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Sarevok
Apr 04, 2004, 05:07 AM
whats your suggestion for increasing the cost? 50%? 75%? 100%?

hehe, the 4th Scenario to reach 1000 posts, and 2 of them are mine ;) :beer: :cool:

Rocoteh
Apr 04, 2004, 05:14 AM
Originally posted by Sarevok
whats your suggestion for increasing the cost? 50%? 75%? 100%?

hehe, the 4th Scenario to reach 1000 posts, and 2 of them are mine ;) :beer: :cool:

Sarevok,

I will create a special Russian MG-unit with shield
cost 160.

On the 1 000 posts.

Yes and TGW reached that level very fast.

Rocoteh

Sarevok
Apr 04, 2004, 12:39 PM
roughly just over 2 months to get there... wow.

Im planning to create an MG unit thats weaker than the normal one's (1-9-1) but a little cheaper. Infantry will be more profitable to get.

Adler17
Apr 05, 2004, 02:29 AM
Week 42, turn 12, part 2:
Lodz, because of the fall of Warsaw without road to the other Russian cities, is taken by cavalry and the remaining 2 corps, which were not used in the battle of Warsaw. This means, the Russian forces in Silesia are far away from a secure base. They will be attacked as well as the Russian armoured cruiser north off Memel.
BTW armoured cruiser were no longer produced since the battlecruiser were produced. But back to the game.
The battle in Silesia is tough and the biggest battle in civ3 I can remember. Luckily my losses are not so big but I have to use every unit available. I hope with the destruction of these forces I can crush the Russain resistance. But I doubt. In the meantime the BC Goeben can sink the Russian cruiser, but is damaged. Armoured cruiser were indeed no match for modern BC. This is shown at Falkland, where the AC Scharnhorst and Gneisenau were lost, as well as Jutland, where Abruthnot lead his 4 cruiser as BC and when he attacked the German CL Wiesbaden, he was in range of the German battleships. His flagship Defence was destroyed at once, Warrior deadly damaged and Black Prince lost the contact to her fleet. Finally she found a big fleet in the night. She had bad luck that this was not her own... Only one of his cruiser could escape. The predreadnoughts were called in the German navy 5 minutes ships. Because this was their time in the battle with a modern BB or BC. At Jutland they served much better but wereonly once involved in heavy combat, when Admiral Mauve sent his six ships to rescue the German BCs. In this brave deed Schlesien and Schleswig- Holstein were hit but managed it to survive AND rescue the German BC. Only Pommern was lost because of a British (!) torpedo.
But back to the game: I still have to fight the Russians in Silesia. 2 leaders alreay appeared! With one of the new corps I could take Lodz. This time the western allies can´t complain about the Russian help. It seems to be Bordeaux will the only city which is in danger in the next turn. Oh a third leader appeared. This is my record. Finally. All units in Silesia destroyed. Hard fightings with losses on both sides. Although my losses are only small nearly every unit available I had to use here. And most of them are heavilied damaged not able to do the same again. What will happen if the Russians do the same again? I could hold up to twenty. Not more. And the Russians have already 100 infantry division (without MG units).
But now the PC has the turn.
Britain: The British fleet bombs Cherbourg. The same like Ypern. And then back to Portsmouth. British and French loose 1 infantry division each.
The French and Italians crossed the border. 6 Russian units as well. They have to be attacked. 2 Russian armoured cruisers appeared.
Now I got reinforcements (reserve divisions and destroyer!) but also the Russians: 59 reserve divisions. Folks that´s too much.
It is over to me now. To be continued.

Adler

Sarevok
Apr 05, 2004, 03:17 AM
I am starting to have 'Technical difficulties', so TGW 1.6 is delayed for a time so I can get this fixed up.

Rocoteh
Apr 05, 2004, 04:28 AM
Adler17,

An important report.

Its clear that Russian reinforments must be reduced.

It will be implemented in TGW-DIV v.1.2.

Rocoteh

Adler17
Apr 05, 2004, 09:55 AM
Rocoteh, I also suggest to keep the corps. Especially in the first turns they have a great value and later you have to deal with masses of enemies so you will need every corps available.

Adler

Rocoteh
Apr 05, 2004, 10:21 AM
Adler17,

Yes I agree.

The corps stay as they are in TGW-DIV v1.2.

Rocoteh

Adler17
Apr 05, 2004, 11:53 AM
Week 42, turn 13 (above is an error concerning the week):
I´m a bit suspicious concerning the turn, but I hope I won´t have too much bad luck.
First I will heal my heroic troops, which fought in the battle of Breslau destroying 50 divisions. I will need them in full strength I suppose when the Ruskie comes again next turn. In the meantime I can use my corps to take other cities, but I´m not very sure, where to do.
I´ll do it in the west. If France is beaten most of the troops there are free to fight on other places. Until now none of my enemies could take a city, without the retake of Calais. That´s the good message :). The bad is, none of my allies were able to take an enemy city :(. So I have to fight in Italy as well as in Portugal. If both are destroyed I will have to help the Ottomans as well. But first Continental France.
Brest is much heavier defended than expected. I need a corps. The offensive on Brest is cancelled for this turn. Although bombed, it is too strong defended for my forces there. So I bomb Toulouse and attack it with corps and cavalry. So Toulouse falls. Now I will attack the allied troops in my territory. First in the west. Done, but in the west it is now again nearly a stalemate war, but without the fortifications. Only small advances, except Toulouse of course.
In the baltic 3 Russian armoured cruiser appeared. They are attacked by my fleet and sunk. Both predreadnought and armoured cruiser are a bit too strong. BTW are there any other animations for the FlaK? I mean seeing a SAM fired by an armoured cruiser is a bit, well, funny, crazy, weired. BTW the very first time a ship shot down a plane was in German East Africa when the German CL SMS Königsberg shot down a British plane that gave the coordinates for the artillery of two Monitors, which fired their deadly salvo when the Königsberg downed the plane.
So, I defeated also the Russian units and I prepare now for the next AI turn and my next turn.
The AI has the turn:
Britain: Cherbourg bombed, But a few ships escaped out of the town. These I will also catch as the convoy.
The French sunk a destroyer and killed one of my reserve divisions, while loosing 3 of theirs.
The Russians advance near Lublin, so I have to take this town. But the Russian Navy made a successful offensive destroying a Uboat and a predreadnought. REVENGE.
It is again over to me.
To be continued.

Adler

Adler17
Apr 05, 2004, 12:13 PM
Week 42, Turn 14, part 1:
Brest is taken with one casuality. Finally.
In the East I can take Brest Litowsk in order to take Lubin. Lyon bombed.

That´s it for today.
To be continued.

Adler

jimmygeo
Apr 05, 2004, 12:20 PM
Adler17,

I enjoyed reading your playtesting reports. But to a great extent they prove just what I said a while back--the AI is really STUPID! Playing as the Swiss in BEBUG mode, I have seen AI do the silliest things, throwing away gains made at great cost, sending units wandering all over the map instead of concentrating on set objectives, etc. It was very humbling, however, since I had thought that I was pretty hot, destroying AI enemies. Now I realize that that is not too hard to do because AI is SO inept, even at higher difficulty levels. The Germans (or French, British) are so powerful to start in TGW that they can easily steamroller others. The true test is to succeed as a weaker player such as the Russians or the Austrians.

Thanks for the interesting reports. You are obviously enjoying the game (so am I!)

jimmygeo

jimmygeo
Apr 05, 2004, 12:28 PM
Rocoteh,

The floating sea mines are ineffective with attack 60 and def. 1 since as immobile they never attack. Probably better to make them A/D/M = 1/10/1 or 1/12/1. Then they could sink destroyers and seriously injure even BBs.

You also have minefields with def. at 1000! This makes them something like Godzilla, absolutely indestructable!

I'm still playtesting TGW-DIV 1.1 which is really quite good. More on this later.

All the best,

jimmygeo

Sarevok
Apr 05, 2004, 01:05 PM
Should I also decrease the Russian reinforcements?

Rocoteh
Apr 05, 2004, 02:54 PM
jimmygeo,

"You also have minefields with def. at 1000! This makes them something like Godzilla, absolutely indestructable!"

jimmygeo

Yes that is the point. They are there with def. at 1000
to prevent Royal Navy to conduct hit and run raids
aginst German cities with the same effect as
strategic carpet bombing.

I agree that AI could be better.
The current game-engine sets sharp limits for
how realistic a scenario can be.

I hope CIV 4 will mean more realism and complexity,
but I doubt.
However here I can understand Firaxis.
The market does not pay for realism and complexity
anymore.
It did pay for it 30 years ago, 1974-1976 when S.P.I.
still was a strong company. Since then the trend have
been clear: Complex and realistic games =No profit.

I still say that Century of Warfare is the most realistic
computer wargame ever done. Despite that it was
probably a red ink project and what I undersstand its
hard to get a copy of it even in U.S.A.

Best Regards

Rocoteh

Rocoteh
Apr 05, 2004, 03:02 PM
Adler17,

Thank you for the playtest-reports.
They are very interesting to read and of high value
when working with TGW-DIV version 1.2.

Best Regards

Rocoteh

Sarevok
Apr 05, 2004, 03:17 PM
Most of the games I play are absolutely realistic, thats something... :)

Adler17
Apr 06, 2004, 10:28 AM
Week 43, turn 14, part 2:
Lyons bombarded and attacked by infantry and with the help of one of my corps taken. Also I could take an Italian border fortress and a mountain to blockade the Italians to attack my forces in France. Now I will destroy the enemy forces in the west, which are in my territory.
In the East Lubin is attacked by my corps and cavalry and taken. So I could enclose 18 enemy divisions.
There is no air war, since no nation has real fighters or bombers. I use some Zeppeline, but that´s not much. In reality, the French used in the beginning of 1915 planes with MG firing through the propeller. The French Roland Garros became famous, but he was downed by a German soldier, whose rifle damaged his plane so badly that Garros had to ditch his plane. He wasn´t able to destroy his plane. So the Germans found the MG. They were not able to copy this because the German ammunition was too good: it destroyed the propeller immediately. So they gave the MG and a propeller to the Dutch Anthony Fokker, who constructed a synchronized MG. With that a new kind of plane was made: small, agile, good firepower and only one operational area: destroying enemy planes. The first real fighter aces became famous forever: Max Immelmann and Oswald Boelcke. So I suggest giving the Germans first a top plane, then the allies, at last the Germans the best one, the Fokker DVII.
In the Baltic I could sink all three Russian destroyer, which destroyed my ships last turn, off Brest two British ones and in the Channel the escaped British ships and the convoy. In this battle a transport, a DD and 3 armoured cruiser. Also the British dreadnought HMS Colossus lost against my elite dreadnought SMS Nassau. The BC Indefatigable was sunk by the SMS Seydlitz. So the British fleet has only one Dreadnought, two BC, 6 armoured cruiser, 8 CL, 1 SS and 29 DD left. My fleet contains in this very moment 13 BB, 6 BC, 7 AC, 5 CL,14 DD, 4 SS and one SC. I also spotted in the Baltic two other Russian DDs, which had also only a short life.
That´s it for now. To be continued.

Adler

Adler17
Apr 06, 2004, 10:31 AM
Rocoteh, I also suggest a small land tile off the German coast representing Helgoland. This small island, Germany´s only High sea island, was Naval base and base of heavy coastal batteries in both wars. So a frotress with coastal artillery would be good, surrounded by minefields.

