View Full Version : The Great War


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bigmeat
Aug 08, 2004, 03:53 PM
hey sarevok, how do you make it so the terrain squares produce so much food

Rocoteh
Aug 08, 2004, 04:51 PM
Uh oh, how do I ad the attachment that contains my map?

...I finally figured out how to attach my map so you guys can check it out.

Your scenario looks very good!
I am sure it will be appreciated.

Rocoteh

Sarevok
Aug 08, 2004, 09:13 PM
I agree :)

Rocoteh
Aug 08, 2004, 11:02 PM
For those who wonder the NavalExp plan is still alive.
I am waiting for TGW 2.1 though.

Rocoteh

Rocoteh
Aug 09, 2004, 09:32 AM
hey sarevok, how do you make it so the terrain squares produce so much food

Grassland is set to 4 food.
Wheat and Cattle are also set to 4 food.

Rocoteh

Sarevok
Aug 09, 2004, 11:20 AM
Terrain and resources is all you need to go to... :)

Rocoteh
Aug 09, 2004, 07:50 PM
TGW 2.0 has been downloaded 917 times.
That is a new record!

Rocoteh

Sarevok
Aug 09, 2004, 11:40 PM
Indeed, it is always getting bigger. :)

Rocoteh
Aug 09, 2004, 11:48 PM
Its also worth to remember that TGW 2.0 was
launched July 16.
Thus it have been up for download only 25 days!

Rocoteh

Adler17
Aug 10, 2004, 12:11 AM
Also 2260 posts within 7.5 months- this is absolutely record, isn´t it?

Adler

Sarevok
Aug 10, 2004, 12:53 AM
Yeah, and its funny becasue I dont see whats so great about it...

Rocoteh
Aug 10, 2004, 01:00 AM
Also 2260 posts within 7.5 months- this is absolutely record, isn´t it?

Adler

Yes it is.
In fact I doubt any scenario will ever repeat it.

Rocoteh

Rocoteh
Aug 10, 2004, 01:04 AM
Yeah, and its funny becasue I dont see whats so great about it...

In such a case you can say that about
all scenarios.

No scenario can match TGW as I see it.

Rocoteh

Sarevok
Aug 10, 2004, 01:09 AM
Yet I still do not believe TGW is all it can be...

Rocoteh
Aug 10, 2004, 01:13 AM
It can be developed further.
I can agree on that.

BTW: I am going off-line some hours from
now and will be away for 5 days.

Rocoteh

bigmeat
Aug 10, 2004, 11:54 AM
i think we like tgw because the play style is different, and there are no loose ends,you have civilopedia entyry for everything!

Sarevok
Aug 10, 2004, 04:01 PM
I still say there are much better things it can be.

Adler17
Aug 11, 2004, 08:11 AM
There are new infantry UU by Bebro here:

http://forums.civfanatics.com/showthread.php?t=96603

Adler

Sarevok
Aug 11, 2004, 09:05 AM
Cool! Thanks Adler :)

Adler17
Aug 13, 2004, 03:27 AM
Also on CDG there are other infantry UU.

Adler

Sarevok
Aug 13, 2004, 04:37 AM
can you link them to here?

Adler17
Aug 13, 2004, 06:57 AM
Here they are:
China, Russia, Greece: http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7493
Ottomans: http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7501
Japan, Italy, France: http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7488
Another Greek, Sikh: http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7481

Adler

Sarevok
Aug 13, 2004, 07:59 AM
Very cool. All of these will be included in 2.1

Adler17
Aug 13, 2004, 08:55 AM
:confused: Japan and China also?

Adler

Sarevok
Aug 13, 2004, 11:20 AM
No, the ones I could use.

Adler17
Aug 14, 2004, 12:03 AM
Okay I though you would switch the map to a world map.

Adler

Sarevok
Aug 14, 2004, 02:21 AM
Okay I though you would switch the map to a world map.

Adler
I dont have time for that. For me school is starting August 25. I only have time for one great blow. I guess its up to you guys to know which one of my scenarios this "great blow" will fall.

Rocoteh
Aug 15, 2004, 02:16 AM
Work and playtest with WWI-Global 1.9c
continues though.

Rocoteh

Sarevok
Aug 15, 2004, 04:52 AM
Work and playtest with WWI-Global 1.9c
continues though.

Rocoteh
Good to see you back Rocoteh :)

Isnt that scenario based in the TOE thread?

Rocoteh
Aug 15, 2004, 05:25 AM
Good to see you back Rocoteh :)

Isnt that scenario based in the TOE thread?

Sarevok,

Thank you.

Yes, WWI-Global is located in the TOE-thread.

I hope that thread will get some life again when/if
the scenario is completed. As mentioned earlier it
will probably be a historical version and a heavy
what-if version with a earlier start-date than 1914.

Rocoteh

Sarevok
Aug 15, 2004, 05:32 AM
Dont worry Rocoteh, there are "Better" things about to come to life. Do you agree?

Rocoteh
Aug 15, 2004, 05:39 AM
Dont worry Rocoteh, there are "Better" things about to come to life. Do you agree?

Sarevok,

There sure is!!! :)

Rocoteh

Sarevok
Aug 15, 2004, 06:56 AM
Now the whole world can see it :D :D :D

Rocoteh
Aug 15, 2004, 09:51 PM
Even if Barbarossa has been released, support
for TGW will be solid both from Sarevok and me.

Rocoteh

Sarevok
Aug 15, 2004, 09:54 PM
absolutely!

CellKu
Aug 16, 2004, 02:31 AM
That is good to know.
Btw, the tech tree in Barbarossa looks awesome! I hope you will carry out your plans and implement something like this in TGW!

CellKu

Sarevok
Aug 16, 2004, 06:45 AM
That was the plan. Ill get it like that for 2.2. In the meantime 2.1 is almost ready. Its main feature is a ton of new unit graphics ;)

Adler17
Aug 18, 2004, 03:36 AM
http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7540

There is a new ww1 cruiser.

Adler

Rocoteh
Aug 18, 2004, 04:42 AM
http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7540

There is a new ww1 cruiser.

Adler

Yes, and as always with units from Wyrmshadow
its excellent.
I think it should be included in 2.1.

Rocoteh

Sarevok
Aug 18, 2004, 08:25 AM
yet another one :)

CellKu
Aug 18, 2004, 11:43 AM
So, no ban on Wyrm's units anymore?

CellKu

Sarevok
Aug 18, 2004, 11:50 AM
that was broken a while ago :)

CellKu
Aug 18, 2004, 02:01 PM
Okay. Didm't know that. :) Any other bans I am not aware of?

CellKu

Rocoteh
Aug 18, 2004, 02:15 PM
No matter if Wyrmshadow dislikes me or not,
I must say he is a very, very competent unit-creator.

To me its strange that he already not have been
hired by Firaxis.

Rocoteh

Sarevok
Aug 19, 2004, 09:15 AM
No matter if Wyrmshadow dislikes me or not,
I must say he is a very, very competent unit-creator.

To me its strange that he already not have been
hired by Firaxis.

Rocoteh
I agree, they need to hire him. :)

LLXerxes
Aug 19, 2004, 06:04 PM
Whoa, this thead is still alive? :eek:
Awesome! :goodjob:

Sarevok
Aug 19, 2004, 06:11 PM
yes it is, and it has no signs of dying.

BigZ
Aug 20, 2004, 04:41 AM
Hi Sarevok:

Really great this scenario. I have spent about 500 hours playing it.
Winning with the Germans. Only disappointment was the British
fleet suiciding early against the Bremen mine fields etc which soon
after gave the German fleet control of the seas.

I happen to have most of the WWI OB for all the countries except
Ottoman Empire.

I will have to try your new Barbarossa. But first I will probably play
this one again; either as British or Ottomans. However even playing
the Russians looks interesting. Any preferences for the country that
you like to play when you set up the game?

What about the possibility of multiplayer solo where you play two allies
at once?

thank you for a great game.

I also played your three kingdoms but got bogged down trying to take
Wei capital with Shu forces.

Is there a good WWII CIV game you can recommend that covers more than
just the eastern front? Any plans to expand your barbarossa along the
lines of WWI?

BigZ

Sarevok
Aug 20, 2004, 02:48 PM
Hi Sarevok:

Really great this scenario. I have spent about 500 hours playing it.
Winning with the Germans. Only disappointment was the British
fleet suiciding early against the Bremen mine fields etc which soon
after gave the German fleet control of the seas.

I happen to have most of the WWI OB for all the countries except
Ottoman Empire.

I will have to try your new Barbarossa. But first I will probably play
this one again; either as British or Ottomans. However even playing
the Russians looks interesting. Any preferences for the country that
you like to play when you set up the game?

What about the possibility of multiplayer solo where you play two allies
at once?

thank you for a great game.

I also played your three kingdoms but got bogged down trying to take
Wei capital with Shu forces.

Is there a good WWII CIV game you can recommend that covers more than
just the eastern front? Any plans to expand your barbarossa along the
lines of WWI?

BigZ
Thank you for your comment :) Im glad that you like TGW.

I myself have never truly played TGW so I dont have a preffered way to play the game sadly :(

Im also glad that you enjoy TTK as well

Concerning a WWII scenario for civ... just look in this forum of Created Scenarios, you will find many good ones. Concerning me and Rocoteh "expanding out focus" on WWII... well no one can tell the future but the future will see if it will come or not.

bigmeat
Aug 20, 2004, 05:09 PM
i like germany, i am actually play a game where am the whole of the central powers, what bothers me though is that in a multiplayer game austria is a forcce to be eckoned with as long as the germans help you against the russians, but in single plaer germany only fights france and austria is unable to do anything

bigmeat
Aug 20, 2004, 07:43 PM
sarevok, why exactly did the ottomans enter ww1, i ask because i was looking at one of my books and saw they entered the war in 1915

The Art of War
Aug 20, 2004, 11:32 PM
i'm having problems unzipping the art files. winzip is telling me there are ALOT of problems with them.....??

Sarevok
Aug 21, 2004, 08:24 AM
i'm having problems unzipping the art files. winzip is telling me there are ALOT of problems with them.....??
What kind of problems?

Bigmeat, they entered the war October 31 1914

The Art of War
Aug 21, 2004, 03:23 PM
it says:

Some data in your Zip file is damaged. The crc is fd0f6bc8 but should be 47ca0d62.


::: then it gives me this list of all the files or something...

Sarevok
Aug 21, 2004, 04:05 PM
are there viruses or something?

The Art of War
Aug 21, 2004, 11:05 PM
i don't have a virus that i know of. my virus scanner runs every night, and hasn't brought up anything...

Sarevok
Aug 22, 2004, 09:42 AM
Well if there are no viruses it cant be too bad.

Rocoteh
Aug 22, 2004, 03:39 PM
Thank you for your comment :) Im glad that you like TGW.

I myself have never truly played TGW so I dont have a preffered way to play the game sadly :(

Im also glad that you enjoy TTK as well

Concerning a WWII scenario for civ... just look in this forum of Created Scenarios, you will find many good ones. Concerning me and Rocoteh "expanding out focus" on WWII... well no one can tell the future but the future will see if it will come or not.

As Sarevok says:"well no one can tell the future but the future will see if it will come or not."

The main problem with a Europan Theater Of Operations scenario
as I see it, is this:

With CIV3, Firaxis introduced the strategic resources concept.
That was a very good idea. They did not introduce any
Strategic Warfare module.
A great mistake in my opinion.
This combined with a still weak diplomatic module makes
an ETO-scenario problematic in my opinion.
Still as Sarevok says, one should not rule out an ETO-scenario.

Rocoteh

Sarevok
Aug 22, 2004, 06:35 PM
hopefully civ4 will fix all of this...

Dr Corbett
Aug 22, 2004, 06:43 PM
Hey, I note that I'm having trouble downloading the art files :( It says that the page doesn't exist.

The Art of War
Aug 22, 2004, 08:57 PM
Well if there are no viruses it cant be too bad.


I fixed it. I don't know what was wrong, but I redownloaded the art files and it worked. thanks, this is one of my fave scenarios.

btw, Sarevok, is there a way to speed up getting techs? it seems like it takes me forever....

