (japan/vietnam/america etc) wouldn't have to have that flag, but each of the beliggerants at the start of the conflict could still be flagged with permanent war. As I understood in in the worldbuilder text, (maybe this has changed with 161) you wrote permanentwarpeace(#) where # is the player with whom the realtionship is made...
I may be wrong here, so I'm going to try to test it myself, to see if its the case...
Also, how would I go about replacing the US DDs with the AEGIS cruiser custom unit?
Jon Shafer May 09, 2006, 02:25 PM I thought that you can set permanentwarpeace for each nation individually, so that the nations which you have join into the conflict later (japan/vietnam/america etc) wouldn't have to have that flag, but each of the beliggerants at the start of the conflict could still be flagged with permanent war. As I understood in in the worldbuilder text, (maybe this has changed with 161) you wrote permanentwarpeace(#) where # is the player with whom the realtionship is made...
I may be wrong here, so I'm going to try to test it myself, to see if its the case...
Hmmm... really?
Well, this wasn't how it worked back in the day when I actually made these scenarios.
Also, how would I go about replacing the US DDs with the AEGIS cruiser custom unit?
You mean in unit name/stats or graphically?
Elhoim May 09, 2006, 02:57 PM I thought that you can set permanentwarpeace for each nation individually, so that the nations which you have join into the conflict later (japan/vietnam/america etc) wouldn't have to have that flag, but each of the beliggerants at the start of the conflict could still be flagged with permanent war. As I understood in in the worldbuilder text, (maybe this has changed with 161) you wrote permanentwarpeace(#) where # is the player with whom the realtionship is made...
I may be wrong here, so I'm going to try to test it myself, to see if its the case...
This would be nice, so it can be applied to the WWI scenario also...
Gyathaar May 09, 2006, 02:58 PM In the team section in worldbuildersave you can set:
PermanentWarPeace=teamnumber
AtWar=teamnumber
And the team will be locked into war wit the other team (without the AtWar line they are locked into peace)
blshear1 May 09, 2006, 03:17 PM i downloaded the mod and unziped it in the right folder but when I load the mod nothing happens it just has Battle for East Asia in the upper left hand corner and i can't get it to work what am i doing wrong?
P.S. yes i do have v1.61 installed
Jon Shafer May 09, 2006, 03:19 PM Are you opening up the "Battle For East Asia" SCENARIO file in addition to just loading the mod?
blshear1 May 09, 2006, 03:55 PM yea I tried that but I just end up in east asia with a warrior and settler not in modern times
Barak May 09, 2006, 07:18 PM I am experiencing the white flag problem. Can anyone help me by telling me what I ned to change in the XML files?
Neo Guderian May 09, 2006, 08:20 PM Thanks for all the effort and time that you put into this.
However, Playing as the Americans isn't possible. Firstly, I was expecting reinforcements to 'appear' (since the US homeland is not part of the map), And by turn 8 (when I gave up) this had not happened. A central part of US military strategy is rapid deployment of forces.
The Chinese Unit strengths are abit too strong (Though the Chinese are making considerable progress, their warfighting capabilites are no where near the brutal efficiency of the US military machine).
By turn 7, my American Units went on strike because I ran out of gold. I captured pyongyang with the units I had left in South Korea, but that solved nothing. Turn 8 saw the begining of disbanding of my forces.
Thanks for the hard work but it isn't finished yet. Needs some tweaking and I understand if you are tired of working on it. (I wouldn't even have gotten that far with the scenario :) )
I hope you or someone else fixes these problems and perhaps it will be a great scenario.
Mulholland May 09, 2006, 08:37 PM yea I tried that but I just end up in east asia with a warrior and settler not in modern times
I had the same problem, but it was my fault. What you need to do is download the scenario again and unzip the entire folder not just the .ini file. Hope that works.
Mulholland May 09, 2006, 08:41 PM Thanks for all the effort and time that you put into this.
However, Playing as the Americans isn't possible. Firstly, I was expecting reinforcements to 'appear' (since the US homeland is not part of the map), And by turn 8 (when I gave up) this had not happened. A central part of US military strategy is rapid deployment of forces.
The Chinese Unit strengths are abit too strong (Though the Chinese are making considerable progress, their warfighting capabilites are no where near the brutal efficiency of the US military machine).
By turn 7, my American Units went on strike because I ran out of gold. I captured pyongyang with the units I had left in South Korea, but that solved nothing. Turn 8 saw the begining of disbanding of my forces.
Thanks for the hard work but it isn't finished yet. Needs some tweaking and I understand if you are tired of working on it. (I wouldn't even have gotten that far with the scenario :) )
I hope you or someone else fixes these problems and perhaps it will be a great scenario.