Adler

Adler17
Apr 06, 2004, 11:19 AM
Week 43, turn 14 part 3:
The Russian forces near Lubin are attacked and destroyed. I think I can attack also Grodno. Yes also Grodno falls! But what shall I do now? Shall I try to attack Kaunas and Wilna now or shall I attack Marseille next turn? I try my luck in Lithunia.
BTW the costs for technology are way too high. You can only have up to 20 techs within the period.
But back to the Eastern front: Vilna falls! Kaunas bombed and taken by my cavalry! Nothing is better than German cavalry against the Russians before having tanks :D
That´s all for today. To be continued.

Adler

Rocoteh
Apr 06, 2004, 02:04 PM
Adler17,

Thank you.
Your playtest-reports are great value for TGW-DIV version 1.2.

Helgoland: Now implemented in 1.2.

Cost for technology: I will look it over.

Best Regards

Rocoteh

Sarevok
Apr 06, 2004, 05:31 PM
techs probably should cost a bit less.

Carl_0914
Apr 06, 2004, 10:11 PM
hi guys!!!!! im sorry been very busy.... aNYways, when will be 1.6 released? iv been really waiting for it...... thanks!!!!! keep up the good work guys!!!!!

Rocoteh
Apr 07, 2004, 12:40 AM
Carl_0914,

Thank you.
Version 1.6 of TGW has been delayed.
No new target date yet.

Best Regards

Rocoteh

Sarevok
Apr 07, 2004, 01:15 AM
Indeed, I have to test all of the units to make sure it works. Then I have to add a few more units and switching units around... etc.

Rocoteh
Apr 07, 2004, 01:21 AM
Originally posted by Sarevok
Indeed, I have to test all of the units to make sure it works. Then I have to add a few more units and switching units around... etc.

Sarevok,

Yes I know, bug-hunting are very time-consuming.

Best Regards

Rocoteh

Sarevok
Apr 07, 2004, 01:23 AM
its also boring....

Ill still try to get it finished for tommorow. I also plan to pack the whole package up into 1 big pack so that it can be 1 DL instead of several packs.

Rocoteh
Apr 07, 2004, 02:22 AM
Sarevok,

That is very good news!
I am looking forward to download it.

Best Regards

Rocoteh

Adler17
Apr 07, 2004, 06:14 AM
Week 43, turn 14, part 3:
I can´t attack anymore. But capturing 5 Russian cities in one turn is great. However I have to prepare for the counterstrikes now. I have 15 units in reserve. Attacking Venice next turn or preparing for a possible Russian attack? I wait for an attack on Venice. Instead I march on Marseille.
Finally the PC has the turn.
Britain: Cherbourg and troops near Brest were bombed by British ships. 2 Convoys appear.
Russia: Russia sent some warships. They were able to sink a heavilied damaged predreadnought just of Memel. The Russian fleet has less ships but seems to be more efficient than the British fleet. But none of my dreadnoughts is based in tha Baltic, only a BC.
Portugal sent a DD out of Bordeaux. A suicide mission.
Now it is over to me.

Adler

Adler17
Apr 07, 2004, 08:45 AM
Week 44, turn 15:
A British DD which appeared off Esbjerg is mined. A British Submarine, the last one is spotted by a DD and sunk. The last British sub is lost. The big convoy in the Channel off Plymouth, 3 AC, 3 CL and 2 transports, is attacked by my fleet and sunk. Uboats sunk a British DD and the transport out of the convoy off Hull. The rest of this job is finished by my surface fleet like the lonely British DD off Antwerpen.
The Russian DD, that sunk my predreadnought is destroyed by one of my DDs. Also the other DD and an armoured cruiser. There is also another one, but my forces are damaged to risk them so near to Tallin. So this was all- at sea. No enemy ship in range.
At land no forces are in range to attack. I have to repair my corps and can only attack some enemy units in range as well as starting attacks on the enemies to take their towns in a few turns. Wait. Pinsk could be in range. Now that all enemy units in range are beaten... Yes, Pinsk is taken, but the nexts Hiob´s message: 20 Russian divisions on the way to the front. But this time the mountain moves to the prophet ;) . And the first attack with armoured cars makes a new leader! And there is a second leader! So two more corps as well as all enemies beaten.
Now I have to regroup my units to attack.
First I will send some units to help the Austrians against the Italians. Tough fightings in the hills at Triest, but I´m able to crush the Italian offensive.
With the rest of my units I´m now in position to take Minsk and Riga next turn.
But now the PC:
Portugal: Attacks again with two DD.
Britain: Bombing of some of my ships and Cherbourg. But hey, some are escaping. And two convoys.
Russia looses three units.
Italy attacks Bozen and Triest. Like in history heavy Italian casualities: 5 cavalry and one corps died in the fire of the Austrian MGs.
Now it is over to me.

Adler

Rocoteh
Apr 07, 2004, 09:37 AM
Adler17,

Thank you for the very interesting playtest-reports.

It will be very interesting to see how hard Russia
is to deal with in the coming turns.

Best Regards

Rocoteh

Adler17
Apr 07, 2004, 11:06 AM
Week 45, turn 16, part 1:
Two corps attack and capture Riga. But I´m a bit lucky: one of my corps has only one HP left... Then Minsk is bombed and attacked by infantry. The last unit available can finally take Minsk.
In the west my artillery bombs Marseille. After this my infantry is able to take it. 2 corps attack Nice and take it as well. Continental France is mine.
In the Biskaya my DDs were able to punish two Portuguese DDs which bombed Bordeaux. In the channel the convoy consisting 2 AC, 2 CL, 2 DD and one Transport is attacked by my battlefleet. No ship could escape. And then the sensation. The BC HMS Indomitable is sunk by an elite Uboat near London at the exit of the Channel. Near Antwerpen the British made a small landing. This landing force was guarded by the last British dreadnought HMS Dreadnought. My BB SMS Prinzregent Luitpold was able to sink her. So the last British BB disappeared from the seas. The transport was sunk by my last uboat in this area. Now are an armoured cruiser, 2 CL and one British DD remaining. All British ships in range are now sunk. Also the lone British infantry division has been destroyed. Stupid AI. Sending one division against that supremacy. But okay, that should be enough for today.
To be continued.

Adler
P.S.: I suggest to make mines invisible.

Sarevok
Apr 07, 2004, 03:03 PM
Reading your reports are most interesting Adler. Im glad that you are posting them. Your suggestions are good and I think they can make some very good improvements.

jimmygeo
Apr 07, 2004, 03:57 PM
Sarevok,

Further to Adler's comment about mines. They should be both invisible and hidden nationality. And if you are going to put minefields by German ports, then put some along the Dutch-German border to keep the Germans from sneaking through Netherlands to attack Belgium. It's only fair.

jimmygeo

Rocoteh
Apr 07, 2004, 04:17 PM
Floating mines has invisible flagged.
Minefields has not been flagged invisible due
to the risk it would trigger suicide actions from AI.

Rocoteh

Adler17
Apr 08, 2004, 07:41 AM
Jimmygeo,
we do have only sea mines. And Dutch sea mines are not very historical accurate. As well hidden nationality is not that important. I did never encounter a neutral ship! Better would be a kind of mine which has only a few turns life time. Mines were also used offensive by the Germans- with a big success. The British said at the beginning they would never use that weapon of the weaker. But the Germans did. The Royal Navy lost the brandnew BB Audacious. She hit only ONE mine! The elder Ostfriesland on the other hand was also mined, but she only had problems with her engines after Skagerrak. She was never in danger to sink. She returned home safety. This shows the better construction of German ships. So mines should be invisible. And an attack through the Netherlands would only be the same like the French used in Belgium...

Adler

Adler17
Apr 08, 2004, 10:57 AM
Week 45, turn 16, part 2:
The last Russian armoured cruiser in range is sunk by a DD after bombed by 2 of my damaged ACs. Now what shall I do with my forces? No city near to take. Shall I go through Spain to attack Gibraltar and Portugal or shall I visit my Italian "friends". I have decided to attack the Italians. Such a turning of the sides must be punished. Done 21 units appeared at Venice :D. The Italians will not be able to know what´s going on until too late.
But now it is over to the PC.
Britain: The British fleet at Portsmouth is partly breaking through the channel. Some bombardment of my coast, but nothing serious.
The Russsians attack near Minsk. Perhaps it wasn´t such a good idea to attack Italy.
The Italians lost 5 cavalry units at Trieste.
Now it is my turn. Boy, 58 Russian divisions are attacking! But many enemies many honour (German original: Viel Feind, viel Ehr´.)
To be continued.

Adler

Rocoteh
Apr 08, 2004, 02:26 PM
Adler17,

It will be interesting to see if you can defeat Italy,
or if you must reallocate forces to Russia.

Rocoteh

Sarevok
Apr 08, 2004, 02:29 PM
ill try to get some land mines to cover the netherlands.

Point13
Apr 08, 2004, 07:54 PM
wow, lotsa pages. Anyhows, do i have to dl ALL the art and text files?

jimmygeo
Apr 08, 2004, 11:22 PM
Sarevok,

I added some land mines at the Dutch border in my alternate TGW-DIV. They seem to work well since they are not too dreadfully powerful (otherwise most of the German army would perish!)

I'm trying to develope a TOE(Europe) scenario based on your wonderful work on TGW-DIV. It's in early stages yet, but I may upload it if there's interest (AND you allow me to make public use of your stuff - with due credit to both you and Rocoteh)

Keep up the great work.

jimmygeo

Adler17
Apr 09, 2004, 12:47 AM
I personally am not convinced if there should be mines in the Netherlands. Although the Netherlands were neutral it would have been possible for the Germans to "convince" them to accept German troops to invade Belgium. But the Germans didn´t want to invade the Netherlands. Their plan was to go through Belgium to attack the French in the rear. France on the other hand wanted to go through Belgium to attack Germany in the rear. Belgium said yes to the French, but no to the Germans. So they were not that neutral. And since Belgium is still part of the Entente at the beginning I suggest no mines in the Netherlands.

Adler

Sarevok
Apr 09, 2004, 02:57 AM
alright, no mines in the netherlands. That was something I had not considered....

Rocoteh
Apr 09, 2004, 03:34 AM
I will not include mines(landmines) in TGW-DIV version 1.2 since
I do not think its relevant with the scale of the scenario.

Rocoteh

Sarevok
Apr 09, 2004, 03:41 AM
Nor will I for TGW 1.6, which may be relese soon as soon as I finish the BETA for the unit graphics.

Metacomet
Apr 09, 2004, 10:20 PM
Originally posted by Rocoteh
I will not include mines(landmines) in TGW-DIV version 1.2 since
I do not think its relevant with the scale of the scenario.

Rocoteh

Rocoteh & Sarevok,

I agree with you about the landmines in Netherlands. Maybe some kind of static unit, as a border guard unit, can protect the borders of Netherland against an unhistorical german advance to Belgium.

Sarevok
Apr 09, 2004, 10:24 PM
I think ill just leave it as is.

Rocoteh
Apr 09, 2004, 11:11 PM
Originally posted by Metacomet
Rocoteh & Sarevok,

I agree with you about the landmines in Netherlands. Maybe some kind of static unit, as a border guard unit, can protect the borders of Netherland against an unhistorical german advance to Belgium.

Metacomet,

In TGW-DIV version 1.2 I placed immobile
Special Fortress units in Belgium and Netherlands to
block all right to passage movement from AI.
(This was implemented a week ago).

This placement is unhistorical though, so I
understand Sarevoks decision in TGW-BRIG.