The Art of War
Aug 22, 2004, 09:09 PM
Sarevok, did you change the terrain graphics for 2.0? if so, can I get 1.9 or whichever version had the old, generic Civ 3 graphics?

Sarevok
Aug 22, 2004, 10:43 PM
Hey, I note that I'm having trouble downloading the art files :( It says that the page doesn't exist.
what is all of this? this never happened before...

Sarevok
Aug 23, 2004, 09:31 AM
TGW 2.1 is up and running :)

Changes:

- MASSIVE amounts of unit graphic changes
- Fixed KaiserJager bug
- Unit stat alterations
- changes in AI
- and many more!

Dr Corbett
Aug 23, 2004, 09:04 PM
Well, this (and my similar complaint on the Barbarossa thread) have mysteriously resolved themselves today. No problems here... been playing Barbarossa, haven't got through a full turn yet, but it looks awesome.

Rocoteh
Aug 23, 2004, 10:30 PM
I hope 2.1 will bring new life to this thread again.
Activity here have been downwards for 10 days.

I also hope that our scenarios does not "hurt" each other.
That is: That Barbarossa will lower interest for TGW.

Rocoteh

Sarevok
Aug 23, 2004, 11:34 PM
im waiting for 2.2 for the BIG move for TGW. This was just a major graphics update ;)

Rocoteh
Aug 24, 2004, 12:04 AM
im waiting for 2.2 for the BIG move for TGW. This was just a major graphics update ;)

Maybe we should consider a major redesign?
Part of the redesign could be to make TGW-BRI and
TGW-DIV one scenario.

Rocoteh

Sarevok
Aug 24, 2004, 09:10 AM
I was thinking something like that ;)

music_theory7
Aug 25, 2004, 09:06 PM
Hey are you guys going to update the division one as well?

Rocoteh
Aug 25, 2004, 11:03 PM
Hey are you guys going to update the division one as well?

I plan to complete a new version of TGW-DIV
next week.

Rocoteh

music_theory7
Aug 25, 2004, 11:46 PM
Is there a way to simulate Romania's late entry into the war? They came in, in 1916 I believe. Also the Austrian AI is super stupid cuz they never seem to be able to kill Serbia .

By the way Rocoteh, your placement of montenegro was brilliant! the mountains force the Austrians to take on the Serbians first..truely brilliant, thus preventing the smallest allied power from being wiped out.

Rocoteh
Aug 26, 2004, 12:15 AM
Is there a way to simulate Romania's late entry into the war? They came in, in 1916 I believe. Also the Austrian AI is super stupid cuz they never seem to be able to kill Serbia .

By the way Rocoteh, your placement of montenegro was brilliant! the mountains force the Austrians to take on the Serbians first..truely brilliant, thus preventing the smallest allied power from being wiped out.

music_theory7,

Due to the weak Diplomatic module in C3C its
hard to simulate Romanias late entry.
On Austria AI:
One can only hope for an better AI in CIV4 and
that Firaxis listen to the hard-core people (Such as the members of CFC)
when they make CIV4.
Sometimes I really doubt that....

Thank you for the comment on Montenegro.
However that was Sarevoks idea.
My version of the border between Austria-Hungary
and Italy I think is very good also.

Rocoteh

music_theory7
Aug 26, 2004, 03:25 AM
Also Civ4 must have events that can make units in certain times in places, and force countries to be at peace/ or war and tons of others. Does anyone remember the Starcraft Editor? The events were brilliant!

Rocoteh
Aug 26, 2004, 03:34 AM
Also Civ4 must have events that can make units in certain times in places, and force countries to be at peace/ or war and tons of others. Does anyone remember the Starcraft Editor? The events were brilliant!

Yes, I really agree.

Rocoteh

The Art of War
Aug 26, 2004, 10:56 PM
well, i love the game, but i MUST say, the terrain graphics need to be changed back to the regular civ 3 graphics. other than that, i love this scenario. one of the first ones i downloaded.

Rocoteh
Aug 26, 2004, 11:21 PM
well, i love the game, but i MUST say, the terrain graphics need to be changed back to the regular civ 3 graphics. other than that, i love this scenario. one of the first ones i downloaded.

The Art of War,

Should a majority share that opinion, graphics
will be changed again.

Rocoteh

music_theory7
Aug 27, 2004, 12:40 AM
I disagree! I like the terrain settings as it is. It gives players a different feel to the game.

froglegs
Aug 28, 2004, 08:38 AM
Rocoteh,

I have returned to Civ III and this scenario after several months of playing other games. The division game 1.2a is my prefered one. I played the Germans at Marshall level and conquered France in under 20 weeks along with 4 Russian cities. I took Britain at Marshall level twice and took Essen and Bremen in under 20 weeks as well as Gaza and the city south of it. Now I am trying Austria-Hungary. I set it up at Marshall level and played several turns. It seemed hard so I though I would try it again at Major General level to get the feel of the game first. At the easier level it seems harder since I cannot draft whereas at the Marshall level I could draft. Uh! Why is that? Any ideas? Basically, I would prefer to draft if I can. If not, I will keep chugging on and make the best of it.

Also, the British A INF can entrench but the R cannot but the Austrian R can entrench (fortify) but the A cannot. Is that intended?

Thanks in advance. The work that you guys did here is exceptional. The game engine and AI seem lacking though.

Rocoteh
Aug 28, 2004, 09:11 AM
froglegs,

Thank you.
Right now I do not have the answers to your questions,
but I shall check in the editor and will return later.

Rocoteh

Rocoteh
Aug 28, 2004, 10:12 AM
froglegs,

There seems to be a bug concerning certan units
ability to build forts.
They should be able to to fortify though. If not, I can not explain why.
I can not explain the draft-problem. It should work.

I hope to complete a new version of TGW-DIV within a week.

Rocoteh

Sarevok
Aug 28, 2004, 12:01 PM
2.2 wont be here for a while though.

froglegs
Aug 28, 2004, 02:13 PM
Attached is the file, week 35 as AH, major general level.

Never mind, the file is 580K so the government won't let me upload it.
What is this crap!

Anyway, I have never been able to draft as Austria as "the very model of a modern major general" whereas I could as marshall. Becuase of the government, you all will just have to take me at my word.

froglegs
Aug 28, 2004, 04:05 PM
I discovered that the original load file is under 500k so maybe the government will allow me to attach it now -- so here goes:

The government accepted it -- I think.

Also, you can verify that Austrian A INF cannot fortify/intrench whereas Austiran R can and that the Austrians cannot draft.

Also, as the Brits I discovered that I could build an airport in Kuwate City and air ship divisions from England. Come on! Ain't no way. This is 1914 for christsake!

I still like this scenario though!!!

Rocoteh
Aug 28, 2004, 11:37 PM
froglegs,

I have tested your save-file.
The reason to that Austria can not draft from start
is a bug. It will be corrected in the next version of TGW-DIV.

With regard to fortify: All Austrian Infantry units can
do that when the save-file runs on my computer.
Maybe you have a non-english version of CIV?
That can cause problems what I have understood.

Rocoteh

music_theory7
Aug 29, 2004, 12:00 AM
looking forward to the release of TGW-DIV

Rocoteh
Aug 29, 2004, 12:12 AM
looking forward to the release of TGW-DIV

Thank you.

I hope to complete it within one week.

Rocoteh

Sarevok
Aug 29, 2004, 07:23 PM
sounds good :)

music_theory7
Aug 29, 2004, 10:31 PM
for 2.2 or even the Div-Level wouldn't it be wise to add Malta? the city would be Valleta as a UK territory?

Rocoteh
Aug 30, 2004, 12:30 AM
for 2.2 or even the Div-Level wouldn't it be wise to add Malta? the city would be Valleta as a UK territory?

That is an good idea.
I will add it as UK territory in the next version of
TGW-DIV.

Rocoteh

Sarevok
Aug 30, 2004, 05:11 PM
That is an good idea.
I will add it as UK territory in the next version of
TGW-DIV.

Rocoteh
It would be an interesting base...

Adler17
Aug 31, 2004, 01:33 AM
Indeed.

Adler

Rocoteh
Sep 01, 2004, 04:41 AM
I will soon go off-line and will
be away for 4-5 days.

Target date for TGW-DIV 1.3: September 8.

Rocoteh

JokerDF
Sep 02, 2004, 03:34 PM
Why does the Govenment Office removes Pop Pollution? Isn't is suposed to act like a barracks instead?

Great mod :P

Wyrmshadow
Sep 02, 2004, 05:42 PM
I've made some new ships for ww1 era. Maybe you can update the ship graphics and especially the unit32.pcx

Rocoteh
Sep 05, 2004, 04:44 AM
I've made some new ships for ww1 era. Maybe you can update the ship graphics and especially the unit32.pcx

Wyrmshadow,

Your new units looks excellent, as always.

I will PM Sarevok and ask if he can launch a 2.2 version
of TGW with the new units included and units32 updated.

Best Regards

Rocoteh

Rocoteh
Sep 06, 2004, 12:51 AM
Why does the Govenment Office removes Pop Pollution? Isn't is suposed to act like a barracks instead?

Great mod :P

JokerDF,

I think you have located a bug.
Thank you for reporting it.

Rocoteh

Sarevok
Sep 07, 2004, 08:36 PM
There is no bulding supposed to act like a barracks.

Rocoteh
Sep 07, 2004, 11:24 PM
TGW-DIV has been delayed.

I have made the decision that TGW-DIV 1.3
will be "stand-alone" download, not dependent on TGW.

TGW-DIV dependent on TGW is not a good solution.
1.3 will include the new excellent units made by Wyrmshadow.

Rocoteh

music_theory7
Sep 07, 2004, 11:34 PM
oh no when will it be out? I was waiting for that one.. :(

Rocoteh
Sep 07, 2004, 11:43 PM
oh no when will it be out? I was waiting for that one.. :(

music_theory7,

I will resume work on TGW-DIV 1.3 today, now as a
"stand alone" download.

I hope I can give a new target date tomorrow.

Best Regards

Rocoteh

Rocoteh
Sep 09, 2004, 01:08 AM
Work with TGW-DIV 1.3 has been resumed.

I abstain from setting a target date though,
since interest for TGW in general seems to have
reached an all-time low.

That fact of course has impact on my own motivation.

Rocoteh

music_theory7
Sep 09, 2004, 01:15 AM
I prefer TGW to Barbarossa while I am taking a interest in the age of Imperialism scenario. You have supporters out there don't worry! If you need any playtest results jsut tell us, he main reason why I don't play the regular GW is because it takes long to move all the units.

LouLong
Sep 09, 2004, 12:03 PM
Arghhh ! Finally I got it working (Div version for a PBEM).
In the art file, it is the Kaiserjager.gif that is corrupt (or simply wrongly splet as Kaiserj,ger.gif).

This might have been said before but in "TGW-DIV Multiplayer 1.0" I have noticed the follwing :
- Armored Cruiser Squadron should have rotate before attack
- Espionnage screen : there should be small flags as the ones there are so big they hide part of the background
- watermines uses the cruise missile icon

Of course the two last could be because I had to extract manually many files since the auto-extracting stopped after the Kaiserj,ger file.

Rocoteh
Sep 11, 2004, 01:43 AM
Arghhh ! Finally I got it working (Div version for a PBEM).
In the art file, it is the Kaiserjager.gif that is corrupt (or simply wrongly splet as Kaiserj,ger.gif).

This might have been said before but in "TGW-DIV Multiplayer 1.0" I have noticed the follwing :
- Armored Cruiser Squadron should have rotate before attack
- Espionnage screen : there should be small flags as the ones there are so big they hide part of the background
- watermines uses the cruise missile icon

Of course the two last could be because I had to extract manually many files since the auto-extracting stopped after the Kaiserj,ger file.

LouLong,

Thank you for the information.

Notes have been taken for the next version.

Best Regards

Rocoteh

Fellowman
Sep 11, 2004, 07:18 AM
Is 2.2 coming anysoon?
Or should I start a geme on 2.1?

Adler17
Sep 11, 2004, 09:27 AM
Folks Wyrmshadow just published the SMS Scharnhorst armoured cruiser.
http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7672
One of the best ships of him.

Adler

Rocoteh
Sep 11, 2004, 10:07 AM
Excellent unit!