I have to disagree. I played as the Americans and all was well(Prince difficulty). You allies are good allies. They will give you all thier gold per turn until you can get a city and start improving your economy. Universal sufferage makes it wasy to begin cranking out workers for improvments too. Perhaps it's not the scenario that's flawed but your playing style?
csa945 May 09, 2006, 10:48 PM I was wondering if someone could help me out here. I was able to load this MOD, but after I selected a Civ and clicked start, Civ4 closed and I got this error:
Failed to allocate video memory. Please try reducing your graphics settings.
File:\Source\main\Civilization4\SDKs\Gamebryo2_0\C oreLibs\NiDX9RenderedTextureData.cpp, Line:170
Could anybody tell me how I can fix this problem?
Drogear May 10, 2006, 05:47 AM At what point do the US start to get reinforcements? Im playing a hotseat game vs my self (...) and the Chinese are quicly overrunning Russia even whit my best effort of saving it.
Drogear May 10, 2006, 08:09 AM As US I got 2 units in Japan but no transports to get em to Korea.
jlocke May 10, 2006, 09:01 AM keep playing.
More US reinforcements as Taiwan and russia falls
Eventually you have more transports than you can use.
Might I suggest the addition of Guam, or sending some US reinforcements through the philipines? (unless theres a reason that the US should only have captured cities and no cities representing its bases.)
So its not such a Korea-centered combat zone.
war65 May 10, 2006, 02:14 PM I have an error its something abojut xml someone help plz?I just extracted then copy and copy it in mods folder can someone help?
sikandar323 May 10, 2006, 07:41 PM I had a problem with the language. I installed CIV4 in spanish (V 1.61), and when load BFEA scenario, all the countries and entries show SPANISH and not America, american, China, chinese, etc, and civilopedy entries too.
RogerBacon May 10, 2006, 11:57 PM I think this scenario is really unwinnable as the Japanese. I've captured Shanghai and the city to the north only to be kicked out after about 8 turns. This happens every time. Is it possible to win as Japan?
Roger Bacon
SuperBeaverInc. May 11, 2006, 01:33 AM Playing this right now as China, and it is quite fun. I am marching on Seoul and sending an army into Laos. :D
RogerBacon May 11, 2006, 09:59 AM I'm trying to add a mod of my own in to this scenario but I'm havign a problem. I believe the problem is that you set each city's script data in line 296 of CvBFEAEvents.py
# Set default script data manually since we need defaults for all values in the array
aScriptData = [iCityCount, self.iCitySpawnUnitCounterDefault]
pCity.setScriptData(pickle.dumps(aScriptData))
Later on I need to set up the city's script data as a dictionary, but your code has already defined it as an array.
def __init__(self):
self.dataTable = {}
self.modTable = {}
self.modID = ''
self.pEntity = None
def initStorage(self, ModID, pEntity):
try:
self.dataTable = pickle.loads(pEntity.getScriptData())
except:
self.dataTable = {}
if (not self.dataTable.has_key(ModID)):
self.dataTable[ModID] = pickle.dumps({})
pEntity.setScriptData(pickle.dumps(self.dataTable) )
self.pEntity = pEntity
self.modID = ModID
When it gets to the if statement I get the error that says that dataTable doesn't have element 'has_key'. I think that is because your code already set the scriptData for that city as an array.
What do you think is theeasiest way to solve this problem?
Roger Bacon
Titi May 12, 2006, 01:20 AM I had a problem with the language. I installed CIV4 in spanish (V 1.61), and when load BFEA scenario, all the countries and entries show SPANISH and not America, american, China, chinese, etc, and civilopedy entries too.
It's because BFEA is English only. Swith to English in the Options menu, and yoy'll get the expected entries.
Brian_B May 12, 2006, 11:35 PM At what point do the US start to get reinforcements? Im playing a hotseat game vs my self (...) and the Chinese are quicly overrunning Russia even whit my best effort of saving it.
It takes a few turns -- generally Russia does lose 2-3 cities at the start then the U.S. gets massive amounts of reinforcements every few turns: generally 2 aircraft carriers complimented with six air units, a few destroyers, and 10 or so ground units. I've been playing a game on prince and the might of the U.S. is almost too overwhelming.
Also when you take a previously held Russian city you have the option of returning it to them.
Brian_B May 12, 2006, 11:38 PM Hmmm... really?
Well, this wasn't how it worked back in the day when I actually made these scenarios.
I think this option was avaible in Civ 3 (I remember it being used in the Conquest scenarios) so I'd just assumed you guys would program it in again. :)
Solostian May 16, 2006, 04:53 PM Started the scenario as Japan. I focused on building a strong fleet and investing massively in research&wonders. Halfway through, I've reached the tech peak and started an invasion of Taiwan. I'm second in the points.