Best Regards

Rocoteh

Rocoteh
Apr 09, 2004, 11:51 PM
Metacomet,

I have replaced the Special Fortress units with
low-defense, static Border-Guard units.
Earlier I also implemented your suggestion on
changed railroads in Turkey. Credits will be given.

Credits will also of course go to Adler17.
Adler17 has delivered several suggestions on how to
make TGW-DIV better. Suggestions that has been implemented
into TGW-DIV version 1.2. He has delivered playtest-reports
of high value. Reports that also has increased my motivation
to continue the work with TGW-DIV.

Best Regards

Rocoteh

Sarevok
Apr 10, 2004, 12:55 AM
I also believe they both deserve to be there. The advice and play data given is immense.

Metacomet
Apr 10, 2004, 06:14 AM
Sarevok,

Maybe you can think to use the fortress unit in the TOE WWII, fortress was a basic feature in the defence of tha countries after WWI. I'm not sure of the use of fortress during WWI.:confused:

Sarevok
Apr 10, 2004, 03:46 PM
What do you mean?

JosefStalinator
Apr 11, 2004, 12:13 AM
r there any save games for dling? cuz it takes about an hour and a half to load the map from the beginning

Carl_0914
Apr 11, 2004, 12:28 AM
guys, when will be 1.6 and 1.2 released? :)

Sarevok
Apr 11, 2004, 12:33 AM
1.6 is delayed indefinetly.

Rocoteh
Apr 11, 2004, 12:59 AM
Originally posted by Carl_0914
guys, when will be 1.6 and 1.2 released? :)

Carl_0914

I have April 21 as target date for TGW-DIV version 1.2.


Best Regards

Rocoteh

Rocoteh
Apr 11, 2004, 01:04 AM
Originally posted by JosefStalinator
r there any save games for dling? cuz it takes about an hour and a half to load the map from the beginning


JosefStalinator,

Its possible I will make some saved games available
for download after that TGW-DIV 1.2 has been released.

However, so far interrest for downloading saved games
have been low.

Best Regards

Rocoteh

Adler17
Apr 11, 2004, 05:47 AM
Week 46, turn 17:
In the East 29 enemy divisions are in range, since I decided not to take Zhitomir but Kiew. It was an error to try to attack Zhitomir first. If I´m lucky with my Elite unis I can finally take Kiew if I get two cavalry corps. Until then I attack Tallin and Pskov with two corps each. Tallin falls as well as Pskov. Then I will attack the Russian forces until they are eradicated.But first to Italy:
In Italy Venice is bombed by my artillery. Then the infantry/ armoured car assault. And I´m lucky, a commander is promoted. I hope I can get another. Finally. Venice is taken. So many MG gunners. At least 6 of them. Total 16 defenders! All dead now.
But back to the invading/ enclosed Russian units in the east.
I´m able to push them back. And then I can generate a second leader. Now I can generate 2 corps of cavalry! Kiew is in real danger. Indeed. It is captured. Now Zhitomir is enclosed. But there are many units which will make trouble next turn. But I have another idea. I "found" two of my unused corps. With them I take Zhitomir. Done. Okay, in this very moment without the Russian losses, 33 Russian divisions are in my territory, further 30 at the border. This means tough fightings, altough 37 of these units are not in range. All enemy units in range has been destroyed after heavy fightings. A few are left because of tactical reasons.
The fight at sea are only in the channel and in the Biskaya. In the channel the British BC HMS Inflexible has been sunk by my BB SMS Friedrich der Große (oh i forgot to explain SMS= Seiner Majestäts Schiff= HMS). That means the last of the big British ships was sunk. This and the loss of further two DD and two CL weakens the RN very much. They do not have any battleships or cruisers, only destroyer! :D In the Biskaya two French and a British DD has been sunk. So the RN has only 15 DD left.
Now my turn is nearly over but I will send my A division reserve forces to Milan to take it next turn.
Now it is the turn of the PC.
Britain: They bombed Cherbourg and Ypern with Zeppelins. One of them has been shot down. Then they make a landing near Ypern. Damn Thommies. Some DD escaped out of Portsmouth. They will soon be sunk.
Ouff, the Russians make a massive assault near Kiew. This will be a big problem. I correct 52 divisions: a huge problem.
The Italians try to retake Venice with cavalry but are beaten with some losses (1 cavalry).
It is over to me.
Before a new turn is starting two suggestios: The Russians are way too many! And the graphics for the German soldiers are historical not accurate: They had first dark blue uniforms with Pickelhauben. Later in the war they switched to grey with steal helmets. Oh another suggestion: Germany had quiete good marines in ww1. They fought in Flandern as well as in the landing of Dagö and Ösel in 1917, the biggest German naval landing until Norway.

Adler

Adler17
Apr 11, 2004, 07:43 AM
Week 47, turn 18:
Although the biggest danger is in the East I will deal with the Italians first. I will bomb Milan and then attack with infantry. And yes. Milan is mine. But what I have to see. These idiotic Austrians. Two worker blockade my way back to the Eastern front! Now I have to take also Turin as fast as possible to send reinforcements to Italy or the Eastern front.
Now to the Russians. If all these units are beaten the Russians have a problem. But now I have to use my last reserve: the R divisions. But they are doing great: The Russians developed 4 "wings": one in the center with most of their units and two wings on the sides and a wing behind with only 6 units. The upper wing is attacked with my reserve forces, while a cavalry corps was able to take 4 out of 7 units of the wing below the center. Then the other cavalry corps could finish the job as well as take out one unit of the center. My infantry got also the northern wing. The center is without help from the flank. And: Assault! Oh before I forget this damn Thommies I have to deal with them. Done. Although my forces in the East are dealing with everything they have against these Russian hordes. Well I have only one division left now after this hard fightings which is available. Next turn many of my units have to heal. This battle of Kiew was bigger than the battle of Breslau a few turns ago. But now the Russians have only 74 infantry divisions, including guerillas, as well as 147 MG gunners. So they lost 47 infantry divisions and 3 MG gunner! Over a third of their force!
At sea in the Baltic there are 4 Russian armoured cruiser. 2 of them are sunk by my predreadnoughts. But 2 can only be harmed by my DD. A nearly impossible task. In the channel my uboats can sink both transports and my other surfaces vessels are able to sink 6 British DD.
Then I could advance in Italy to take Turin and Genua next turn. But now it is the time of the PC.
Britain: The British re bombing Antwerpen and Cherbourg again with Zeppelins but one is shot down by FlaK. A British armoured cruiser appear in the Channel.
Russia: The Russian forces are able to destroy one of my Elite R divisions. But no further attacks. And again reinforcements: ver 50 Russian divisions. People that´s too much.
Italy: Italy is attacking the Austrian forces in North Italy. No attack on my troops. Both sides loose one unit.
Now it is over to me again.
To be continued.

Adler

Rocoteh
Apr 11, 2004, 09:23 AM
Adler17,

As always your playtest-reports are of high value
and very interesting to read.
I hope you will continue the playtest even after that 1.2
has been released

Yes, the Russians are to powerful.
I hope TGW-DIV will correct that.
With regard to graphics and Germany I do not know
if there are units available that could correct the problem.

Best Regards

Rocoteh

Sarevok
Apr 11, 2004, 11:00 AM
the russians always are too powerful it seems...

Metacomet
Apr 11, 2004, 05:17 PM
Originally posted by Sarevok
What do you mean?

I mean that it will be a nice to have a static unit fortress in Belgium, France (Maginot line), Germany (I think it was the Sigfrid line), and maybe Netherlands too. I don't know if I forgot any other country with big fortifications.

PD: Yes, I forgot the Spanish who created a fortification line in the Pyrenees, using slave labor (I mean the republican prisoners).:mad:

Metacomet
Apr 11, 2004, 05:25 PM
Originally posted by Sarevok
the russians always are too powerful it seems...


Sarevok,

Maybe you can solve the problem giving them less cities in the map.:D

jimmygeo
Apr 11, 2004, 05:37 PM
Rocoteh,

The Russians are not too powerful; Adler said that they were too numerous (as it should be). From Adler's reports, there does not seem to be any trouble destroying the many Russian units. Historically, they had great hordes of men and did not so much get defeated by the Germans, but withdrew from the war because of internal 'problems' (the Bolsheviks!)

jimmygeo

jimmygeo
Apr 11, 2004, 05:44 PM
Adler,

Your play test reports are interesting (even if they are somewhat overly boastful), but to me they prove not only that the AI plays incredibly stupidly, but also that the Germans are too powerful as a human player, thus unbalancing game play.

If you don't believe me try either of these two options:

1) play as one of the minor powers or as the Ottomans or the Russians and see if you get similar results. or

2) play as the neutral Swiss (as I have done) and see the foolish slaughter on all sides.

Thanks for taking the time to write up your reports and share them.

jimmygeo

Point13
Apr 11, 2004, 07:19 PM
Adler, on your info on page 53 you mention Kiew, do you mean Kiev? Or am I just stupid...?

Klyden
Apr 11, 2004, 08:22 PM
Fortifications existed quite a bit in WW1 with the most notible (at least to most Americans) one being at Liege.

There were fortifications around Paris, Metz and some other cities in the west.

In the East, both the AH and Russian empires had quite a few fortifications that had a lot of lavish time and expense put into them. The Russians had fortifications in Poland while most of the AH fortifications were east of the Carpathians. Germany also had fortifications around Koingsburg and also some border fortifications on the Russian border.

Sarevok
Apr 11, 2004, 10:23 PM
these fortificatsions are represented in the game.

Adler17
Apr 12, 2004, 01:10 AM
Captainkeyes, I meant Kiev. Kiew is the German written version of that city. In the time when I write I had translated it myself into German and forgot to retranslate into English. Do´t get me wrong the game is still English, but for me Kiev is written Kiew.
And jimmygeo we all know about the stupidity of the AI. And I have until now not big problems in slaughtering Russians- not yet. But also historically it is much too inacurate when they get over 50 divisions.

Adler

Rocoteh
Apr 12, 2004, 01:25 AM
Adler17,

On AI: I agree with you 100%. The problems are already known.

With "too powerful" I meant Russia get to many divisions.
I hope there will be more playtest-reports from you.
They are of very high value.

Best Regards

Rocoteh

Adler17
Apr 12, 2004, 02:59 AM
Week 48, turn 19:
In Italy I bomb Turin and Genua before I attack with infantry. When the MG defenders are weak enough I take both. So North Italy is mine. That´s all for Italy in this turn. Into the East.
There I start an assault on Poltava. Poltava falls. The enemy units here and in Italy are no problem but it seems to be the Russians start assaults with MG gunners. So I have to use more artillery in the east or corps. It would be suicide mission to attack with infantry a normal and unhurt MG gunner. Then I attack Chernigrov with cavalry and corps and take it. But because of this 21 Russian divisions are in my territory. They have to be attacked as well as the Italian forces. But I have to heal my damaged units for the next Russian offensive. So. These forces are destroyed
The fights at sea are rare this time. Only a British armoured cruiser is sunk in the Channel.
Now I move on Florence and Kirovograd. Latter I think had another name in 1914. Also I have build a small reserve force again for the next Russian attack.
But now it is the turn of the PC.
Britain: Britain bomb Cherbourg an Ypern. In Cherbourg a Zeppelin is hot down by FlaK.
Russia: Russian ships bomb Tallin but are now in range of my Baltic fleet. Also a Russian armoured cruiser bombed my fleet near Bremen but has now no chances to survive this turn.
Austria got a leader in fights against the Russians. 9 Russian divisions entered my terrain.
Italy: No fights in Italy.
It is my turn now.