I will include it in TGW-DIV 1.3.

Rocoteh

Rocoteh
Sep 12, 2004, 04:40 AM
Is 2.2 coming anysoon?
Or should I start a geme on 2.1?

Fellowman,

Sarevok have been off-line for some time so
I answer instead.

My guess is that much time can pass before
2.2 is released. Sarevok must allocate most of
his time to school and thus have not much time
for scenario-creation.

TGW-DIV 1.3 will be a 50-60 MB download.
I allocate time to it each day, but abstain from setting
a target date, since checking, double-checking and
triple-checking (to avoid bugs) consumes much time.

Rocoteh

Helsinki1
Sep 12, 2004, 07:40 AM
Dear Rocoteh/Sarevoc,

after playing your fantastic Barbarossa scenario I also wanted to try this scenario of yours. I downloaded the zip-file from the beginning of this threat and installed the art and text files like described. I must be a little silly but I can´t find a file".biq" so it´s not possible for me to open this scenario. Could you please tell me what I did wrong? For all the others in this threat it seems to be possible to play - so it´s clear I must have done something wrong. Should there be a .biq file while downloading the zip-file? Or have I forgotten to download a second file ?

Thank you in advance for your help
Helsinki1

Adler17
Sep 12, 2004, 09:10 AM
El Justo hason his scenario here several new dreadnoughts. Perhaps someone should ask him if they are also available for this scenario.
http://forums.civfanatics.com/showthread.php?t=95741&page=1&pp=20

Adler

Fellowman
Sep 12, 2004, 09:33 AM
Dear Rocoteh/Sarevoc,

after playing your fantastic Barbarossa scenario I also wanted to try this scenario of yours. I downloaded the zip-file from the beginning of this threat and installed the art and text files like described. I must be a little silly but I can´t find a file".biq" so it´s not possible for me to open this scenario. Could you please tell me what I did wrong? For all the others in this threat it seems to be possible to play - so it´s clear I must have done something wrong. Should there be a .biq file while downloading the zip-file? Or have I forgotten to download a second file ?

Thank you in advance for your help
Helsinki1
You have "forgotten" to download a second file
at the end of the first post there is an attached File: TGW2.1.zip

Rocoteh
Sep 12, 2004, 09:46 AM
El Justo hason his scenario here several new dreadnoughts. Perhaps someone should ask him if they are also available for this scenario.
http://forums.civfanatics.com/showthread.php?t=95741&page=1&pp=20

Adler

These 3 new units by Wyrmshadow have already
been included in TGW-DIV 1.3.

If I have seen right all El Justos dreadnoughts refers
to these graphics.

However, maybe should all current dreadnoughts be
splitted into ship-classes in TGW-DIV 1.3.

Rocoteh

Rocoteh
Sep 12, 2004, 09:48 AM
You have "forgotten" to download a second file
at the end of the first post there is an attached File: TGW2.1.zip

Yes, that is correct.

Rocoteh

BkGreatWarnut
Sep 12, 2004, 05:24 PM
Anyone interested in playing TGW Div 1.0 Mutliplayer click at the link at the bottom of the post. We are still looking for one more person to play as Italy or Germany as I will switch to accomadate their preference...

http://forums.civfanatics.com/showthread.php?t=96368

Rocoteh
Sep 15, 2004, 01:07 AM
Anyone interested in playing TGW Div 1.0 Mutliplayer click at the link at the bottom of the post. We are still looking for one more person to play as Italy or Germany as I will switch to accomadate their preference...

http://forums.civfanatics.com/showthread.php?t=96368

I will follow this multiplayer game with
great interest.

Rocoteh

Rocoteh
Sep 15, 2004, 03:47 AM
Some of the changes implemented so far:

Units shield cost increase:

Artillery 210 mm 200-240
Field Howitzer 130-160
Siege Gun 200-240 (No lethal)

Defesive Bonuses increase:

Fortifications 20-40
River 30-50

Should give a more accurate defensive character
to scenario.

BEF moved from South France to location near Amiens.

Rocoteh

El Justo
Sep 15, 2004, 03:08 PM
El Justo hason his scenario here several new dreadnoughts. Perhaps someone should ask him if they are also available for this scenario.
http://forums.civfanatics.com/showthread.php?t=95741&page=1&pp=20

Adler
let's see...i used the Casemate BB and it's revision (both), the HMS Dreadnought and a Prinz Eugen class dreadnought (though it could be classified as a heavy cruiser or battlecruiser).

they're all available at the other site.

Sarevok
Sep 15, 2004, 08:29 PM
let's see...i used the Casemate BB and it's revision (both), the HMS Dreadnought and a Prinz Eugen class dreadnought (though it could be classified as a heavy cruiser or battlecruiser).

they're all available at the other site.
"other site"?, CDG?

El Justo
Sep 15, 2004, 08:30 PM
"other site"?, CDG?
yes..........

Adler17
Sep 16, 2004, 08:34 AM
I didn´t saw that this was the Prinz Eugen. Since she was in ww2 I think the use is not so good. As well the casematt BBs were used in the area of 1870, 40 years earlier.

Adler

El Justo
Sep 16, 2004, 08:54 AM
I didn´t saw that this was the Prinz Eugen. Since she was in ww2 I think the use is not so good. As well the casematt BBs were used in the area of 1870, 40 years earlier.

Adler

casemate BB:
"Fictional 1900 era Battleship with Great White Fleet type coloring."

please excuse me for the error, it's a monarch class, not prinz eugen

"Austro-Hungarian battleship class ordered in July 1914, but never laid down. Four were to be built at a cost of 82 million crowns, to a design drawn up by the deputy naval constructor of the KuK Marine, Franz Pitzinger. It resembled the previous Viribus Unitis class, but the displacement of 24 500 tons (22-1/2 % more) gave a margin which allowed for better protection as well as heavier armanent.

The underwater protection was a radical departure from previous Austro-Hungarian practise, and resembled the French system first introduced in the Henri IV and used in later French and Russian designs. A horizontal armour deck was carried inwards from the bottom edge of the belt, as far as the last of the three vertical bulkheads. A new 350mm (13.8-in)/45-cal gun was adopted to increase the weight of the broadside, but to maintain a balance between protection, stability and firepower, only ten guns were provided. The arrangement was unusual, with two triple turrets superimposed over two twins, enabling the metacentric height to be kept high, to avoid excessive heeling if damaged.

The Ersatz Monarch was to have been the Schiff VIII, and the Ersatz Wien the Schiff IX, while Ersatz Budapest and Ersatz Habsburg would have become Schiff X and Schiff XI. The ships would have been ordered from Stabilimento Tecnico, Trieste, Italy, and the navy yard at Pola, but contracts were never allocated.

The KuK Marine followed the German custom of withholding the names of new ships until the launching day, and referred to them merely as replacements for old ships, hence Ersatz (replacement). Several sketch designs were produced, and the final appearance of the ships cannot be known with certainty, but they all had raised forecastles for better seaworthiness. Another noteworthy feature was the provision of lattice towers amidships to carry searchlight platforms, and the 150mm (5.9-in) guns were carried higher than before.

The 350-mm (13.8-in) L/45 was designed by Skoda, and had a muzzle velocity of 820 m/sec (2690 ft/sec). It weighed 74 tonnes and fired a 635-kg (1400 lb) shell about 31 500 m (34 450 yards). The guns for Schiff VIII had been ordered from Skoda's factory at Polsen before the outbreak of the war, but no further orders were placed. Four guns were delivered to the army in 1916-18 for use on the Italian front and the remainder were seized by the French as warloot.

By the end of 1917 all four vessels had been cancelled."

Rocoteh
Sep 16, 2004, 09:50 AM
These units, all by Wyrmshadow will be
included in TGW-DIV 1.3.

HMS Dreadnought
Tegetthoff-class
Casemate Battleship
Sharnhorst WWI
Olympia
Armored Cruiser
4 Stacker Destroyer


Rocoteh

El Justo
Sep 16, 2004, 09:58 AM
all excellent additions for sure!

Adler17
Sep 16, 2004, 10:00 AM
Sorry, you´re right. I was writing too fast and was wrong. Oh here is a ww1 light cruiser: http://cdgroup.org/forums/tbs/civ3/viewtopic.php?p=82068#82068

Adler

El Justo
Sep 16, 2004, 10:05 AM
wyrmshadow has cranked out several new ones over the last few weeks. it encouraged me to diversify my AoI scenario despite the painstaking process of adding in all of the new stuff. it's worth it though.

Rocoteh
Sep 16, 2004, 10:28 AM
The units made by Wyrmshadow are of
incredible value.

I want to include them, even it means that
the download will be much larger.

Rocoteh

Sarevok
Sep 16, 2004, 06:07 PM
It should be worth it...

Adler17
Sep 17, 2004, 12:43 AM
Indeed. A scenario lives from UU. That´s the A and O. Without them hardly a certain flair can be found. Although the download will be bigger...

Adler

Adler17
Sep 17, 2004, 03:47 AM
I think I was too quick yesterday: Wyrm just launched the famous Emden class light cruiser of ww1 (Emden and Dresden): http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7694

Adler

Rocoteh
Sep 17, 2004, 04:35 AM
I think I was too quick yesterday: Wyrm just launched the famous Emden class light cruiser of ww1 (Emden and Dresden): http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7694

Adler

One of the best from Wyrmshadow!

I will include it in TGW-DIV 1.3.

Rocoteh

Adler17
Sep 18, 2004, 03:22 AM
http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7696

Th USS Floriada Dreadnought. There is also the USS Olympia armoured cruser. Suitable as UU. If Wyrm continues at this speed we have all classes until Christmas...

Adler

Rocoteh
Sep 18, 2004, 08:01 AM
Britain:

Dreadnought-class
Bellerophon-class
ST Vincent-class
Neptune-class
Colossus-class

A 30 D 24 +HP 4

Orion-class
Centurion-class
Iron Duke-class

A 42 D 28 +HP 4

Germany

Nassau-class

A 32 D 28 +HP 5

Helgoland-class

A 38 D 30 +HP 5

Kaiser-class
König-class

A 45 D 32 +HP 6

Germanys ships was better in general with
regard to protection.
Britain had ammo-problems.

Above have been factored into the stats.


Rocoteh

El Justo
Sep 18, 2004, 09:28 AM
If Wyrm continues at this speed we have all classes until Christmas...

Adler
tell me about it! :lol: :lol:

when all is said and done though, the range and variance in gfx is amazing.

music_theory7
Sep 18, 2004, 03:25 PM
Will there be the vaunted Paris Gun in TGW-Div 1.3? and how about the Red Barrons Jaghewsher 41 ( I think :confused: ) as a unique unit that cannot be built.

Sarevok
Sep 18, 2004, 04:13 PM
Im seeing ships in my sleep...

Rocoteh
Sep 19, 2004, 12:47 AM
Will there be the vaunted Paris Gun in TGW-Div 1.3? and how about the Red Barrons Jaghewsher 41 ( I think :confused: ) as a unique unit that cannot be built.

I will consider both issues.

Rocoteh

Rocoteh
Sep 19, 2004, 01:20 AM
PM have been send to Sarevok with question
concerning if he will launch TGW 2.1 within 3 weeks.
(Including Wyrmshadows new units)

Should that be possible, TGW-DIV 1.3 will stay
as biq-download.

The reason for this is that I want to avoid a situation
where there are 2 TGW-downloads. Both at 80 MB-size.

Rocoteh

Adler17
Sep 19, 2004, 02:14 AM
What about German Bayern class and British Queen Elizabeth and Royal Oak classes with 15" guns? Also isn´t there missing the German Ostfriesland class?
The idea of Manfred Freiherr von Richthofen´s Jasta 11 (Jagdstaffel 11) also called flying circus is a great idea.

Adler

Rocoteh
Sep 19, 2004, 03:04 AM
What about German Bayern class and British Queen Elizabeth and Royal Oak classes with 15" guns? Also isn´t there missing the German Ostfriesland class?
The idea of Manfred Freiherr von Richthofen´s Jasta 11 (Jagdstaffel 11) also called flying circus is a great idea.

Adler

Clarification:

Post 2383 refered to Ship-classes at start.