How can I get to start producing ICBMs. I want to nuke China's heartlands as I start the mainland invasion, I can't seem to be able to develop Nuclear Proliferation.
Jon Shafer May 16, 2006, 06:09 PM Nuclear Proliferation is granted once one side starts losing quite a bit This is meant to represent how neither side would truly be willing to use nuclear arms until things become desperate.
jlocke May 16, 2006, 10:06 PM wow. That's a really great idea Trip. Masterfully done.
:goodjob:
(my guess is this scen. isn't going into the chinese version of the game)
:mischief:
Mesix May 17, 2006, 04:42 PM keep playing.
More US reinforcements as Taiwan and russia falls
Eventually you have more transports than you can use.
Might I suggest the addition of Guam, or sending some US reinforcements through the philipines? (unless theres a reason that the US should only have captured cities and no cities representing its bases.)
So its not such a Korea-centered combat zone.
I was going to recommend the same thing. Guam would be a good addition and so would Okinawa. With the largest Air Force base in the Pacific and more than 20,000 marines, Okinawa would play a huge role in a scenrio like this. Since it is set slightly in the future, some of the Marines should be stationed on Guam (since the U.S. and Japan recently agreed to move about half of the 3rd MEF to Guam).
The U.S. Navy is a little light too. The 7th Fleet would decimate the cities in China with Air raids and cruise missile attacks. In the event of a full blown war like this, the 3rd fleet should arrive after a few turns to reenforce.
In all, I think that the Americans are a little under represented in this scenario. The countries in this region depend on American support. With no American bases and such a small force available on the map the Americans are both unrealistic and not fun to play.
jlocke May 18, 2006, 02:03 PM the other issue I have is that Japan end the open borders agreement with the us several turns before china declares war on her. I don't know why this is. (although it makes US reinforcements spawn in Korea instead of Japan, which is adventageous to US player)
CellKu May 25, 2006, 01:48 PM That scenario is really great! I enjoyed it very much! :)
However, I was a little bit disappointed that only two turns after building ICBMs was allowed I was told that I had already won by points (played the U.S.). There were 28 turns more to go, but the game was already over - and I had taken over only a few cities.
I thought winning by points is only possible if you play until the last turn. However, it seemed that the game stopped as soon as the U.S./Russia/etc.-Alliance topped the scores of the other nations (with respect to points). Is there anything you can do about that?
CellKu
jlocke May 25, 2006, 01:53 PM You can change the amount of points for victory by opening up the civ4worldbuildersave file insidea EastAsia/publicmaps using notepad, then changing the beginning of the file where it says:
MaxCityElimination=0
TargetScore=**** Enter desired victory score
StartYear=
CellKu May 25, 2006, 02:03 PM Thanks for your information, jlocke. I will try that! :)
CellKu
bigk89m Jun 21, 2006, 03:42 PM im playing as china and i found it to be extremely lopsided towards me. Russia was no problem at all, they never attack and have small amounts of troops. UK has even less, the 2 cities on the philipines are totally empty as are more of their cities. Ive only encountered a few American ships. South Korea wasnt even that much of a challenge, and they actually had a good amount of troops. Is it supposed to be like this?
RogerBacon Jun 22, 2006, 03:43 PM im playing as china and i found it to be extremely lopsided towards me.
That makes sense because I played as Japan and found it impossible (but I'm going to try again in a week or so when I get done with my current mod project). Try playing as Japan if you want more of a challenge.
Roger Bacon
Wei-Yan Jun 29, 2006, 12:56 PM hey is it possible to play as veitnam or laos?
February Mar 05, 2008, 11:11 AM Is it possible to make countries like Korea, Laos, a playable race?
Wouldn't it be really fun if you actually had Taiwan as playable race, and the scenario started on the brink of Taiwan getting invaded? An expert player might be able to pull off Taiwan beating China even if the odds and possibility are incredibly low
katapultti Mar 15, 2009, 08:58 AM I don't know if there is nowadays any activity around this mod, but I want to say I really liked it! :)
Someone here said previosly he won too early (I had same problem) a "score win" and he was adviced to configure the worldbuildersave-file so that "target score" changes.
Can anyone tell me how this affects? If I put there a very great number like 10 000 (instead of 500), does the game end normally after those 60 turns that there is time to play, or will I have some problems then?
I noticed also something odd when playing as China for first time: The coal-mine near the city in south-west was extremely important. Some bug in the game or in the mod made it so that when that mine was destroyed by enemy, I couldn't get Coal from my other coal-mines and I was forced to rebuild that one, funny :)
Another odd feature: Marine says he has 50% against artillery in description, but when fighting against artillery, there is not such bonus. What could this come from?
I am thankful if someones answers me something :)
ashley26ph2003 Nov 17, 2009, 08:37 AM Can I play as Philippines?
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