Adler

Adler17
Apr 12, 2004, 03:06 AM
Here is a Prussian Füsilier which is a much better choice for German infantry:
http://forums.civfanatics.com/showthread.php?s=&threadid=45066

Adler

Adler17
Apr 12, 2004, 03:13 AM
Week 49, turn 20, part 1:
In the East Kirovograd is bombed and then taken by infantry. I will stop now, because I want to experimante something, but not ww1.

Adler

Metacomet
Apr 12, 2004, 06:54 AM
Originally posted by Klyden
Fortifications existed quite a bit in WW1 with the most notible (at least to most Americans) one being at Liege.

There were fortifications around Paris, Metz and some other cities in the west.

In the East, both the AH and Russian empires had quite a few fortifications that had a lot of lavish time and expense put into them. The Russians had fortifications in Poland while most of the AH fortifications were east of the Carpathians. Germany also had fortifications around Koingsburg and also some border fortifications on the Russian border.

Klyden,

Thank you for the complementary information. I wasn't sure about WWI fortifications.

Sarevok
Apr 12, 2004, 10:54 PM
thanks for the unit adler! it looks good!

Rocoteh
Apr 12, 2004, 11:51 PM
Adler17,

Thank you for the playtest-reports.

I agree: This seems to be a very good unit.

Rocoteh

Sarevok
Apr 12, 2004, 11:59 PM
Ill test it if it works, then ill put it with 1.6 if it does work.

Rocoteh
Apr 13, 2004, 12:04 AM
Sarevok,

That sounds very good.
It will be an improvement.

Rocoteh

Sarevok
Apr 13, 2004, 12:12 AM
the delay on 1.6 is to do alot of changes.

lsk
Apr 13, 2004, 06:42 AM
Great scenario. I'm playing the division version with the brits.
The German armada is very easy to destroy early on.
Well maybe it's necessary because there really isn't much ground troops to start with.

Just one question: Is there anyway to destroy the minefields?
They're pretty annoying because I control the cities that are surrounded by the german mines.

Rocoteh
Apr 13, 2004, 09:49 AM
Isk,

I am glad to hear that you like TGW-DIV.

With regard to the minefields its not possible to
destroy them.
The reason is to stop AI from making hit and run raids
against German coastal cities.
After 5-6 turns it would create an carpet-bombing effect.

Best Regards

Rocoteh

Sarevok
Apr 13, 2004, 10:06 AM
the raids on those cities would cause extreme amounts of damage to Germany.

CellKu
Apr 13, 2004, 11:23 AM
Now I know that I was absent for quite some time. It took me a while to get uptodate again reading the thread - you have got a lively discussion here!!

Sarevok and Rocoteh, as I read in your recent posts, I got the impression that you think about changing quite a bit and adding new units. Is there any chance of getting a little "sneak preview" of what will come in the next versions? Or is it still to early?

As to the minefields and their destruction: In my last started TGW-game I saw the AI - British - successfully bombing a minefield. IIRC after continuously mass bombing that minefield, the British had lowered it's hp by 2 after around the fifth turn. I am not sure where that will lead to, but perhaps that is a way to "deal" with the minefields. However, I am not sure whether that will work in all games or if that was just a very unlikely "accident".

CellKu

Adler17
Apr 13, 2004, 11:49 AM
Yes, you can bomb minefields. But the AI isn´t stupid enough to attack even then. A good choice by a defense of 1000. So the Brirish have no choice: They can´t bomb Germany by sea. And this is also histtorical. If the British fleet tried it in ww1 indeed, she would have suffered bigcasualities. The few ships remaining after the mines and the attack of uboats would be no match for the Hochseeflotte.

Adler

Rocoteh
Apr 13, 2004, 03:30 PM
Cellku,

Good to see that you are back again.

I wish I had some sneak preview news, however
there are few news.
Work with World War I - Global 180x180 continues,
and that also holds true for TGW-DIV version 1.2.
Well I have some news:
I have plans for a 1904 version (historical) of
The Old Empires.
If I find time to allocate the plans will be reality.
I welcome comments and ideas for this project.

Best Regards

Rocoteh

Sarevok
Apr 13, 2004, 05:10 PM
Welcome back CellKu!

TGW-BRI 1.6 will add:

- Minefields
- increased MG cost
- A new MG unit
- Some flag leaderheads
- several new unit graphics
- and more!

lsk
Apr 13, 2004, 08:26 PM
I'm closing on Germany's last cities so guess I'll get rid of the mines when I annihilate the Germans (Edit: Yup. That did the trick :-).

Too bad I'm not having much success against the Ottomans.
Only three cities conquered from them and just can't bring myself to occupy Jerusalem. I've airlifted dozens of troops, but they are just defending it too well. Just wish someone would attack them from a different front so they would divide some of their forces. Large civs are dangerous if they don't have others to keep them busy.

This is one of those scenarios where I get very frustrated about the AI's ability to wage war on other AI's.
Russia didn't do anything untill I handed some of the germans cities to them on a silverplate (bombing the hell out of them, but not being able to occupy). They just accumulated hundreds of troops on the meantime. Now I'm having a race with them against Austria-Hungary.

France is the only civ that seems to be doing anything. They are very aggressive. They captured Metz much to my dismay because it has steel in it's radius and I don't have any other location for it.

Wow! I just saw russia lose ~30 divisions trying to capture a A-H city. I really hope Civ4 AI is wise enough to use artillery. :-)
History repeating itself I guess. What I remember from history class was that WW1 saw the demise of millions and land was very hard to gain.

lsk
Apr 13, 2004, 09:13 PM
Is there a list of changes to the normal rules somewhere?
I was very disappointed when I couldn't upgrade my light artillery to field howitsers. The civilopedia says they are upgradable and I have steel, but can't upgrade. :-/

Sarevok
Apr 13, 2004, 09:41 PM
hmm... which version are you playing? BRI or DIV?

Rocoteh
Apr 13, 2004, 09:48 PM
Isk,

Sorry,no list on changes.

I will check out the problem with field howitzers.

Best Regards

Rocoteh

Sarevok
Apr 13, 2004, 10:01 PM
A list on every change to this game would be a monumental task in itself.

lsk
Apr 13, 2004, 10:09 PM
Originally posted by Sarevok
hmm... which version are you playing? BRI or DIV?

DIV v1.1

Sarevok
Apr 13, 2004, 11:58 PM
oh ok, Thats your's Rocoteh. We shall get it fixed :)

Rocoteh
Apr 14, 2004, 12:04 AM
Yes, no problem.
I will check it up today.

Rocoteh

CellKu
Apr 14, 2004, 03:26 AM
The changes sound very promising! I am looking forward to seeing them implemented. As for now, I will try to test a bit WWI Global.

CellKu

Rocoteh
Apr 14, 2004, 05:28 AM
Cellku,

It will be very interesting to hear which
results the playtest give.


Isk,

This was a strange bug.
It will be corrected in TGW-DIV version 1.2.
Thank you for reporting the bug.


Sarevok,

I would not rule the above can be a problem
TGW version 1.5 also.

Best Regards


Rocoteh

lsk
Apr 14, 2004, 10:47 AM
If I remember my history correctly, Britain entered the war because it had guaranteed to protect Belgium's independence in the treaty of London(1840-ish).
Well, I didn't succeed fully and Belgium was left with only Brussels.
I was considering giving Liege back to them, but to my surprise those backstabbers just tried to plant a spy on me. :-)
Needles to say I cancelled our ROP and infiltrated a spy of my own.
I just wish I could declare war on them.

I'm currently having a huge problem with pollution. I had to change troop production on mainland Britain to recycling centers. I think I have to start building workers and drafting to get the population down. Those cities get huge!

Thanks for the fix on howlitzers, Rocoteh.
I pretty much scrapped all of the light artillery and built tons of railguns in my current game.

btw. I just love the fact that the game rates "Central Finland Region" (Sure you don't want to call it "Kuopio" for example?) and "Vyborg" to the top5 cities and Helsinki (my home town) is size 36 now. The whole population of Finland was ~3 million at the time.

CellKu
Apr 14, 2004, 11:41 AM
I found a gas "unit". Perhaps a good addition to the game. What do you think about that one?

Link: http://forums.civfanatics.com/showthread.php?s=&threadid=48151

CellKu

Metacomet
Apr 14, 2004, 12:33 PM
Sarevok,

All the changes that you want to implement in the WW2 version are awsome:eek: , I really think that you can create the most wonderful game. :goodjob:

Rocoteh
Apr 14, 2004, 02:31 PM
Isk,

Pollution will be reduced. That is more realistic.

Kuopio. That is good. Change has been implemented.
The reason for the region name is that is used to be
long discussions on placement on cities and spelling
of city-names. Thus the region concept was a reaction.


Best Regards

Rocoteh

Sarevok
Apr 14, 2004, 04:29 PM
Originally posted by CellKu
I found a gas "unit". Perhaps a good addition to the game. What do you think about that one?

Link: http://forums.civfanatics.com/showthread.php?s=&threadid=48151

CellKu

ill look at it.

lsk
Apr 14, 2004, 07:14 PM
Thanks Rocoteh. I'm learning more and more about my own country by playing this scenario. I really had no idea Tornio is spelled Tornia in english.

I was only able to find census from 1902 where it states that Kuopio had a population of 12,070 at the time. Not really a big city, but since it represents the general area it's about right.
Just funny to see Helsinki's population boom. :-)

Oh, almost forgot...
Is the Pentagon not working on purpose?
I can only create armies the size of 3 units.
Not that I'm complaining. They are almost too powerful as they are now (at Major difficulty setting).

Rocoteh
Apr 14, 2004, 11:21 PM
Isk,

Yes, you are right the 3 unit limit is on purpose.
Basic transport capacity has been reduced to 2
and thus with Pentagon will be 3.
This is to prevent the army-type units to become
too powerful.
I will look over the population boom in Helsinki
and general population increase, however changes on
this will probably not bee in version 1.2.

Best Regards

Rocoteh

Sarevok
Apr 14, 2004, 11:35 PM
should I check them as well?

Rocoteh
Apr 14, 2004, 11:53 PM
Sarovok,

I think its a good idea.
It seems like population increase is too
high in many cases.

Best Regards

Rocoteh

Adler17
Apr 15, 2004, 06:35 AM
The problem is that pop points and realita are far away because civ has a growth only if there is enough food surrounding. That´s why the big famine in Germany during the war is not representable. I think it is useless to talk about population regulation.

Adler

Rocoteh
Apr 15, 2004, 07:23 AM
Adler17,

When one consider who much time that have to
be invested I think you are right.

Best Regards

Rocoteh

TGW-DIV version 1.2 will be delayed with one week.
New target date April 27.
The reason is that I will soon be away some days,
and want to allocate more time to bug-hunting and
playtest.

lsk
Apr 15, 2004, 03:33 PM
Is it possible to make workers be able to move on mountain terrain?
I have some cities that are reliable on mountains for shield production and when they are polluted those tiles are lost forever because I can't clean the pollution from them.

lsk
Apr 15, 2004, 04:12 PM
I've began to love combat engineers. I'm currently fighting on the last front against the Ottomans. And I love when I can connect my newly conquered cities with railroads on the same turn I get them.
Their also great for pollution clean up.

Sarevok
Apr 15, 2004, 04:16 PM
moutains are impassable. This was so that Switzerland would not be passed through and so choke points would be made in Italy, The Carpathans, and the Caucasus.

jimmygeo
Apr 15, 2004, 05:04 PM
Sarevok,

I have had the same problem with pollution in mountain tiles as Isk, and it is quite a bother.