It should be possible to build Bayern-class,
Queen Elizabeth-class and Royal Oak-class also.

Helgoland-class=Ostfriesland-class.
For some reason both names are in common use.

Rocoteh

Rocoteh
Sep 19, 2004, 04:29 AM
Shield-cost for Floating Mines reduced will be reduced
to 20 (from 40) in TGW-DIV 1.3.

In recent playtests I made, it took 2 (attacking) Floasting Mines
to destroy 1 Dreadnought (Shield-cost 320).

Mines were great killers during WWI.

The idea is of course that it should be a high-risk
operation to move capital ships without destroyer-escort.

From my own personal mod I can see that AI both produces
and use Floating Mines.

One frequent question is:

Why not give Floating Mines low attack and high defense stats?

The answer is that AI then will "think" that Floating Mines
are regular ship units and will start to attack them with
large number of Dreadnoughts.

Rocoteh

AlternativeGen
Sep 19, 2004, 01:00 PM
To Sarevok and Crew,

TGW 2.1 is the first version of TGW I've played, and I've currently played it for many hours at the highest level of difficulty. Before going any further, I've also played your Barbarossa Scenario and will soon play your Three Kingdoms set. I've found your scenarios completely refreshing, like ACW, better than those which come with "Conquests", featuring remarkably consistent graphics, realism, and fantastic creativity as to city improvements and many other aspects of Civilization which are often ignored. I hope you make many, many more scenarios, large and small, for periods long ago and nearly present and I shall play all of them.

There is my homage. But here is my problem. I cannot get to 1916 in this game. By mid 1915, whoever I've played (England, Germany, France, Russia), has taken the AI opponent's capital(s) after an integrated blitzkreig made possible by certain tactics, an invincible economy, and the power of lethal artillary.

When playing as Germany, I used about 10 Railguns and 19 Seige guns to rampage through Denmark, then Belgium, then the Netherlands, then continental France. Often, the artillary would kill everything in the city, allowing Armies to then move in without even a minor fight. The job was simplified further by the 10 Corps I soon had (I only place Elite units in my corps--so imagine that--10 Corps of Elite German Infantry and it is still
1914). The speed of corps movement was impossible for the AI to stop. In early 1915 I invaded russia and took poland that first week, all while the german navy was destroying the improvements along the english coastline. Total victory. It was fun, but not WW I.

WW I artillary was infamous rather for not completing the job. I do not think it should ever be lethal during this era, perhaps not until the Gulf War I era, and then only some types. While WWI artillary did have some incredible calibres, it continued to lack the sort of accuracy that could kill every defensive unit in a city, or in the trenches. I do agree, however, that Chlorine gas should be lethal, as this will increase it's importance to the scenario.

I would honestly love to play your scenario against a human (which I'm going to have to start doing at some point. Till then, it's still fun to play the AI.).

On my first go round as the British, I took Berlin in mid 1915 on a blitz that began in the third week with the conquest of Metz. (on turn one they had located and destroyed two german corps). Each time the British took a city, I bought an airport so as to rapidly move infantry and artillary from britian to its most recent conquest. As Britian, I never had the lethal artillary of Germany, but made do with a sufficient stack of light artillary which backed a huge stack of British infantry.

The BEF created two Corps that advanced to and took Berlin. Playing Britian was harder than playing Germany, but a much nicer challenge.

There was no air transfer in World War I, except perhaps, for Mail. The only way to remove this feature from Civ is to remove airports altogether, or perhaps, to modify all units in the game to make them "too heavy". Britian should have to rely on naval transport throughout the war, requiring it to buid many more ships to get its ever enlarging army to the front. This makes both subs and transports more important, which is realistic.

While playing the game, the History Channel was on, and fittingly, the Paris Gun was covered in a 'History of Artillary' documentary. Turns out that it was more expensive than you can make something in Civ III, required a crew of 200 to fire, and was melted down to make seige cannons after maybe a year in the field. Perhaps, the Paris Gun and the Rail Gun should be two different things.

While the playing the Germans, my Rail Guns earned 4 leaders with their powerful, long range fire. The leaders were appreciated, and the Entente was embarrassed worse than in the Franco-Prussian War--and honestly, more like they would be in 1940.

In my view, such elements of Blitzkreig must be removed from the sea of possiblities which the scenario presents--especially early on.

A World War I Airfield was little more than a farm with half its fences removed, and its existance did not provide Cold War style air-mobility of infantry units. The Russians would begin to develop this after their revolution, during the 1920's. In the 1930's, Pan American used sea planes for long range transport. I do not believe it could have existed in early World War I. I would remove the Civ III airfield completely from play in order to prevent force vectoring.

Would four brigades make a "Corps" or a "Division"? I'm not sure how it was in World War I, but by WWII, a corps would be much larger than 4 brigades. That's nitpickey. However, again because of Civ III, a corps is more than the sum of its parts. It's been mechanized somehow, and can move faster than its constituents can move separately. And this, in World War I, is just what you need to overwhelm defenses in a way that really didn't happen in World War I. So, much as I hate to say it (I love building Corps), they should be removed from this scenario-- particularly when it is to be played against the Corps-Use challenged AI. Particularly nasty to the Entente were my Corps of Elite German Cavalry, which moved four and could attack three times from
1 hex away, clearing out the artillary reduced stacks of AI infantry. That would have never happened in World War I. The Cavalry charge was instead shredded by machine gun fire.

I would reduce the range of artillary units by one hex a piece. While perhaps a few very expensive guns could fire the distance of the scenario's cheap field howitzer, most field howitzers were kept far closer to the front. That said, the positioning of the different forms of your artillary to the static trench line is most sound--at a different scale it would be most appropriate.
An Iowa Class battleship can only fire 26 miles, yet as the German's, I pounded London with mere medium artillary once I took Calais. Reducing the range of guns further makes it harder to hide them in well protected cities that are yet it in range of the enemy.

Let's make no mistake about it. World War I was, more than anything else, a long, pointless, stupidly faught and incredibly bloody mistake made by once proud European nations and from which no nation gained. France lost half of a generation, and in the twenties, the term "Lost Generation" was coined to describe the war's victors. To make it all worse, the Influenza plague would ravage those survivors in the late war period (I'm waiting to see if you've worked that in -- I've not yet made to the late war).

A suggestion I'd toy with would be to somehow tie population with unit production. Certainly, the rapid growth of population in TGW would allow for some units to cost a population point, and of the units, it should be infantry. But an infantry brigade does not a population point make. So, perhaps a multi-unit infantry counter, An Infantry Division, could be added. It would have to be powerful, move one, and cost two population points--so as to depopulate Europe. Perhaps a realistic addition.

I'm not sure that there was an Early Tank in World War I that made it to the battle field in numbers worth representing here. The early tank unit is pretty useless anyway, and so it doesn't really matter. But the graphic for it looks perhaps, far too useful.

Thus, my suggestions encourage you to make this scenario as hard as possible to win. Offensive units should be very limited, defenses quite sufficient--as already embodied by your brilliantly realistic infantry units. Then, the best offensive units would be merely Elite versions of the weakest. It is a bloodbath if you attack. Even better, after that endless artillary bombardment, the failure of "regulars" to kill promotes the defender, creating the elites you'll later need on the offense. TGW should be a giant
quagmire of well developed trench systems creating an engine of mutual attrition to encourage the ever larger waste of humanity which the war represented.

Now let me pay further homage: Those who haven't played this scenario should. It is a fine example of what Civ III is all about, and it is beautiful. You will love the Naval Battles between Britian and Germany and the unprecendented power of your wartime economies. As a Civ III scenario, this is an A++. As a World War I Scenario, it is the best. As a long pointless bloodbath, however, I give it a B-. It is bloodier than most scenarios, but still not bloody and pointless enough. And if you like it, you'll like Barbarossa too.

My favorite moment in playing TGW 2.1 came the second time I played the British. This worked:

1). evacuate the BEF to transports,
2). Move them to London
3). Destroy every capital ship in the German Navy
4). Get Right of Passage from Denmark
4). Land the BEF in Denmark and
5). Advance on and take Keil with the BEF in the 10th week, creating a powerful British front in Denmark that will eventually make Hamburg worthless to the Germans.

In the same game, British Marines suprised the Ottoman's by taking Haifu in the first week of the war. As usual, The Royal Navy rules if you use it right.

As a related aside, have you read the Harry Turtledove series called "American Front"? I sometimes think he's played too much civ. He'd love your scenario.

BkGreatWarnut
Sep 19, 2004, 01:26 PM
If you are interested in playing with a Human Opponent, I will volunteer! We would have to do a PBEM and use TGW Div Multiplayer... Although I suppose we could use TGW 2.1 it would just require us to change some cities around.

My e-mail bmklee at svsu dot edu

Edit/P.S.--It would probably be best for one of us to take Germany and the other to take Britain as they are both the two strongest Civs.

Personally I prefer Germany, but will gladly play as Germany.

AlternativeGen
Sep 19, 2004, 01:28 PM
"Come on you apes! which of you wants to live forever?"

Quote from an anonymous World War I general.

AlternativeGen
Sep 19, 2004, 01:33 PM
BkGreatWarnut,

I will need to read the manual non multi-player option--have never done it. I would prefer the initial game to be Barbarossa, which is very fast loading and has fewer player nations. If you haven't played it, its a great one.

But I'm a willing victem. I would love to play which ever is the easiest way to schedule.

BkGreatWarnut
Sep 19, 2004, 04:39 PM
Well, there are two options, TGW Division Multiplayer which is already set up for Multiplayer or TGW 2.1 which we really should modify before we do so...

Personally I'd prefer TGW Div Multiplayer...

Sarevok
Sep 19, 2004, 10:08 PM
Gen, I am not the only one who created this scenario. There is at least one other who does not fit into the "crew" category if not more.

AlternativeGen
Sep 20, 2004, 12:46 AM
Actually, to all the creators of TGW, my regards. Rocoteh for his hard work and information in often trying circumstances...I believe he is a heart of Civfanatics. Aanar140 for a very nice map, Embroyodead, Wyrmshadow, and all of the other names, some of which I recognise but cannot directly credit for works here. It must be rewarding to have such a team dedicated to such a task.

But for now, its the Three Kingdoms! I'm currently having a blast playing the Wu, having rewarded the Wei's suprise attack by taking four of their southern river cities on about turn 20-25. I've been able to make peace with the cursed Wei, just at the right time, as in another turn there'd have only been three taken cities given the Wei stacks that were descending.

This weekend I'll be playing the Divisional version of TGW against a human, I hope, and that will be a good play test opportunity as it will lessen the importance of the AI's stupidity to my victory plans.

Like Billy Pilgrim, I'm unstuck in time!

Sarevok
Sep 20, 2004, 09:58 PM
Actually, to all the creators of TGW, my regards. Rocoteh for his hard work and information in often trying circumstances...I believe he is a heart of Civfanatics. Aanar140 for a very nice map, Embroyodead, Wyrmshadow, and all of the other names, some of which I recognise but cannot directly credit for works here. It must be rewarding to have such a team dedicated to such a task.

But for now, its the Three Kingdoms! I'm currently having a blast playing the Wu, having rewarded the Wei's suprise attack by taking four of their southern river cities on about turn 20-25. I've been able to make peace with the cursed Wei, just at the right time, as in another turn there'd have only been three taken cities given the Wei stacks that were descending.

This weekend I'll be playing the Divisional version of TGW against a human, I hope, and that will be a good play test opportunity as it will lessen the importance of the AI's stupidity to my victory plans.

Like Billy Pilgrim, I'm unstuck in time!
Thank you :)

I am glad that you think these scenarios creates are all excellent. It took much to create all of them with virtually no profit at the hands of the creators. I guess our profit is all of these excellent comments, thanking creators for their excellent creations. Believe me when I say this, I have been on both sides and although it sounds like praise may not be looked at, it is, and it is an incentive for creators to continue. :)

AlternativeGen
Sep 21, 2004, 12:31 AM
Sarevok and the Elite,

It is A LOT of work. In my attempts to create scenarios completely by myself, I have generally been too overwhelmed to truely finish. I am amazed by how many unit animations have been posted to CivFanatics. For me, making such a graphic would not only be next to impossible, but it would be the last thing I'd ever want to do. Icons perhaps--animations, not.