You answered Isk:
"moutains are impassable. This was so that Switzerland would not be passed through and so choke points would be made in Italy, The Carpathans, and the Caucasus."

The Switzerland problem was solved with forts and special fortress divisions. Surely you could do something in the other places, thus allowing reasonable clean up where needed.

jimmygeo

lsk
Apr 15, 2004, 05:34 PM
Seems like the AI has troubles with pollution also. :-)

http://civfanatics.net/uploads7/pollution1.jpg

Sarevok
Apr 15, 2004, 06:26 PM
Originally posted by jimmygeo
Sarevok,

I have had the same problem with pollution in mountain tiles as Isk, and it is quite a bother.

You answered Isk:
"moutains are impassable. This was so that Switzerland would not be passed through and so choke points would be made in Italy, The Carpathans, and the Caucasus."

The Switzerland problem was solved with forts and special fortress divisions. Surely you could do something in the other places, thus allowing reasonable clean up where needed.

jimmygeo

that dosent allow for the realism I wanted to make moutains passable.

lsk
Apr 15, 2004, 08:10 PM
Sarevok,
So basically Switzerland is unconquarable now? (I'm not concidering sending in hundreds of paratroopers as an option)
How bout linking them with a road from the French side? So atleast it could be bossible to send in groundtroops there.
So if you'd be playing as the Germans you could conquer Switzerland but you would have to advance to France first.

Sarevok
Apr 15, 2004, 09:07 PM
switzerland is meaningless anyways...

Adler17
Apr 15, 2004, 11:39 PM
Switzerland is not a point. I´m playing Germany and I could conquer France and North Italy without big problems. My only problems with mountains is pollution. Reduce this **** pollution! Pollution was no point of ww1. IIRC at the very beginning I had two divisions in range to conquer Switzerland. I didn´t do it, perhaps a mistake. But historically the Swiss were defending their neutrality very hard. So much to loose nearly nothing to gain if you invade Switzerland. I mean in ww2 there were also dogfights of US planes with Swiss fighters which intercepted the US planes. Of course they were warned but some of these pilots didn´t want to hear. Their bad luck. IIRC no German pilot was stupid enough to fight against a neutral state. If German pilots crossed the Swiss border they withdrew at once or had to land. Meaning a few days holidays before returning. And few tons of coal for the Swiss. So Switzerland should be isolated as it is.

Adler

Adler17
Apr 16, 2004, 03:44 AM
Week 49, turn 20, part 2:
Off Esbjerg A Russian armouerd cruiser is sunk by my BB SMS Kaiser. Two others are sunk off Tallin by my Baltic fleet. Off Skagerrak a Russian DD is sunk by my SMS Blücher.
In Italy my troops marching on Florence.
In the East Dnepropetrovsk is taken by 3 corps. The invading divisions are attacked and 5 corps will attack Smolensk next turn. I chose a bit more offensive stregy in the East. I also buils a road to Cherson next turn to attack that city with corps. Then Odessa and Romania. Many units are not used in this turn. Although I wanted to make a more offensive strategy, I will use them as reseve. 29 Divisions and 6 light artilleries.
In Spain I bombed and destroyed a British division.
Now it is the turn of the PC:
Britain: Caen is bombed by a Zeppelin. Then appears a British
An Austrian cavalry division attacked Florence but died.
The Italians made a counterstrike to kill an Austrian cavalry division near Venice. Onece they lost a cavalry unti and the next could do the job but has only 1 HP yet. Gun food for me. Another Italian cavalry unit appeared also near the border of Genua. The Russians sent a few units to the border, but only 11 divisions. Nothing too serious.
Now it is over to me.

Adler

Adler17
Apr 16, 2004, 04:12 AM
Week 50, turn 21, part 1:
In Italy Florence is bombed and then taken by infantry with no losses. Then the two Italian Cavalry divisions are eradicated.
In the East my corps take Smolensk. Then Cherson falls on the same way, also Odessa. Then Galatz in Romania is bombed and taken by cavalry.
In these 21 turns I have 100758 victory points. This means at least after 150 turns I will have won. We´ll see.
To be continued.

Adler

lsk
Apr 16, 2004, 08:34 AM
Originally posted by Adler17

In these 21 turns I have 100758 victory points. This means at least after 150 turns I will have won. We´ll see.
To be continued.

Adler

You are playing as the Germans?
Sorry for the newbie question, but does difficulty setting affect the victory points?
I'm on turn 52 and the allied have 212370 points and I have 138091 myself.
This is on Major difficulty and I'm playing the Brits.

One thing that bothers me is that what is left of my enemies is the Ottoman city of Mecca. What will I do after I conquer it? :-)
http://koti.welho.com/snikkari/mecca.jpg

Adler17
Apr 16, 2004, 09:06 AM
I do play the Germans indeed. They do make more fun to play. You have to fight nearly on all fronts. I have to conquer half of Russia, the rest of Italy, Romania, Serbia and Montenegro. Additional the colonies in North Africa. This is enough for 500000 VP.

Adler

lsk
Apr 16, 2004, 09:46 AM
Mecca is nomore. (Edit: just noticed that it took exactly 1 year, 52 turns to achieve this)
I'm thinking I have to start waging war on the neutral countries.
The tech/diplomatic victory is just too far.

When 1.2 comes I'll start a game with the Russians. With them you can fight against all the central powers right from the start.
I hated the AI russians. I started calling them "german promotion machine". They send about 50 of their generic units against a german city with a few machineguns. What happens is the mg:s get promoted to elite and Russia loses all of it's units. I went "well that was smart" many times watching the AI turn. :-)

Metacomet
Apr 16, 2004, 10:36 AM
Sarevok,

Why don't you eliminate the polution form the buildings?. After all the polution wasn't an issue in the WW1 or in the WW2 either.

The polution as a problem, and political issue, started in the 60's. Having polution before in a scenario is unhistorical.

laisak
Apr 16, 2004, 11:43 AM
lsk here.
I "cracked" the password of my old account and I'll start posting with it effective immediatly.

Rocoteh, about the upgrading problems. Am I safe to start building tanks so I can upgrade them to MkIVs?

laisak
Apr 16, 2004, 12:20 PM
Originally posted by Metacomet
Sarevok,

Why don't you eliminate the polution form the buildings?. After all the polution wasn't an issue in the WW1 or in the WW2 either.

The polution as a problem, and political issue, started in the 60's. Having polution before in a scenario is unhistorical.

Actually pollution from the buildings isn't that big problem, It's the huge population boom which causes most of the pollution. I have cities over 60 in size and the pollution is huge-

Metacomet
Apr 16, 2004, 04:54 PM
Originally posted by laisak
Actually pollution from the buildings isn't that big problem, It's the huge population boom which causes most of the pollution. I have cities over 60 in size and the pollution is huge-

Sarevok & Rocoteh,

If the problem is the population maybe you can add a new inexpensive improvement that eliminates the population pollution.

Sarevok
Apr 16, 2004, 04:59 PM
Originally posted by Metacomet
Sarevok,

Why don't you eliminate the polution form the buildings?. After all the polution wasn't an issue in the WW1 or in the WW2 either.

The polution as a problem, and political issue, started in the 60's. Having polution before in a scenario is unhistorical.

ill get that.

Melnik
Apr 17, 2004, 04:32 AM
It's very interesting to read this thread.
A small notice about city names in Russian Empire.
In 1914 Dnepropetrovsk was called Ekaterinoslav, Kirovograd was Elisavetgrad, Kaunas was Kovno, Tallin was Revel. All these cities vere renamed after the revolution, some of them in 1930th only.

Sarevok
Apr 17, 2004, 11:58 AM
ill get that as well.

adhdman256
Apr 17, 2004, 06:16 PM
Could you post some conquests save games?

Carl_0914
Apr 17, 2004, 07:54 PM
hey guys!!!! :) im sorry couldny post regularly this days.... anyway just wanna ask if when 1.2 and 1.6 released? cuz want to start playing again with this new versions.... :) tnx.....

Sarevok
Apr 17, 2004, 10:07 PM
... I have no idea...

laisak
Apr 17, 2004, 10:59 PM
Just got mass transit system on all my major cities.
It seems to cut all the pollution caused by population. I just hope that helps atleast a little against the global warming. I have the red sun after 68 turns.

Ah! back to the yellow sun.
I just wish I could donate propaganda to other civs to stop this madness. :-)

Sarevok
Apr 18, 2004, 12:38 AM
how is the war going?

Adler17
Apr 18, 2004, 07:55 AM
Week 50, turn 21, part 2:
I´m attacking the Russian forces. Not a big challenge. Another hero, another corps. Done. All enemies in range has been destroyed. Again for the Russians the fightings are much more slaughters. I have now 3 infantry corps. What shall I do? Shall I Petrograd in two turns or shall I attack Kharkov next turn? Or Contanta? But my spy tells me in Petrograd are about 20 defenders, 16 infantry divisions- not bad. Only a massive assault would be a danger for them. Okay, I will wait one turn and then attack with at least 7 corps in 2 turns. In the meantime I plan a massive amphibious landing to take Helsinki and liberate Finland. Again, but 2 years earlier than in reality. While my surface fleet will bomb Helsinki one of my transports will land 6 divisions. The rest of my troops are fortified near Warsaw. But what´s that? With my last cavalry charge in this turn a new corps is made! Now in the next turn at least 8 corps are available to attack Petrograd!
In the Channel a British landing force with 2 armoured cruiser and a transport has been sunk by my surface fleet. In the North sea off Esbjerg a Russian Armoured cruiser is mined. Then a Russian DD is detected and sunk by one of my CLs.
In Italy I´m marching on Roma eterna. Soon Rome shall be afraid by the German "barbars" ;).
But first the PC has the turn. I wonder how many enemies want to taste the German steel.
Britain: Antwerp is bombed by Zeppelins. One shot down. And a British AC appears in the channel as well as a British division near Toulouse.
Russia: The Russians bomb a tile east of Odessa. An AC appears off Helsinki. Some enemy units cross the border. Nothing too serious.
Italy: They crossed with 3 cavalry divisions the border.
Now it is over to me. I now have 102197 VP.

Adler

Adler17
Apr 18, 2004, 08:49 AM
Week 51, turn 22:
In Italy I commence my march on Rome. The enemy cavalry units had bad luck.
In the East I started the invasion of Finland. Helsinki bombed. 2 enemy ships heavilied damaged. 13 Russian divisions in Finland spotted but far away to become a danger for the attack on Helsinki. Then I attacked Constanta with corps and take it. After this I started my assault on Petrograd. 8 Corps! Also my troops are marching on Kharkov and Bukarest (2 corps) as well as on Moscow. Bucharest, Rome and Helsinki will fall this year. Petrograd, Kharkow and Moscow a turn later. I have also 18 Infantry and 2 cavalry divisions as reserve.
That´s all for me for this turn.
Britian: Antwerpen bombed by Zeppelins. No real damage. Another British invasion fleet spotted- Near my surface fleet. Typical British behaviour: Thinking two AC are enough to fight with a whole battlefleet.
France: They live! A French DD bombed some troops near Rome.
Italy: A cavalry division crossed the border and an Italian AC bombed my troops near Florence.
Russia: 19 enemy divisions crossed the border! I have to attack them. But my reserve is strong enough to catch them.
Now it is over to me.

Adler
Damn pollution!

laisak
Apr 18, 2004, 09:42 AM
After conquering the central powers there has been world peace for 16 turns. I've constructed infastructure and tanks, hundreds of tanks.
I plan to take Spain, Denmark and the Netherlands in one turn when I'm ready.

In retrospect I made a stupid decision, I cornered the sillk market and demanded huge sums of gpt from other civs for my resources and luxuries. This pretty much crippled the AI tech research and it will take forever to research WW1 experience myself.

It seems upgrades do not work in cities that don't have a "real" barracks. The Sclieffen Plan gives me barracks, but they don't work as they are supposed to. I could only upgrade my armored cars to tanks in Berlin and I'm guessing it's the same thing with tanks -> MkIV.
Oh and I'm guessing the barracks have been changed so that they produce regular units instead of conscripts in a city without barracks?

laisak
Apr 18, 2004, 09:58 AM
Originally posted by Adler17

Damn pollution!

I hear you. About 75% of my mountain tiles are polluted. :-(

Adler17
Apr 18, 2004, 10:13 AM
Laisak, try to play the central powers. Especially Germany is good to play. But be aware of the RN. If you keep yourself behind the mines you should be able keep your fleet, while the British can be punished. At land try to beat France and then Russia. Italy is only a minor factor.

Adler

Adler17
Apr 18, 2004, 10:46 AM
Week 52, turn 23:
In Italy Rome is bombed and attacked by infantry. Heavy causalities. Damn Italian MG gunners. BUT:
Die Oberste Heeresleitung gibt bekannt:
Heute, am Weihnachtsabend 1914, kapitulierte Rom! Gott hat damit die verräterischen Italiener bestraft und uns damit ein Zeichen gegeben, mit diesem uns aufoktroiertem Krieg bis zum Sieg weiterzumachen...
(Today on Christmaseve 1914 Rome surrendered. Gad gave us a sign to continue our fighting in this war, which we have to fight...)
In the East Bucharest is attacked by corps. Boy how many MG gunners have the Romanians? They should cost much much more! Finally. 2 Infantry and 2 cavalry corps and 3 cavalry divisions are necessary to take Bucharest. My units are badly damaged, but Bucharest is mine. No casualities. Helsinki falls after bloody fightings. 1 elite division is lost. Crajova is also attacked by my corps. But the defenders are too many. I have to use also damaged cavalry divisions to take it and Siege guns. My last available cavalry division can finally take Crajova.
Die Oberste Heeresleitung gibt bekannt:
Crajova, die letzte romänische Hochburg, wurde nur wenige Stunden nach dem Fall Roms erobert. Die letzten romänischen Einheiten haben sich ergeben. Romänien hat bedingungslos kapituliert. (Crajova, the last Romanian town has been captured only hours after Rome fell. The last Romanian units surrendered. As well Romania as state surrendered unconditional).
The invading Russian divisions are eradicated. Petrograd is heavily defended 8 MG gunners and 8 other infantry divisions. I have 8 corps. Shall I attack now? Or shall I reinforce? I attack. Tough fightings, but the MG gunners are all dead now.
The fight at sea are now rare. In the Channel my fleet can sink the landing squadron. One of the British AC is torpedoed by a Uboat. Also the transport. The Russian navy looses an AC, which is mined off Esbjerg.
Nothing more to do.
Britain: 2 of three bombing Zepplins shot down. An AC appeared near Brest.
France: A bit bombing of a French DD near Rome. Nothing serious.
Russia. Oh dear: Russian major offensive! 49 divisions! And I have not so many units available. This means taking Moscow and Kharkow as fast as possible! And 2 AC in tha baltic.
It is over to me.

Adler

Adler17
Apr 18, 2004, 11:05 AM
Week 1, 1915, turn 24, part 1:
In the East my corps attack Petrograd. After long fightings Petrograd is mine. Kharkov and Moskow are bombed and then taken by infantry. Now I should be able to attack the Russian forces in my territory.
To be continued.

Adler

P.S.: 127059 VP now. I think 500.000 as target are way too much.

laisak
Apr 18, 2004, 11:37 AM
Originally posted by Adler17

P.S.: 127059 VP now. I think 500.000 as target are way too much.

I agree. I've conquered all the central powers and have only 250k.

Is it possible to set a victory condition that you win if you conquer all your locked enemies?

Sarevok
Apr 18, 2004, 11:56 AM
should I lower it to 200,000?

Adler17
Apr 18, 2004, 01:19 PM
200.000 is a good value.

Adler

laisak
Apr 18, 2004, 01:42 PM
If victory points aren't related to difficulty level then 200k sounds pretty good atleast for the allied. When I played the Brits, the war was pretty much won after I managed to puncture Austria-Hungary's outer defences. After that it was just matter of time when Ottoman's started to crumble.

Central powers have so much more to conquer I think.

Railguns are very powerful. After I got a few productive cities on mainland Europe and started pumping railguns as fast as I could, the central powers had no chance. The British economy allowed me to rush about 3-4 of them per turn.
I used combat engineers to build the railsystem and I could transfer the railguns anywhere I wanted.

Also what the British economy allowed me to do was to steal tech from the Germans. I was able to catch their lead in a few turns.

What bothers me a lot is that the AI produces a lot of R divisions and hardly any A divisions and just throws them at the mercy of superior defence. I guess there is no way to make the AI like certain units more?

Sarevok
Apr 18, 2004, 01:48 PM
its unfortunate. I think for 1.6 Germany will get a few more techs, making it possible for them to Get Kaiserjagers earlier. Im not sure exactly.

laisak
Apr 18, 2004, 01:54 PM
Oh and the domination conditions are pretty unrealistic.
There is no way you can control 60% of the land.
And the population might be a bit low compared to it.

I have 48% land and 84% population as the allied after conquering all of the central powers.

Sarevok
Apr 18, 2004, 02:15 PM
50 land, 50 pop is the goal

laisak
Apr 18, 2004, 03:46 PM
Originally posted by Sarevok
50 land, 50 pop is the goal

Oh, Maybe Rocoteh hasn't changed that in DIV, because to me it says 60/25.

Sarevok
Apr 18, 2004, 03:56 PM
I just said that as a suggestion: is this more like what you would want? 50 land 50 pop?

laisak
Apr 18, 2004, 04:16 PM
50 can't be achieved without declaring war on the neutral countries so I'd say 45 land. (atleast with the allied)

What is your status, Adler?

laisak
Apr 18, 2004, 04:22 PM
Just thought about something...

Of course 200k is easier to achieve in the BRI version, because of the amount of enemy units = more unit kill points.

So can't really say what would be a good goal for the BRI version.

Rocoteh
Apr 18, 2004, 04:41 PM
Pollution will be reduced in TGW-DIV version 1.2.

I will also look over the victory conditions.

I will be back tomorrow, with more comments.

Rocoteh

Sarevok
Apr 18, 2004, 04:57 PM
id say 200,000 DIV, 350,000 BRI

laisak
Apr 18, 2004, 04:58 PM
Rocoteh,

I'm getting a new processor soon.
So when 1.2 is ready I'd be more than happy to share some processor time to create some savegames so that others don't have to wait the initial load time.

Sarevok
Apr 18, 2004, 05:04 PM
sounds good :)

Tsunami23
Apr 18, 2004, 05:24 PM
Is it just that I have a crappy computer or is it that this is soooo huge, since when I load up the scenario, it isn't actually doing anything.

laisak
Apr 18, 2004, 05:36 PM
Tsunami, It just seems to freeze. The initial load might even take 30 minutes.

Sarevok
Apr 18, 2004, 07:22 PM
its the sheer size of the scenario. I would just wait it out, it will work eventually.

Adler17
Apr 18, 2004, 11:14 PM
I control at this very moment 22 % land and 48 % pop. The allies have 27 % land and 36 % pop. 50 % land is also too much. VP 127059.

Adler

Sarevok
Apr 18, 2004, 11:22 PM
i see... Suggestions?

Rocoteh
Apr 19, 2004, 12:39 AM
Originally posted by laisak
Rocoteh,

I'm getting a new processor soon.
So when 1.2 is ready I'd be more than happy to share some processor time to create some savegames so that others don't have to wait the initial load time.

laisak,

Thank you, I appreciate that.

As soon as TGW-DIV 1.2 is completed I will
make saved games for Germany, Britain and France.

Best Regards

Rocoteh

Rocoteh
Apr 19, 2004, 03:11 AM
Adler17,

Thank you for the playtest-reports. They are as always
of very high value.
I am looking forward to see how the playtest continues.

Metacomet and laisak,

Thank you for the reports and comments.
They are also very important for the development of the
scenario.

-----------------------

General comment on TGW-DIV version 1.2:

I will now reallocate time from World War I - Global
to TGW-DIV 1.2.
Pollution will be reduced as much as possible.
In fact I have never liked the concept, and I wish
that you could (like in Call To Power 2) turn it off
100% with one action.
Victory conditions will be reworked and changed.
Right now I can not answer the questions on upgrade-problems
but I hope that also can be solved.
Combined with all the earlier changes version 1.2 will
different from 1.1 in many ways.


Rocoteh

CellKu
Apr 19, 2004, 08:22 AM
Rocoteh, will TGW-DIV 1.2 be a "biq" or a "big" download?

CellKu

CellKu
Apr 19, 2004, 08:24 AM
As to units: I found an engineer unit. Would that be something for TGW? To have a special unit beside the usual worker unit.

Link: http://forums.civfanatics.com/showthread.php?s=&threadid=15967&perpage=20&pagenumber=1
Download is on page 5 of that thread in the lower third of the page. A preview is at the bottom of page 1.


CellKu

Rocoteh
Apr 19, 2004, 10:18 AM
Originally posted by CellKu
Rocoteh, will TGW-DIV 1.2 be a "biq" or a "big" download?

CellKu

CellKu,

It will be a "biq" download since I can link it
to TGW with a search path.

Today I have reworked the Bulgarian Order of Battle.
It will mean an increase in number of divisions
and probably also an upgrade of the combat power
in each division.

Divisions will be named and you will be
able to see which Army-formation they belonged to.

Best Regards

Rocoteh

CellKu
Apr 19, 2004, 02:42 PM
Thanks for the information, Rocoteh!
Besides, great job your reworking of the Bulgarians. :goodjob:

CellKu

Rocoteh
Apr 19, 2004, 02:52 PM
CellKu,

Thank you.
The new Order of Battle for Bulgaria will
be more accurate.
Probably I will change the OOB for Romania also.

Best Regards

Rocoteh

laisak
Apr 19, 2004, 04:07 PM
I need the new version fast so I can stop my current game which has become very boring. I'm just trying to block the other civs getting resources from Asia.
It's strange how Russia doesn't clonize the resources that are outside it's borders. Basically everyone has ROP with them and are on a race to the resources.

Sarevok
Apr 19, 2004, 05:33 PM
Originally posted by laisak
I need the new version fast so I can stop my current game which has become very boring. I'm just trying to block the other civs getting resources from Asia.
It's strange how Russia doesn't clonize the resources that are outside it's borders. Basically everyone has ROP with them and are on a race to the resources.

but settlers arent avalible in this scenario...

laisak
Apr 19, 2004, 06:19 PM
Originally posted by Sarevok
but settlers arent avalible in this scenario...

I'm talking about colonies. They have abundment of resources outside of their borders, but don't claim them for themselves.

Like the Ottomans have silks, incense and oil outside theirs, but they don't go for them.

Russia has oil, incense, saltpeter, coal, steel and furs.