On the other hand, as a computer programmer by life, I rather enjoy editing the raw text of the civilpedia files. And I love modifying Civ's tech tree.

I am inspired by those who do take the time to finish it all. It is very worth it. A Civ scenario these days is such a vast thing that it is truely as much a work of art as logic. Deep attention to history is equally--or for me, more inspiring.

Civ III Conquest's scenarios do not match the imagination within many scenarios found on CivFanatics, so certainly the makers of TGW and many other now famous scenarios should be paid and their work should be sold, as it is yet more sellable than what has sold in great enough quantities for the great Sid. Folks like me are rather consistent in their demand to buy anything and everything about civ.

Ah-- if we truely lived in a free enterprise system life would be like that. So, how indeed do you gain profit from such work other than to get a famous user name on a rather popular forum? To what extent can your work be separated from the civ iii engine so that you could sell it--as programs are sold which require Windows. It would seem to me that your scenarios encourage the purchase of the Civ iii engines, which would be good for the stockholders of Civ III.

I spent my twenties writing fractal generation programs for 286era DOS machines--I know how you feel. But feel good about this. Other than myself and a few good friends, no one ever saw those miraculous fractals. Your work has been displayed to the internet mulitudes, and its worth has been proven.

The bigger question is what do you do next? The Tao says to expect nothing and gain the world, expect the world and gain nothing. Life is too short to waste the imagination--being able to use it is like the runner being able to run or the painter being able to paint.

But put it in a box and I'd gladly pay $19.99 for your historical exercises.

AlternativeGen
Sep 21, 2004, 12:34 AM
or 49.95 (which is what I paid for Civ III).

Rocoteh
Sep 22, 2004, 03:21 AM
AlternativeGen,

Thank you for the positive words and comments.
I value them high and will remember them in times
of demotivation.

Best Regards

Rocoteh

BkGreatWarnut
Sep 22, 2004, 08:34 AM
Rocoteh,

I was just wondering why the unit producing improvements were changed in TGW Div Multiplayer 1.0. Actually, I completely understand why the origional ones were taken away...Ruhr Factories, British, French, and Russian Reinforcements greatly unbalanced the game into the three major powers favor and I agree with the removal of their unit producing abilities.

However, I was checking the Civlopedia and noticed that the American War Entry did not build American Reinforcements to produce American Infantry or even American Infantry. It is your scenario and this could be easily edited, but I strongly feel that the American War Entry should produce an American Reserves in each Continental City which produces 1 American Inf at least every 5 turns. American War Entry was the deciding factor in the war and should be in the game. If the German's can win before 1917 then they don't have to worry about America...If Germany fails to do so...

I'm guessing you removed the feature to further balance the game but I feel my proposed American Infantry every 5 or so turns would keep the game balanced enough yet give it a more accurate sense of historical accuracy.

Lastly, I want to note that the request comes from me as I play Germany in a current PBEM which you said you would keep close tabs on. So far I'd say that the war has been quite balanced along with accurate as I captured all of Belgium along with Calais in the first week but do not see gains in the immediate future.

Just my thoughts and concerns,
BK

Rocoteh
Sep 22, 2004, 09:06 AM
Rocoteh,

I was just wondering why the unit producing improvements were changed in TGW Div Multiplayer 1.0. Actually, I completely understand why the origional ones were taken away...Ruhr Factories, British, French, and Russian Reinforcements greatly unbalanced the game into the three major powers favor and I agree with the removal of their unit producing abilities.

However, I was checking the Civlopedia and noticed that the American War Entry did not build American Reinforcements to produce American Infantry or even American Infantry. It is your scenario and this could be easily edited, but I strongly feel that the American War Entry should produce an American Reserves in each Continental City which produces 1 American Inf at least every 5 turns. American War Entry was the deciding factor in the war and should be in the game. If the German's can win before 1917 then they don't have to worry about America...If Germany fails to do so...

I'm guessing you removed the feature to further balance the game but I feel my proposed American Infantry every 5 or so turns would keep the game balanced enough yet give it a more accurate sense of historical accuracy.

Lastly, I want to note that the request comes from me as I play Germany in a current PBEM which you said you would keep close tabs on. So far I'd say that the war has been quite balanced along with accurate as I captured all of Belgium along with Calais in the first week but do not see gains in the immediate future.

Just my thoughts and concerns,
BK

BkGreatWarnut,

The fact is that have not removed any reinforcements at all!
As TGW-DIV and the multiplayer version are biq-downloads
the civilopedia text you see is the text provided with TGW 2.1.

Can you confirm that no reinforcements work?
In such a case I will check out and see what is wrong.
No theory right now.

Thank you for the comment on the PBEM-game.
I use to follow it every day I am on-line.

Edit: I have checked all reinforcements in the editor and
can find no reason it should not work.

Rocoteh

BkGreatWarnut
Sep 22, 2004, 10:36 AM
Actually, I just checked the editor and you are right... Why is it that the Germans receive them every 6 turns now in TGW Div Multiplayer compared to just 2 in TGW 2.1? I think it could be left around 4 turns... However, I do suppose this more accurately represents Germany's slowly dwindling resources and manpower which the allies had a ton or...oh well, just have to take as many French cities as possible before the Frenchies reach that TECH!

Sorry for the misunderstanding and thanks for taking the time to modify TGW 2.1 so we can play out this scenario and wish me luck as I will be starting a second major offensive in Week 32 of 1914 (3rd turn). However, due to intelligience concerns I cannot release where the attack will be at.

By the way, if anyone reading this thread knows how to take a snapshot/screenshot please post how to or to a thread that tells you how to do so and I will post screenshots of German fronts 3-6 weeks after there date for any lurkers interested... I would post them immediately, but I'm sure the French, British and Russians would use them to some advantage.

Thanks,
BK

Rocoteh
Sep 22, 2004, 10:57 AM
Actually, I just checked the editor and you are right... Why is it that the Germans receive them every 6 turns now in TGW Div Multiplayer compared to just 2 in TGW 2.1? I think it could be left around 4 turns... However, I do suppose this more accurately represents Germany's slowly dwindling resources and manpower which the allies had a ton or...oh well, just have to take as many French cities as possible before the Frenchies reach that TECH!

Sorry for the misunderstanding and thanks for taking the time to modify TGW 2.1 so we can play out this scenario and wish me luck as I will be starting a second major offensive in Week 32 of 1914 (3rd turn). However, due to intelligience concerns I cannot release where the attack will be at.

By the way, if anyone reading this thread knows how to take a snapshot/screenshot please post how to or to a thread that tells you how to do so and I will post screenshots of German fronts 3-6 weeks after there date for any lurkers interested... I would post them immediately, but I'm sure the French, British and Russians would use them to some advantage.

Thanks,
BK

BkGreatWarnut,

TGW-DIV Multiplayer1.0 is a modified version of
TGW-DIV 1.2a.

Tomorrow I will post the differences in reinforcements
between TGW 2.1 and TGW-Multiplayer 1.0 (which in fact
is the latest version of TGW-DIV).

On German reinforcements:
TGW-DIV have always had less reinforcements for
both sides than TGW.

Good luck to the second major offensive!
I will follow it with great interest.

Rocoteh

Sarevok
Sep 22, 2004, 07:04 PM
I am thinking of removing the wonder created units from TGW completely, save the rare reinforcements of ANZAC and Indian troops.

BkGreatWarnut
Sep 22, 2004, 08:06 PM
I actually would agree with you. Units can be produced relatively quickly and often each civ can hurry production to put even more units into the fight.

However, PLEASE leave the American Infantry Produced by the American War Entry. However, I think I would change their frequency to every 2 or 3 turns.

Sarevok
Sep 22, 2004, 09:22 PM
I was talking about the european unit producing wonders, not the American one.

Rocoteh
Sep 23, 2004, 02:36 AM
I will probably remove all European reinforcements
in TGW-DIV 1.3.

Rocoteh

Adler17
Sep 23, 2004, 09:02 AM
I was never able to reach this point in a game so far, but is American War Entry also buildable for Germany? I mean although the US entered the war on the Entente side they also could have done it on Germany´s side. This wasn´t so clear at the very beginning and some things like revealing the fact that hidden warships danger US passengers with secret ammo cargo (e.g. HMS Lusitania) could have changed the opinion.
Another idea: Why not producing a transport with X soldiers in Y turns at the one end of the map to simulate the US coming over the ocean to fight?

Adler

Also news from Wyrm: The USS Wyoming is ready:
http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7714

Adler

Sarevok
Sep 23, 2004, 11:20 AM
I was never able to reach this point in a game so far, but is American War Entry also buildable for Germany? I mean although the US entered the war on the Entente side they also could have done it on Germany´s side. This wasn´t so clear at the very beginning and some things like revealing the fact that hidden warships danger US passengers with secret ammo cargo (e.g. HMS Lusitania) could have changed the opinion.
Another idea: Why not producing a transport with X soldiers in Y turns at the one end of the map to simulate the US coming over the ocean to fight?

Adler

Also news from Wyrm: The USS Wyoming is ready:
http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7714

Adler
no, only the french can build it because you need one of the french wonders to build it.

Rocoteh
Sep 23, 2004, 02:09 PM
I was never able to reach this point in a game so far, but is American War Entry also buildable for Germany? I mean although the US entered the war on the Entente side they also could have done it on Germany´s side. This wasn´t so clear at the very beginning and some things like revealing the fact that hidden warships danger US passengers with secret ammo cargo (e.g. HMS Lusitania) could have changed the opinion.
Another idea: Why not producing a transport with X soldiers in Y turns at the one end of the map to simulate the US coming over the ocean to fight?

Adler

Also news from Wyrm: The USS Wyoming is ready:
http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7714

Adler

Adler17,

Yes, a new solution for U.S. maybe the most important
issue for TGW-DIV 1.4.

The work Wyrmshadow do is really impressing.

Rocoteh

wargamer87
Sep 23, 2004, 08:18 PM
Playtest ReportTurn 26 Highest Difficulty I am playing as Germany in v 2.1
Central Powers Victory Points 54,375
Allied Powers Victory Points 38,585
My Army (German) consists of:
Captured Units
14 Light Artillery
25 Field Gun
9 Worker
Other units:
2 Field Howlitzer
2 Pre-Dreadnought
1 Submarine
4 Destroyer
15 Dreadnought Battleship
7 Biplane
6 Corps
3 Armored Cruiser
21 Light Artillery
7 Siege Gun
278 Infantry
19 Alliance Machine Gun
6 Light Cruiser
5 Battlecruiser
5 Combat Engineer
11 Zeppelin
5 Armored Car
12 Kavallerie
22 Rail Artillery
5 Flamethrower
60 Coastal Mine
10 Naval Mine

Enemy Militaries: I only
included ground units
in significant quantities
with one exception in
Russian Armored Cruiser

France
13 Cavalry
156 Infantry
56 Light Machine Gun

Russia
76 Cossack
75 Armored Cruiser
(Why they build this
many I don't know)
103 Guerilla
504 Infantry
355 Light Machine Gun

Great Britain
137 Infantry
54 Entente Machine Gun
28 Flamethrower
16 Light Machine Gun

Italy
17 Cavalry
12 Guerilla
32 Infantry
47 Light Machine Gun
Frontline Situation:
I have been lazy in attacking, otherwise I would probably be much closer to winning at this time. I have attacked into France, taking all the cities before Paris except the city just Northeast of the French Capital. I obviously crushed Belgium like an ant, and crushed a huge Russian offensive, comprable to a stack of doom on steroids. I counterattacked and took Warsaw, which is all I really wanted because of the Victory Point Location there. My Allies have neither taken or lost anything, except for the Ottomans who are beating down the Arabians. Becuase of this, I have not included their military statistics. This is a wonderful scenario (although I've only played a handful of downloaded scenarios), but unfortunately it is obvious that any scenario even remotely balanced in starting position should be won by the human. My advice would be to focus on the multiplayer version virtually exclusively, as that could actually be made to be "fair". I will probably attack Italy next, as they are so pitifully weak, and win the scenario in short order despite the fact I really am a lazy attacker sometimes. Sorry for such a long post, but I wanted it to be as useful as possible.
One last note, artillery is probably too powerful, note how many Artillery I have built. Virtually all my high-production cities are building artillery, all my infantry I get from the unit-producing stuff.