I'm not sure if they have them inside their territory but it just frustrates me that the AI is so dumb and gullible. They just let other AIs go for the resources.
Italy has colonies in Asia? That's just stupid. :-)

laisak
Apr 19, 2004, 07:04 PM
Here is a screenshot of the upgrade problem. (Didn't want to post as a image so that it wouldn't fill the whole page)

http://www.civfanatics.net/uploads7/upgrade.jpg

So.. As you can see Berlin has barracks, Lubeck is constructing MkIV, but still no upgrade button. Berlin has the barracks wonder so could it be that you can't upgrade with "wonder barracks", but only in the cities that have a barracks you've actually built.

Also I find strange that the other cities don't have the barracks icon, but when I go inside the city window there is one.

Currently disbanding dozens of regular tanks to build MkIV faster (not that I really need them, but I want to conquer the world in style :-)

laisak
Apr 19, 2004, 07:20 PM
Now here's some screenies of the colonization.
Not a bug, but I just think it's a bit funny and sad at the same time. The problem is the Civ AI, not this scenario.

Russia:
http://www.civfanatics.net/uploads7/russia1.jpg

Portugal, Spain, Sweden, Denmark, Norway, Italy and I are on a race to colonize the area outside Russia's border.
We're all going for the steel (northwest) and furs (further north)

http://www.civfanatics.net/uploads7/russia2.jpg

Ok! I admit it. I'm a bad loser.
The Italian's beat me to the resources found here so I pillaged the railroad connection. Not very proud of it. (bad bad boy :-)

Ottoman:
http://www.civfanatics.net/uploads7/ottoman.jpg

Italy actually tried to race me for the incense and oil found here, but I was able to block them so they gave up.

http://www.civfanatics.net/uploads7/ottoman2.jpg

Ottoman did nothing to colonize the silk found here. There's actually a prebuilt road to them.
They had all the time in the world because it took me a lot of time to gather enough forces to capture Basra.

Sarevok
Apr 19, 2004, 07:53 PM
some pretty interesting stuff you got here...

Rocoteh
Apr 19, 2004, 11:43 PM
Originally posted by Carl_0914
hey guys!!!! :) im sorry couldny post regularly this days.... anyway just wanna ask if when 1.2 and 1.6 released? cuz want to start playing again with this new versions.... :) tnx.....

Carl_0914,

Target date for TGW-DIV is April 27.

I have reallocated all my CIV-time, so it shall
be complete on this date.

Best Regards

Rocoteh

Rocoteh
Apr 20, 2004, 12:38 AM
laisak,

Thank you for the information.

I will correct the upgrade problem.

Best Regards

Rocoteh

Rocoteh
Apr 20, 2004, 06:30 AM
The Order of Battle for Rumania has been reworked.

It will result in larger army, however the combat power
of the Rumanian divisions will be reduced.

This mean there will be separate Rumanian Infantry
divisions and Machine-Gun units.

The cost for Machine-Gun will be high to prevent
"best-buy" policy from AI.

Rocoteh

Metacomet
Apr 20, 2004, 10:34 AM
Originally posted by Rocoteh
The Order of Battle for Rumania has been reworked.

It will result in larger army, however the combat power
of the Rumanian divisions will be reduced.

This mean there will be separate Rumanian Infantry
divisions and Machine-Gun units.

The cost for Machine-Gun will be high to prevent
"best-buy" policy from AI.

Rocoteh

Rocoteh,

What's the reason to change the Order of Battle for Rumania and Bulgaria? What will be the real changes in the game with this changes?

Rocoteh
Apr 20, 2004, 11:35 AM
Originally posted by Metacomet
Rocoteh,

What's the reason to change the Order of Battle for Rumania and Bulgaria? What will be the real changes in the game with this changes?

Metacomet,

When I do a new version for a historical scenario
I reevalauate old research and make new research.
Thus changes.
To me a scenario is not static. Should I have a static view,
there would only be one version.
With regard to Rumania and Bulgaria, both will be
somewhat stronger.

Best Regards

Rocoteh

Adler17
Apr 20, 2004, 11:47 AM
In history the Bulgarians had a good army, while Romania made a bad choice in entering the war: Within a year they were occupied! Keep up the good work, Rocoteh and Sarevok!

Adler

Rocoteh
Apr 20, 2004, 02:46 PM
Adler17,

Thank you.

Yes,the Bulgarian forces had good combat-power.
The forces of Rumania were at about the same level
as Russias.

Best Regards

Rocoteh

Sarevok
Apr 20, 2004, 05:35 PM
is bulgaria's infantry unit too weak?

aljmiller87
Apr 20, 2004, 05:46 PM
I downloaded all the files in a folder in conquests, but when I am in the game trying to load it there is no file there?!? How do i play??????? (playing on conquests not civ3) HELP. Thank You.

Rocoteh
Apr 20, 2004, 05:59 PM
Originally posted by Sarevok
is bulgaria's infantry unit too weak?

Sarevok,

I have increased it from 7-9 to 8-10.

Number of divisions for Rumania increased.
Destroyer flottilla also added.

Combat power down to 3-7.

Rocoteh

Rocoteh
Apr 20, 2004, 06:03 PM
Originally posted by aljmiller87
I downloaded all the files in a folder in conquests, but when I am in the game trying to load it there is no file there?!? How do i play??????? (playing on conquests not civ3) HELP. Thank You.

aljmiller87,

Can you give us more information?
Do you have any error-messages?

We will try to help you.

Rocoteh

aljmiller87
Apr 20, 2004, 07:32 PM
There is not much more information i can give you, umm What should i do after i downloaded all the files???

Sorry i'm such a newb
Thanks

Point13
Apr 20, 2004, 07:43 PM
WOW, it tried the rail-gun, just WOW, tremble Dutch!

and on another note, what are the chances of adding more playable civs, who DOESNT want to invade and conquer Germany as the Dutch?!

Sarevok
Apr 20, 2004, 07:55 PM
Originally posted by Rocoteh
Sarevok,

I have increased it from 7-9 to 8-10.

Number of divisions for Rumania increased.
Destroyer flottilla also added.

Combat power down to 3-7.

Rocoteh

ok, ill follow suit.

laisak
Apr 20, 2004, 08:23 PM
Originally posted by aljmiller87
There is not much more information i can give you, umm What should i do after i downloaded all the files???

Sorry i'm such a newb
Thanks

You need to extraxt them to Conquests/Scenarios folder.
Make sure you haven't disabled pathname extraction.

Start with "TGW_Art_and_Text_v1.zip" then "TGW_Art_and_Text_1.4.zip" then "TGW_Art_and_Text_1.5.zip" and finally the "TGW_1.5.zip" or "TGWDIV1.1.zip"

After the extraction and if all goes well you should have a TGW folder in the Scenarios folder now. The "The Great War Europe 1.5.biq" or "TGW-DIV 1.1.biq" (depending on the version you downloaded) is in the Scenarios folder.

Now to start a game go to Civ-Content in the Conquests startup screen, then select the biq file and press the circle in the downright corner.

The initial load time can be very long, even 30 minutes so just wait.
The progress bar might seem to freeze, but trust me it doesn't. Just wait.

Have fun playing this awesome scenario!

Adler17
Apr 20, 2004, 10:41 PM
Originally posted by Captainkeyes23
WOW, it tried the rail-gun, just WOW, tremble Dutch!

and on another note, what are the chances of adding more playable civs, who DOESNT want to invade and conquer Germany as the Dutch?!

The Dutch? :lol: Yes, we are alway aware about our neighbours :D . And especially in soccer. But what place they had in the last world cup? :D Oh, I remember they weren´t classified. And we are vice champion :p. Käseschubser (Cheese pusher). They should try to attack us. Then we have a new federal state :D .

Adler

P.S.: This is a joke. Take no offence ;)

laisak
Apr 20, 2004, 11:10 PM
Originally posted by Captainkeyes23
WOW, it tried the rail-gun, just WOW, tremble Dutch!

and on another note, what are the chances of adding more playable civs, who DOESNT want to invade and conquer Germany as the Dutch?!

I guess there won't be more playable civs in the official version, but of course you can always mod the scenario by using the editor.

And yes! The railgun is quite powerful. I have a few cities that can pop one every two turns.

Sarevok
Apr 20, 2004, 11:34 PM
some civs are not meant to be played. Personally, I preffer if people stuck with the major powers, but I certainly wont stop you if you play the other factions.

Rocoteh
Apr 21, 2004, 01:30 AM
laisak,

Thank you for helping aljmiller87, when I and
Sarevok was off-line.

Is there any specific CIV you should like
to see as playable?

Best Regards

Rocoteh

laisak
Apr 21, 2004, 04:20 AM
What's up with the fortress division being so expensive to produce?
240 shields? It's stats are 4.13.1 and rubber is needed.
British A division 11.14.2 and costs only 130 shields.
Does it have some hidden abilities?

laisak
Apr 21, 2004, 05:25 AM
omg! I finally decided to finalize my conquest. Declared war against Spain, Sweden, Denmark, Norway, Netherlands, Albania and Switzerland.
I didn't anticipate that all the allied powers will declare war on them too. It's a mess! Whole of the neutral powers were wiped off the map in one turn, except one... Switzerland. :-)

I'll just have to wait for paratroopers and airlift hundreds of them past the mountains. :-)

Rocoteh
Apr 21, 2004, 05:31 AM
laisak,

The reason is this:

Its available for all Civs. For Civs with regular units
that have low combat stats it would be an interesting
"Best-buy" with lower shield-cost

AI seldom build more than 2 type of units at a given time.
It NEVER builds naval units on maps it consider "one-continent".
(During the 10 months I worked with the ACW-scenario I
spend many hours trying to get AI to produce naval units.
It never did. With C3C came auto-production as an solution.)

Thus the result of a lower shield-price would be AI producing
only fortress units in Russia instead of regular units.

Adler17 reported that Russia-AI produced Machine-Gun
in absurd quantity. That was the result of AI:s best buy policy.

During several months ozymandias had a very interesting
thread active, that only discussed AI and production.
The thread has not been active for a long time now.

I consider to activate that thread again.

Rocoteh

laisak
Apr 21, 2004, 06:48 AM
Thought it would be something like that.
Interesting indeed.

Metacomet
Apr 21, 2004, 10:36 AM
Originally posted by Rocoteh
Metacomet,

When I do a new version for a historical scenario
I reevalauate old research and make new research.
Thus changes.
To me a scenario is not static. Should I have a static view,
there would only be one version.
With regard to Rumania and Bulgaria, both will be
somewhat stronger.

Best Regards

Rocoteh

Rocoteh,

I strongly agree with you that Bulgaria need to be far more powerful, but I think that Rumania must be weaker not stronger.

Bulgaria was able to defeat a lot of enemies and they didn't conquer Grecee because the central powers had a different strategy.

Metacomet
Apr 21, 2004, 10:39 AM
Originally posted by Sarevok
is bulgaria's infantry unit too weak?

Sarevok,

Yes I thing so, a few weeeks ago I was reading an article about the bulgarian army. The author, an englishmen, was saying that the bulgaria army was the best balcanic army and one of the bests in Europe. Maybe it's an idea to think about:confused: .

laisak
Apr 21, 2004, 12:24 PM
WOW! I actually saw four (4) Italian armies in this scenario!
I've never seen the AI build that many armies.

Here's the screenie:
http://www.civfanatics.net/uploads7/italian_army.jpg

There is also a french army on the right.

All the other armies I've seen (even in this scenario) have been mostly 1 unit if any in size.