Rocoteh
Sep 23, 2004, 11:14 PM
wargamer87,

A very interesting report.

Thank you.

Rocoteh

Adler17
Sep 24, 2004, 12:15 AM
I said it before, wyrm seems to be ready with all ww1 ships before Christmas:
The USS Pennsylvania/ Arizona:
http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7719

Adler

Rocoteh
Sep 24, 2004, 01:28 AM
I will probably use the updated Texas (by Wyrmshadow)
to represent the König-Class in TGW-DIV 1.3.

Any comments on that?

Rocoteh

Adler17
Sep 24, 2004, 02:47 AM
Good idea. The König looked a bit like the Texas. If Wyrm is ready with his Colorado we have a good Bayern replacement.

Adler

Rocoteh
Sep 24, 2004, 03:32 AM
Good idea. The König looked a bit like the Texas. If Wyrm is ready with his Colorado we have a good Bayern replacement.

Adler

Adler17,

Yes, I agree.
I will probably use Florida (by Wyrmshadow) to
represent Orion Class and Centurion Class.

I will choose Dreadnought (by Wyrmshadow) for the Helgoland Class
(Ostfriesland).
Dreadnought (with other stats) have been choosed and placed
for the Nassau Class.

Dreadnought have been choosed and placed for these British ships:

Dreadnought
Bellerophon
Superb
Temeraire
Saint Vincent
Collingwood
Vanguard
Neptune
Colossus
Hercules


Rocoteh

Rhye
Sep 24, 2004, 05:32 AM
A request for rocoteh or sarevok:

I need to know who's the author of the Zeppelin animation you've included in TGW.
It lacks the move and attack animations, and the civilopedia pictures.
Can you tell me the link to the unit thread, please? I really don't find it.

Rocoteh
Sep 24, 2004, 06:07 AM
A request for rocoteh or sarevok:

I need to know who's the author of the Zeppelin animation you've included in TGW.
It lacks the move and attack animations, and the civilopedia pictures.
Can you tell me the link to the unit thread, please? I really don't find it.

Rhye,

I have no info on the Zeppelin unit.
However I assume Sarevok can give you info on
where to find it.
He will probably be on-line within 12 hours from now.

Rocoteh

BkGreatWarnut
Sep 24, 2004, 07:41 AM
Hey you guys...

Since both of you have decided that the game would be fun to play as a mutlipayer game i just wanted to let you guys know that I am up for that.

TGW Multiplayer Div 1.0 is fairly balanced and fun to play. I currently playing as Germany on turn #4 with 6 other people. One has Britain and Italy, while the rest of the main countries are taken by other human players and AI is the Neutrals. So far, I have taken all of French Belgium and Calais as Germany, but now it looks as if the trench warfare has kind of settled in as I've spent the last 3 turns occupying and defending Belgium from a relatively small, but fierce French & British coutnerattack.

Anyways, if you are looking to play...I know Alternative Gen is...and are interested post and i will start a new thread or e-mail me at brian_klee4 at hotmail dot com.

Rocoteh
Sep 25, 2004, 08:48 AM
I will continue to follow the current PBEM-game.

It gives very interesting playtest-info.

Since it is human versus human it has special value.

Rocoteh

REDY
Sep 25, 2004, 01:46 PM
Its great! I started for Austria-Hungary and capture every city is very difficult. I captured Venice, some Russian City, all Serbia (no Montenegro), Bucurest and Salonika. But my army becaming weaker and weaker....Now I fighting to capture Warszaw, and losted 3 quarters of my army and Russian units going there allways with 4x larger army. Also French and Italy allways bombard my cities:-( But I must capture Warszaw, I will finish with Montenegro and end attacking to Greece and Romania (they are weak now, so maybe Bulgaria finish them) and all units I will send to Warszaw...

Rocoteh
Sep 26, 2004, 12:21 AM
REDY,

I am glad to hear that you liked TGW.

Thank you.

Rocoteh

Rocoteh
Sep 26, 2004, 01:34 AM
I will use Wyoming (by Wyrmshadow) for Kaiser Class
and Texas (by Wyrmshadow) for König Class.

This is not a perfect solution, but the best I
can find since no German WWI Battleships graphics
have been created.

Rocoteh

REDY
Sep 26, 2004, 01:41 PM
Yahoo! After crush Montenegro, Greece(I lost my flotile,so Crete and Rhodos are Greek) I had decide to North way to "liberate" Finland. Now I capture Petrograd. My ally Ottoman Empire won battle with Arabians and only two Arabian cities are free. But German Reich stoped and last captured city is Arnhem, when I captured three workers when they were building roads in Russia:-) Italian front is closed and safely after I build some fortresses Milan...

amirsan
Sep 26, 2004, 07:27 PM
check your pm box Saervok...

Rocoteh
Sep 27, 2004, 12:28 AM
Yahoo! After crush Montenegro, Greece(I lost my flotile,so Crete and Rhodos are Greek) I had decide to North way to "liberate" Finland. Now I capture Petrograd. My ally Ottoman Empire won battle with Arabians and only two Arabian cities are free. But German Reich stoped and last captured city is Arnhem, when I captured three workers when they were building roads in Russia:-) Italian front is closed and safely after I build some fortresses Milan...

REDY,

Thank you for the report.

It will be interesting to follow this.

Rocoteh

Adler17
Sep 28, 2004, 01:18 AM
Rocoteh, Wyrm is ready with his USS Colorado, a perfect replacement for the German Bayern and British QE and Royal Oak classes:

http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7731

Adler

Rocoteh
Sep 28, 2004, 01:23 AM
All at start German and British Dreadnoughts have
now been replaced with new graphics (and stats).

On Superdreadnoughts:

Nevada (by Wyrmshadow) will represent Queen Elizabeth Class.
Colorado (by Wyrmshadow) will represent Bayern Class.

Due to all the new graphics TGW-DIV Multiplayer 1.0 will
not work with TGW-DIV 1.3.

However since response have been very positive on
Multiplayer 1.0 I will make an 1.1 version that works with TGW-DIV 1.3.

Rocoteh

Rocoteh
Sep 28, 2004, 01:31 AM
Rocoteh, Wyrm is ready with his USS Colorado, a perfect replacement for the German Bayern and British QE and Royal Oak classes:

http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7731

Adler

Adler17,

Yes, I agree.

I will probably use Nevada for Queen Elizabeth Class
though to get more variety.

Rocoteh

Rocoteh
Sep 28, 2004, 03:04 PM
Rocoteh, Wyrm is ready with his USS Colorado, a perfect replacement for the German Bayern and British QE and Royal Oak classes:

http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7731

Adler

Adler17,

On a second thought I will use the Colorado-graphic for
Queen Elizabeth Class also, since the download will be really huge.

Rocoteh

laisak
Sep 28, 2004, 04:25 PM
I'm really excited about the new graphics!
Really looking forward to 1.3!

Adler17
Sep 28, 2004, 11:53 PM
Nevertheless I think although the big download you should make as many as UU as possible. This is the best on scenarios. But since I have DSL I don´t have so much download problems...

Adler

Rocoteh
Sep 29, 2004, 12:37 AM
I'm really excited about the new graphics!
Really looking forward to 1.3!

laisak,

I am glad to hear that.

October 10 is target date for 1.3,
but it maybe an earlier launch.

Rocoteh

Rocoteh
Sep 29, 2004, 12:42 AM
Nevertheless I think although the big download you should make as many as UU as possible. This is the best on scenarios. But since I have DSL I don´t have so much download problems...

Adler

Adler,

Yes, I think 1.3 will mean a record in added
custom units with regard to the different versions of TGW.

Rocoteh

LouLong
Sep 29, 2004, 02:20 AM
What about Senegalese (tirraileurs) for colonia reinfocements ?
And a few Greek guards in ... well... Greece !

Rocoteh
Sep 29, 2004, 04:08 AM
What about Senegalese (tirraileurs) for colonia reinfocements ?
And a few Greek guards in ... well... Greece !

LouLong,

Yes, that sounds good.

Have any graphics been done for such units?

Best Regards

Rocoteh

LouLong
Sep 29, 2004, 07:36 AM
Yes, by Bebro.

French soldier : http://forums.civfanatics.com/showthread.php?t=96603
Senegalese : http://forums.civfanatics.com/showthread.php?t=96417

Greek Guard : http://forums.civfanatics.com/showthread.php?t=96502
Normal Greek (and Russian) : http://forums.civfanatics.com/showthread.php?t=96717

Turk : http://forums.civfanatics.com/showthread.php?t=96308

I am sure some (Italian for instance) are in. Not sure about the others.
Beautiful modelling, just look a bot flat sometimes.

Rocoteh
Sep 29, 2004, 07:48 AM
LouLong,

Thank you.
I will download them.

Rocoteh

Rhye
Sep 29, 2004, 08:39 AM
I've tried to play the mod, for the first time.

I expected a great mod, and in fact it is.

But I did not vote "Its Great! one of the best out there!" for some reasons:

1-you should update civilopedia pictures. What's that W.C. allowing the howitzer?
2-you should remove luxuries and map trades. Very irrealistic.

but the real fact is that:

3-it is too slow!! I will never play it, with 20+ minutes between turns...
a shame, as I love WWI scenarios :(
Have you considered a smaller Europe map?

El Justo
Sep 29, 2004, 08:59 AM
it is too slow!! I will never play it, with 20+ minutes between turns...
not for me (when i played it months ago). i was many turns in and the max waiting time was a few minutes, tops.

but i will admit that long waiting times are the pits!

Rocoteh
Sep 29, 2004, 09:23 AM
I've tried to play the mod, for the first time.

I expected a great mod, and in fact it is.

But I did not vote "Its Great! one of the best out there!" for some reasons:

1-you should update civilopedia pictures. What's that W.C. allowing the howitzer?
2-you should remove luxuries and map trades. Very irrealistic.

but the real fact is that:

3-it is too slow!! I will never play it, with 20+ minutes between turns...
a shame, as I love WWI scenarios :(
Have you considered a smaller Europe map?

Rhye,

1. That may be in version 2.1.

2. You have a point there.

3. I am sorry to hear that. However, going to a smaller
map would kill the scenario.

My current "production-plan" is:

Complete TGW-DIV 1.3.
Complete Barbarossa 1.2.
Complete The Old Empires - 1861 - historical.

After that I will take a decision if I shall continue
with scenario-creation or not.
Right now its 50/50.

Rocoteh

El Justo
Sep 29, 2004, 09:25 AM
Right now its 50/50.
what?!?! that's not what i want to hear :nono:

Rocoteh
Sep 29, 2004, 09:36 AM
what?!?! that's not what i want to hear :nono:

El Justo,

I have discussed this with Sarevok since more
than a month.

I am old man and motivation is down.

Its possible I will return to my personal mods.

Sarevok is young, but I think he also reason in that way.


Rocoteh

Metacomet
Sep 29, 2004, 10:42 AM
El Justo,

I have discussed this with Sarevok since more
than a month.

I am old man and motivation is down.

Its possible I will return to my personal mods.

Sarevok is young, but I think he also reason in that way.


Rocoteh

Rocoteh,

I hope you and Sarevok are just joking about the idea of not doing any new scenario. That could be really hard for some of us, who really enjoy your work. I'm very concerned about that, both of you were the reason of more than one argument with my wife about wasting so much time in front of my computer, I think is the reason she doesn't allow me to upgrade my computer... and she's right I will expend more time with a better computer, jajajajajajajaja...

I hope both of you reconsider the situation...

Rhye
Sep 29, 2004, 12:57 PM
3. I am sorry to hear that. However, going to a smaller
map would kill the scenario.


I don't think so. A map of the size of the Conquests shipped in the CD would be good.



After that I will take a decision if I shall continue
with scenario-creation or not.
Right now its 50/50.
Rocoteh


Sooner or later we will all leave the civ3 modding :)

I hope later, but please let him decide on his own.

Rocoteh
Sep 29, 2004, 01:15 PM
Rocoteh,

I hope you and Sarevok are just joking about the idea of not doing any new scenario. That could be really hard for some of us, who really enjoy your work. I'm very concerned about that, both of you were the reason of more than one argument with my wife about wasting so much time in front of my computer, I think is the reason she doesn't allow me to upgrade my computer... and she's right I will expend more time with a better computer, jajajajajajajaja...

I hope both of you reconsider the situation...

Metacomet,

Your support for the scenarios created by Sarevok
and me have always been of great importance.

Rocoteh

Rocoteh
Sep 29, 2004, 01:16 PM
I don't think so. A map of the size of the Conquests shipped in the CD would be good.




Sooner or later we will all leave the civ3 modding :)

I hope later, but please let him decide on his own.

No comments!

Rocoteh

Sarevok
Sep 29, 2004, 08:33 PM
what?!?! that's not what i want to hear :nono:
For me its 30/70, you should feel releived at Rocoteh's figure. However, mine is less by choice more by the fact is my computer is beginning to kill itself. Im afraid whether I like it or not I may not be able to make a new map at all. A different situation my figure would be 50/50

Sarevok
Sep 29, 2004, 08:35 PM
Rhye, a smaller map will kill this scenario. Im sorry, but that is the way it has to be.

El Justo
Sep 29, 2004, 08:37 PM
For me its 30/70, you should feel releived at Rocoteh's figure. However, mine is less by choice more by the fact is my computer is beginning to kill itself. Im afraid whether I like it or not I may not be able to make a new map at all. A different situation my figure would be 50/50
hey, take time off from civing if you need it.

you know, we don't really have on off season here at cfc :mischief:

Rocoteh
Sep 30, 2004, 01:06 AM
hey, take time off from civing if you need it.

you know, we don't really have on off season here at cfc :mischief:

I see no point with continue this discussion.

Anyway, I am going off-line soon and will be away
for some days.

Target-date for TGW-DIV 1.3 still: October 10.

Rocoteh

Rocoteh
Sep 30, 2004, 03:40 AM
Current reinforcements will not be removed.

Reinforcements from India will get a new graphic.

French colonial reinforcements will also get
a new graphic. (Thank you to LouLong for the idea.)

Rocoteh

Adler17
Sep 30, 2004, 08:18 AM
Indian and African troops at the western front had ususallyhigher losses than "normal" troops. I think that should be recognized.
BTW although you get some problems with slowlier PCs the bigger a map is the better IMO.

Adler

AtillaTheKidd
Oct 01, 2004, 06:57 AM
I have a few recommendations.
I love this scenario and its perfect but u could add these WWI units to make even greater here's the link to a creator.
Units (http://forums.civfanatics.com/showthread.php?t=82076)

I have to say wow you had to put alot of effort in to this. It is great it has everything you want for a scenario maybe if you keep updating this it will soon be the the best scenario out there. It is the best WW1 scenario in my eyes and 2nd in all scenarios. 2nd only to Vietnam but with hard work and alot of people sending u tips u'll be top soon.

amirsan
Oct 02, 2004, 02:22 PM
sarevok, please check your pm box.

REDY
Oct 03, 2004, 03:01 PM
Hmm I have not problem with speed, only in loads...however I pointed in options showing animates in only battles,manual moves and enemy moves. But between turns it is very good. It is not Rhyo´s mod, but allways it is quick...

Rocoteh
Oct 04, 2004, 10:24 AM
Indian and African troops at the western front had ususallyhigher losses than "normal" troops. I think that should be recognized.
BTW although you get some problems with slowlier PCs the bigger a map is the better IMO.

Adler

Adler,

Yes, I agree.

This will be reflected in version 1.3.

Rocoteh

Rocoteh
Oct 04, 2004, 10:36 AM
I have a few recommendations.
I love this scenario and its perfect but u could add these WWI units to make even greater here's the link to a creator.
Units (http://forums.civfanatics.com/showthread.php?t=82076)

I have to say wow you had to put alot of effort in to this. It is great it has everything you want for a scenario maybe if you keep updating this it will soon be the the best scenario out there. It is the best WW1 scenario in my eyes and 2nd in all scenarios. 2nd only to Vietnam but with hard work and alot of people sending u tips u'll be top soon.

AtillaTheKidd,

Thank you.

I think you will like TGW-DIV 1.3.
It will have heavily improved graphics.

Rocoteh

Rocoteh
Oct 05, 2004, 06:22 AM
I follow with great interest the PBEM-game that is going on.
http://forums.civfanatics.com/showthread.php?t=96368

I think it shows that is not easy to play Germany in
TGW-DIV as thought by many. (That is in human versus
human play).

This PBEM-game has very high value, since only
human versus human play can show if a scenario is
"unbalanced" or not.

There will be a multiplayer-version 1.1 when TGW-DIV 1.3
have been completed.

Rocoteh

BkGreatWarnut
Oct 05, 2004, 12:52 PM
I would have to agree...after the first week of the war a stalemate on the western front with a few failed offensives has been in place for the past 8 weeks... Right now the key is the number of corps for each side...which is Germany 3, France 2 (1 Great Leader) & Britain 1. Corps help ussually are the deciding factor in any offensive actions so far...that and heavy bombardment...

BK...nice to know that we have a few 'fans' watching as The Great War unfolds...

Sarevok
Oct 05, 2004, 06:34 PM
I follow with great interest the PBEM-game that is going on.
http://forums.civfanatics.com/showthread.php?t=96368

I think it shows that is not easy to play Germany in
TGW-DIV as thought by many. (That is in human versus
human play).

This PBEM-game has very high value, since only
human versus human play can show if a scenario is
"unbalanced" or not.

There will be a multiplayer-version 1.1 when TGW-DIV 1.3
have been completed.

Rocoteh
I agree :)

Rocoteh
Oct 06, 2004, 12:30 AM
I would have to agree...after the first week of the war a stalemate on the western front with a few failed offensives has been in place for the past 8 weeks... Right now the key is the number of corps for each side...which is Germany 3, France 2 (1 Great Leader) & Britain 1. Corps help ussually are the deciding factor in any offensive actions so far...that and heavy bombardment...

BK...nice to know that we have a few 'fans' watching as The Great War unfolds...

BkGreatWarnut,

Interesting to see that number of corps are
very important in human versus human also.

Yes, I intend to follow this PBEM-game until its completed.

Rocoteh

Rocoteh
Oct 06, 2004, 09:23 AM
Work with TGW-DIV 1.3 have reached the final phase,
with intensive bug-hunting.

Target date: October 10 still holds.

Rocoteh

amirsan
Oct 06, 2004, 05:38 PM
I agree :)

I cannot believe you are just avoiding. Well you know what, I dont know if you are doing it on purpose or not, but now I see your true self. A disgrace... correct me if I am wrong however, if not, just let the work of several writers and thier time spent reviews go to waste. All I asked was that you send them to me so they can be rewarded for thier work by being published.

Thanks Alot.

Rocoteh
Oct 07, 2004, 01:15 AM
Defensive bonuses are now:

Fortifications 50

River 55

The location of Tours have been changed.

Rocoteh

Rocoteh
Oct 08, 2004, 02:14 AM
Reinforcements in TGW-DIV 1.3:

Reinforcements and Frequency.

French Colonial Reinforcements 6
French Reinforcements 6
British Reinforcements 8
Reinforcements from India 6
ANZAC-Canadian Reinforcements 7
Reinforcements American 1
Reinforcements USA 1
Russian Reinforcements 12
Reinforcements Russia 12
Ruhr Factories 3
Austria Military Academy 8
Russia Military Academy 8



Rocoteh

CellKu
Oct 08, 2004, 02:44 AM
Rocoteh, your news, stats etc. sound great! I am looking forward to Oct. 10. I hope to find some time next week to take a closer look at the new version. As my last months were horrible, I didn't even have enough time to always follow the thread. So please excuse if I ask an already answered question: How big is the download? (I assume it is a "big" not a "biq" download as you added so many new units.)
My harddrive is almost full. Thus, I just want to make sure I have enough space to download 1.3.

Thanks,
CellKu

Rocoteh
Oct 08, 2004, 04:23 AM
CellKu,

Welcome back!

The uncompressed size of the download is close to 85 MB.
I have uploaded TGW-DIV 1.3 and I hope to get the
download links from Thunderfall tomorrow.

Version 1.3 will also include a new type of artillery:
Counterbattery Artillery.
In reality there are of course only Artillery that sometimes is
used for counterbattery fire. However, due to the game-engine
I created this unit (5-2-3, Land lethal, 150 shields).

Why?

The current situation is that you can keep artillery (with range 2 or more)
behind the front lines thus making these units very hard to kill.
Now all artillery units will have a defense factor of 1 thus
making them vulnerable to counterbattery fire.
Since the new counter-battery will have Land lethal, you can
use them to kill enemy artillery. The attack factor is only 5 and thus
its not a good idea to produce them if you only plan to attack
infantry.


Rocoteh

CellKu
Oct 08, 2004, 09:12 AM
Thanks for the information.
The new Counterbattery Artillery is a very good idea! Does it have its own graphic? (Well, I will see tomorrow...)
I am looking forward to the new version!

CellKu

Rocoteh
Oct 08, 2004, 09:28 AM
Thanks for the information.
The new Counterbattery Artillery is a very good idea! Does it have its own graphic? (Well, I will see tomorrow...)
I am looking forward to the new version!

CellKu

CellKu,

Thank you.

It has the same graphic as the Siege Gun.
I think counterbattery fire often will be used
in human versus human games.

TGW-DIV 1.3 should be an heavy improvement with regard
to graphics, but it should also be better in general compared
to earlier versions.

Rocoteh

Rocoteh
Oct 09, 2004, 12:11 AM
TGW-DIV 1.3 can now be downloaded:


http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069

TGW-DIV Multiplayer 1.0 will not work with TGW-DIV 1.3.
Multiplayer 1.1 will be completed within 2 weeks.
That version will work with TGW-DIV 1.3.

Rocoteh

Adler17
Oct 09, 2004, 05:42 AM
I just dowloaded the scenario and started it. A first remark would be Berlin: It should be replaced first a tile north and then a tile NE. It would be now too near to Saxony.
Okay, playtest report:
I play again as Germany.
Turn 1, week 30 1914:
First I attacked the Belgish town of Liège. 2 cavalry units could take it without further problems. The next is attacking French forces.
To be continued.

Adler

Rocoteh
Oct 09, 2004, 06:04 AM
I just dowloaded the scenario and started it. A first remark would be Berlin: It should be replaced first a tile north and then a tile NE. It would be now too near to Saxony.
Okay, playtest report:
I play again as Germany.
Turn 1, week 30 1914:
First I attacked the Belgish town of Liège. 2 cavalry units could take it without further problems. The next is attacking French forces.
To be continued.

Adler


Adler,

OK, notes have been taken. I have created a special version 1.4 file,
with changes to 1.4.

I am looking forward to follow this playtest.

Rocoteh

Download TGW-DIV 1.3:
http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069

CellKu
Oct 09, 2004, 06:14 AM
Great to see it out! Just now I am at work - I know I shouldn't surf, but I had to look whether 1.3 ist out ;). But as soon as I am home I will download it. I am really looking forward to having a look at this new great version! :)

CellKu

Rocoteh
Oct 09, 2004, 06:47 AM
Great to see it out! Just now I am at work - I know I shouldn't surf, but I had to look whether 1.3 ist out ;). But as soon as I am home I will download it. I am really looking forward to having a look at this new great version! :)

CellKu

CellKu,

Thank you.
I am looking forward to your comments on 1.3.

Rocoteh

Download TGW-DIV 1.3:

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069

Adler17
Oct 10, 2004, 05:33 AM
Rocoteh, I was wrong. It should be NW and not NE.

Adler

Rocoteh
Oct 10, 2004, 07:53 AM
Rocoteh, I was wrong. It should be NW and not NE.

Adler


Adler,

Yes, I agree.

Note on research.

Minimum research time now: 9 turns.

Rocoteh

Download TGW-DIV 1.3:

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069

CellKu
Oct 10, 2004, 10:52 AM
Rocoteh, 1.3 is great! :goodjob: I have send you a pm about it.

I have also found some nice civilopedia graphics for the Dora. Perhaps you can use them. I will try to load them up, as soon as I can - my pc is somehow locked up, thus, I can't upload anything.

CellKu

Rocoteh
Oct 10, 2004, 11:12 AM
Rocoteh, 1.3 is great! :goodjob: I have send you a pm about it.

I have also found some nice civilopedia graphics for the Dora. Perhaps you can use them. I will try to load them up, as soon as I can - my pc is somehow locked up, thus, I can't upload anything.

CellKu


CellKu,

Thank you,

The new civilopedia graphics sounds interesting.
I will include them in 1.4.

Rocoteh


Download TGW-DIV 1.3:

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069

CellKu
Oct 10, 2004, 12:38 PM
Rocoteh,

I have attached the Dora Civilopedia graphics. I hope you will like them. (Sorry, I don't know who made them, I downloaded them once from the Units Forum, but don't know where exactly).

CellKu

P.S.: See also pm.

Rocoteh
Oct 10, 2004, 01:20 PM
Rocoteh,

I have attached the Dora Civilopedia graphics. I hope you will like them. (Sorry, I don't know who made them, I downloaded them once from the Units Forum, but don't know where exactly).

CellKu

P.S.: See also pm.

CellKu,

Thank you.
I really appreciate these graphics.

Rocoteh


Download TGW-DIV 1.3:

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069

Rocoteh
Oct 11, 2004, 03:04 AM
TGW-DIV 1.4 will use a resized map done by CellKu.
(Large part of Sahara removed.)
This map will also be used for TGW-DIV Multiplayer 1.1.
Test-loads show reduction of load-time.

I do not use a Sig-line as most people do,
where they state projects they have been involved in.

Should it be of interest for anyone, here are the
scenarios/projects I have been involved in: (In chronological order.)

ACW-scenario (Co-creator)
ACW C3C 3.9 (Creator)
Beta Massive WWII 1939 (Scenario-Developer)
The Old Empires Fast version (Creator)
WWI-Global (Creator)
The Great War (Creator with Sarevok)
The Great War - Division level (Creator with Sarevok)
Barbarossa (Creator with Sarevok)

Halted scenario-project 60% complete:
World War III - U.S. at the Battle Stations. (Creator)

Current projects:
The Old Empires-1830-Historical
The Great War-DIV Multiplayer version 1.1.
Barbarossa Multiplayer version 1.0.

I would also like to mention Main Posters:
Adler17, Metacomet and CellKu for their solid and positive
support for the scenarios I have been involved in.
Their support have been very important.

Of course also cooperation with Sarevok have been very important.
If there will be any more joint projects remains to be seen.


Rocoteh

Download TGW-DIV 1.3:

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069

laisak
Oct 11, 2004, 05:02 AM
It's finally here! :-)
All these new ship classes rule!

I'll be playing with the Brits again on this.
Good call on giving them Malta.
And Goeben is where it's supposed to.
I'll have so much fun hunting it down.

I'm also using a modified map. I've removed all the bordering mountains and some of the extra resources found outside borders (like in Africa). From my experience the AI just moves hordes of troops at these locations and doesn't use them for waging war.
In the end you'll have huge stacks of units trying to cross your borders each turn, untill you sign a rop, which tilts the game balance.

Don't know if i'll have the time to write any detailed play reports.

Thanks!

Rocoteh
Oct 11, 2004, 07:04 AM
laisak,

Thank you.

With regard to TGW-DIV 1.4, I will discuss
with CellKu if he can further resize the map.

Looking forward to your comments on 1.3.


Rocoteh

Download TGW-DIV 1.3:

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069

CellKu
Oct 11, 2004, 10:13 AM
I am glad you like the map, Rocoteh! If I can be of any help, please let me know.

CellKu

Rocoteh
Oct 11, 2004, 11:15 AM
I am glad you like the map, Rocoteh! If I can be of any help, please let me know.

CellKu

CellKu,

Thank you.

Your help with this is of great value.

Rocoteh

Download TGW-DIV 1.3:

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069

Rocoteh
Oct 12, 2004, 12:45 AM
If the map were cut just East of Bagdad it would mean
reduction of load time (and waiting time between turns).

However it would also take away the Mesopotamia front.

An alternative to that is a more drastic cut.
This map would then work as a special fast version of
TGW-DIV. Current map (with a large part of Sahara removed)
would then be the standard version.

I am looking forward to reactions on this idea.

Rocoteh

Download TGW-DIV 1.3:

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069

Rocoteh
Oct 12, 2004, 03:02 AM
I have decided to make a TGW-DIV Fast 1.0 version,
given CellKu will have time to resize the map.

South edge of the map will be:

Gibraltar-North of Sicily-Athens-Aleppo

East edge:

Arctic-Nizniy Novgorod-Voroneezh-Rostov-Aleppo.

This should produce a sharp drop in load time and
waiting times between turns.

Important: The large-map version (TGW-DIV 1.3 and versions to follow)
will still be the basic version and it will be supported even
if a minority should prefer it after some time.

Comments are welcome.

Rocoteh

Download TGW-DIV 1.3:

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069

LouLong
Oct 12, 2004, 03:28 AM
If you have played this scenario, please write a review for the other visitors and post it in this thread :
http://forums.civfanatics.com/showthread.php?t=101734

Adler17
Oct 12, 2004, 07:30 AM
So here my further report:
Turn 1:
At the very beginning I attacked Brussels with heavy forces including artillery. I had in no way problems to take it. The attack on Antwerp costs me an A infantry division. Nevertheless Ypern is now in range. And a fast attack... Belgium is destroyed. And although it was much more difficult than in the last version it was not a real challenge.
Then to the French. I took Calais and then I attacked the troops near to Nancy to weaken them. In the next turn I will use my artillery to weaken the units in Nancy and will take the town. But as Moltke once said: No plan survives contact with the enemy...
Oh, why is there no railroad to Danzig, Königsberg and Memel?
The next is consolidating my forces to defend in the west. At sea I was sending the Hochseeflotte into the North sea but behind the minefield to await the English. Only the subs are before the mines. The predreadnoughts are as well as the armoure cruiser in the baltic. Additional Moltke and Derfflinger are also sent there too.
Now it is time for the PC.
I have to stop now.

Adler

Rocoteh
Oct 12, 2004, 08:46 AM
Adler,


Thank you for the report.

Why no railroad to Königsberg?
Probably due to play-balance.
However I will change it in version 1.4.

Notes have been taken.

Rocoteh

Download TGW-DIV 1.3:

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069

Adler17
Oct 12, 2004, 10:35 AM
Historically there was a railroad to Königsberg and to Breslau, too. Nervertheless a report of the PC turn:

Turn 1, PC.

Britain is sending the Royal Navy to the German coasts in Flandern, North sea coast and the baltic. I think only the first squadron will have little losses. The two corps in France retreat to Gibraltar while the other units go to the front.
The French are sending most of their navy to the mediterranean. Only two cruiser are on the way to attack me in Flandern. In the Mediterranean it seems they want to attack the Austrians. In the meantime the French make an offensive to retake Calais and Belgium. I loose 5 or 6 units to the enemy. Nevertheless 2 of his corps were destroyed as well as at least 10 further units. Despite the heavy losses 18 enemy units are on my territory, but out of their fortifications.
The Russians send 26 units to the border of East Prussia and Posen.
Now it is my turn, but I have no more time. I will continue the post another time.

Adler

Kyriakos
Oct 12, 2004, 11:40 AM
Sarevok, in your first post you say that only the major powers are available for play in this scen. This kept me from downloading it, although the pic looks cool. I think that i am not the only person who feels that its not worth playing a scen when he cannot control the country he wants to (surprise, for me its Greece :) ). Accordingly my view is that you should consider enabling all countries for play.
It is highly possible (if not certain) that you didnt do that because the other countries dont have any serious tech trees, or even any ability at all tech-tree wise to amount to anything. Or they have other disadvantages gameplay-wise. If that is so i understand that it would be a massive deal of work to change, but i think that a simple note informing the player of that disadvantage would be enough, with no need to dissallow playing the country totally. At least that's how i see it ;)

BkGreatWarnut
Oct 12, 2004, 12:56 PM
Sarevok, in your first post you say that only the major powers are available for play in this scen. This kept me from downloading it, although the pic looks cool. I think that i am not the only person who feels that its not worth playing a scen when he cannot control the country he wants to (surprise, for me its Greece :) ). Accordingly my view is that you should consider enabling all countries for play.
It is highly possible (if not certain) that you didnt do that because the other countries dont have any serious tech trees, or even any ability at all tech-tree wise to amount to anything. Or they have other disadvantages gameplay-wise. If that is so i understand that it would be a massive deal of work to change, but i think that a simple note informing the player of that disadvantage would be enough, with no need to dissallow playing the country totally. At least that's how i see it ;)

You can probably change that yourself in the editor...although your real contribution in the war would be minimal...I suppose Greece could realistically conquer all of the Central Powers controlled Balkans though...

Rocoteh
Oct 13, 2004, 12:31 AM
Sarevok, in your first post you say that only the major powers are available for play in this scen. This kept me from downloading it, although the pic looks cool. I think that i am not the only person who feels that its not worth playing a scen when he cannot control the country he wants to (surprise, for me its Greece :) ). Accordingly my view is that you should consider enabling all countries for play.
It is highly possible (if not certain) that you didnt do that because the other countries dont have any serious tech trees, or even any ability at all tech-tree wise to amount to anything. Or they have other disadvantages gameplay-wise. If that is so i understand that it would be a massive deal of work to change, but i think that a simple note informing the player of that disadvantage would be enough, with no need to dissallow playing the country totally. At least that's how i see it ;)

As BKGreatWarnut pointed out, this can be changed
with the editor.

I would be worried about the realism in the scenario if it were
possible to win as Greece, Sweden or Norway.

The ongoing very interesting human versus human PBEM-game
shows in fact that TGW is one of the most realistic
scenarios around.
It can in this aspect easily compete with classical boardgames
on the subject, such as The Guns of August (Avalon Hill).

Rocoteh


Link to ongoing PBEM-game:

http://forums.civfanatics.com/showthread.php?t=96368&page=1&pp=20

Rocoteh
Oct 13, 2004, 12:41 AM
Historically there was a railroad to Königsberg and to Breslau, too. Nervertheless a report of the PC turn:

Turn 1, PC.

Britain is sending the Royal Navy to the German coasts in Flandern, North sea coast and the baltic. I think only the first squadron will have little losses. The two corps in France retreat to Gibraltar while the other units go to the front.
The French are sending most of their navy to the mediterranean. Only two cruiser are on the way to attack me in Flandern. In the Mediterranean it seems they want to attack the Austrians. In the meantime the French make an offensive to retake Calais and Belgium. I loose 5 or 6 units to the enemy. Nevertheless 2 of his corps were destroyed as well as at least 10 further units. Despite the heavy losses 18 enemy units are on my territory, but out of their fortifications.
The Russians send 26 units to the border of East Prussia and Posen.
Now it is my turn, but I have no more time. I will continue the post another time.

Adler

Adler,

It will be very interesting to follow this playtest
and compare with the other playtest done by you.

Hopefully the increased defense bonuses will have impact.


Rocoteh

Download TGW-DIV 1.3:

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069

Adler17
Oct 13, 2004, 01:12 AM
I think it has. I can´t take the speed I had to get through the French lines I had the last time. Also that the French ships are not longer in such a near to me saved Calais from being retaken at once. 3 corps and several other units tried to get through the defences. Only 2 corps were successfull but not able to take the town. As well they lost a corps and a dozen further units. With artillery support by ships they might have been successfull. But no ship is in range. Nevertheless some British and French ships are nearing. So I have to strngenth the defences. At Nancy I have many troops but I think the attacks will be too costly so I will try to bomb them down and attack them perhaps in the next turn.
In defence the units are much stronger. I lost two damaged lonely infantry divisions due to French attacks. But they could defeat 5 enemy divisions.
Oh, polution is once more a factor. 4 times in this turn! There is improvement but I fear Firaxis made the task of deleting pollution impossible...

Adler

P.S.: This is post #2500.
[dance] :band: :banana: :rockon: :clap: :band: :beer: [dance]

I think this is record for a scenario thread.

Adler