Klyden
Apr 21, 2004, 01:12 PM
The Bulgarians from WW1 are hard to judge for effectiveness. They participated in two major campaigns in the war.

The first was against a Serbia that was already overstretched fighting AH. Serbia had a defensive treaty with Greece against Bulgaria, but only if Serbia could put 150,000 in the field against Bulgaria. Serbia was not able to do this, which is why Greece did not actively enter the war at that time, but did allow Allied formations to land at Salonika to take the Greeks spot. Unfortunately, the campaign to knock out Serbia was over with before the Allies could really do anything and so the Allies sat there most of the war (termed themselves the gardeners of Salonika).

The second campaign the Bulgarians were involved in was against Rumania. Again, the Rumanians entered the war and attacked north and east into AH to get territory promised them from the allies. Bruslov's offensive collasped, the Germans and AH were able to first contain the Rumanian drives and then pin the Rumanian forces while the Bulgarian and part of the German army over ran the country.

The two campaigns have in common that the enemy of Bulgaria was committed to another front and could only field minimal troops against Bulgaria. This is not to suggest that the Bulgarian troops performed poorly, but rather to point out that they enjoyed a large superiority of force not normally enjoyed during the war. That the Bulgarian army was a seasoned fighting force is without question, due to the various Balkin scrapes dating since the turn of the century.

Metacomet
Apr 21, 2004, 01:20 PM
Rocoteh,

Maybe this can help you, but probably you have the information already:crazyeye: .

OOB

INFANTRY: Bulgarian territory in 1915 was broken down in 10 divisional districts, 20 brigade districts and 40 regimental districts . Each regiment had in peacetime 2 batalions of 4, and one batalion of 2 companies.in case of mobilization each regimental district provided men for the active regiment - 4 batalions of 4 companies, 1 and 1/2 batalion for the reserve regiment,a marshbatalion of 6 companies, an opolchenie batalion(first ban), an opolchenie(Landsturm) (second ban) and 2 etappe companies


Dislokation in 1915:
1st Sofian IDividion(HQ in Sofia);
1st IBrigade(Sofia): 1st Sofian Iregiment(Sofia) and 6th Tyrnovo IR(traditional name, men were drown from Sofia district)(Sofia);
2nd IBr:16th Lovech IR(Orhanie(now Botewgrad);25th Dragoman IR(Tzaribrod(now Dimitrovgrad in Jugoslawija)
In wartime 1st IBr created 41st Reserve IR, 2nd IBr-42nd RIR,which were organised in the 3rd IBr
2nd Tracian ID(HQ in Plovdiv)
1st IBr(Plovdiv):9th Plovdiv IR(Plovdiv) and 21st Srednogorian IR(Smoljan)
2nd IBr(Pazardjik);27th Chepino IR(Pazardjik) and 28th Strema IR(Karlovo)
in wartime 1st IBr - 43rd RIR,2nd-44th RIR
3rd Balkan ID(HQ in Sliven);
1st IBr(Sliven):11th Sliven IR(Sliven) and 24th Chernomorian(Black Sea) IR(Burgas)
2nd IBr(Jambol):29th Jambol IR (Jambol) and 32nd Zagorian IR(Nova Zagora)
In wartime 1 IBr-45th RIR,2 IBr-46th RIR
4th Preslav ID(Shumen)
1st IBr(Shumen): 7th Preslav IR(Shumen) and 19th Shumen IR(Razgrad)
2nd IBr(Varna) 8th Primorian (coastal)IR(Varna) and 31st Varna IR(Eski Djumaja(Tyrgowiste)
In wartime 47th RIR and 48th RIR
5th Danubian ID(HQ in Russe)
1st IBr(Russe):2nd Iskyr IR(Russe) and 5th Danubian IR(Russe)
2nd IBr(Veliko Tyrnovo):18th Etyr IR(V.Tyrnovo) and 20th Dobrudja IR(V.Tyrnovo)
Wartime-49th and 50th RIR
6th Bdin ID(HQ in Vidin):
1st IB(Vidin):3rd Bdin IR(Vidin) and 15th Lom IR(Belogradchik)
2nd IB(Vratza): 35th Vratza IR(Vratza) and 36th Kozloduj IR(Orjahovo)
Wartime- 51st and 52nd RIR
7th Rila ID(HQ in Dupniza):
1st IB (Kjustendil): 13th Rila IR(Kjustendil) and 26th Pernik IR(Radomir)
2nd IB(Samokov):14th Macedonian IR(G.Djumaja) and 22
Thracian IR(Samokov)
Wartime-53rd and 54th RIR
8th Tundja ID(Stara Zagora):
1st IB(Haskovo):10th Rhodopean IR(Haskovo) and 30th Shejnovo IR(Semeonovgrad)
2nd IB(S.Zagora):12th Balkan IR(S.Zagora) and 23rd Shipka IR(Kazanlyk)
Wartime 55th and 56th RIR
9th Pleven ID(Pleven)
1st IB(Pleven);4th Pleven IR(Pleven) and 17th Dorostol IR(Pleven)
2nd IB(Svistov):33rd Svistov IR(Svistov) and 34th Trojan IR(Lovech)
Wartime-57th and 58th RIR
10th Belomorian (Mediterranean) ID(Gumurdjina(Now Komotini))
1st IB(Xanthi);37th Pirin IR(Xanthi) and 38th Odrinean IR(Kyrdjali)
2nd IB(Gumurdjina):39th Salonika IR(Gumurdjina) and 40th Belomorian IR(Dedeagach(now Aleksandroupolis)
This division did't form reservist units
In october 1915 was also composed 11th Macedonian division of more than 33 000 Macedonian emigrants.It consisted of 6 Ir(1-6th Macedonian IR,later 59-64th IR) of 3 batalions each
CAVALRY
There were 4 cavalry brigades and 11 cavalry regiments of 4 squadrons each.
Lejbgard Cavalry Regiment- was not attached to a CBr
1st CBr(Sofia):1st CR(Sofia),2nd CR(Lom) and 5th CR(Breznik)
2nd CBr(Sliven):3rd CR(Plovdiv),4th CR(Jambol) and 7th(Sliven)
3rd CBr(Russe);9th Cr(Russe) and 10th CR(Shumen)
4th CBr(Dedeagach):6th CR(Harmanli) and 8th CR(Dedeagach)
Later 1917 an 11th CR was formed
ARTILLERY
There were 10th artilerry regiments of 9 batteries each(One AR per each ID)
1st AR(Razgrad(5th ID),2nd AR(Vratza)(6th ID),3rd AR(Plovdiv)(2nd ID),4th AR(Sofia)(1st ID),5th AR(Shumen)(4th ID),6th AR(Sliven)(3rd ID),7th AR(DUpniza)(&th ID),8th AR(S.Zagora)(8th ID),9th AR(Sevlievo)(9th ID) and 10th AR(GUMURDJINA)(10th ID).In Wartime they created 10 ABrigades of 2 AR 6 batteries each)
There were also three mountain AR;1st(Berkovica),2nd(Dupnica) and 3rd(Asenowgrad) of 7 batteries each
There were also 3 Haubitzer AR of 6 batteries;1st(Sofia),2nd(S.Zagora) and 3rd(Shumen)
and three fortress AR in Sofia,Shumen and Vidin.
There were 5 Pioneer batalions, which in case of war expanded into 10.1(Sofia),2(Plovdiv),3(Jambol),4(Shumen),5(Nikop ol)

Losses per year (according to Al.Ganchev)
1915:
Dead:236 officers and 9 087 other rank
Wounded: 455 officers and 29 607 other rank
Missing: 6 officers and 1 614 other rank
1916:
(according to D.Terekiev)
Dead:569 officers and 26 287 other rank
wounded:1288 officers and 73 210 other rank
Missing:53 officers and 8 928 other rank
(According to Al.Ganchev)
Dead and missing in total 41 889 all rank
wounded in total:82 700 all rank
1917:
(according to Terekiev):
Dead:148 officers and 9 850 other rank
Wounded:442 officers and 23 464 other rank
Missing: 32 officers and 3777 other rank
(according to Ganchev)
Dead: in total 16 030 men
Wounded: 24 017 men
missing in total: 3 009 men
1918 (until 1 July 1918)
(according to Terekiev)
Dead;179 officers and 12 885 other rank
Wounded:264 officers and 8857 other rank
Missing:158 officers and 5870 other rank
(according to Ganchev)
Dead:killed and of wounds:11 025 men
of deseases:13 076 men
wounded: 33 000 men
missing:62 officers and 5 190 other rank
Until 1 July 1918: 95 officers and 11 506 other rank reported as prisoners of war
In total until 30 September 1918 most reliable numbers:
Killed,died of wouns and deseases:101 253
Wounded:264 000
Missing (not prisoners) 17 000
Taken prisoners: between 16 000 and 20 000 men
"Hostages" after the armistice: 86 475 men
Died In POW camps of deseases in 1919-1920: 2 officers and 2 169 other ranks
About 3 500 were killed during "Soldiers mutiny" in October 1918

Rocoteh
Apr 21, 2004, 03:11 PM
Thank you for all the information.
I appreciate it.
I will see if I can incorporate part of the OOB in 1.2.

Interesting screenshot.

Patch 1.22 has caused me great problems today.

After installing it things seems to be OK, but when testloading
TGW-DIV 1.2 game freezes after the first attack.

I had to reinstall C3C and then I installed 1.20 again.
It will freeze with 1.20 also. (I probably saved the one
time with 1.22).

Thus I have to redo all the work on 1.2.
I will now install 1.22 again and see what happens.
Will be back with info later on.

Rocoteh

laisak
Apr 21, 2004, 03:47 PM
Rocoteh,

Sad to hear about your upgrading problems.
I hope not too much work was lost and it's easy to redo.
I've heard quite a lot of people having problems with the 1.20 and 1.22 updates and had to re-install.

Sarevok
Apr 21, 2004, 04:21 PM
that is unfortunate Rocoteh...

aljmiller87
Apr 21, 2004, 07:06 PM
Thanks laisak, i will give it a try!

Sarevok
Apr 21, 2004, 09:16 PM
Originally posted by aljmiller87
Thanks laisak, i will give it a try!

hope you like it :)

Sarevok
Apr 21, 2004, 11:36 PM
ATTENTION:

My scenario time is going to be cut harshly for the next 7 weeks. I will be having difficult time updating any scenarios, though work on TOE WW2 will try to continute. I am asking that for TGW 1.6 people make their request aobut exaclty what they want. For me time is completely precious, and I honestly cannot waste time looking through the pages for what is wanted if I am to finish this year in good fashion and with good grades.

- Sarevok

Rocoteh
Apr 21, 2004, 11:40 PM
Originally posted by laisak
Rocoteh,

Sad to hear about your upgrading problems.
I hope not too much work was lost and it's easy to redo.
I've heard quite a lot of people having problems with the 1.20 and 1.22 updates and had to re-install.

laisak,

I have uninstalled 1.22 again and reinstalled 1.20.

Now I must redo all the the work done on version 1.2.
However I will allocate more time since I want
1.2 completed on April 27.
April 27 is still target date.
An advise to all who read this:
Do not install Patch 1.22, unless you are prepared
to lose important files.

Best Regards

Rocoteh

Rocoteh
Apr 22, 2004, 06:21 AM
After intensive work with TGW-DIV 1.2 I can now
say it will be complete and ready for download April 27.

Mountain will now be passable again.
With a fortress-chain in Switzerland and one in Tirol
I think its not relevant they should be impassable.

Border Guard units will stop strange transit moves
in Belgium and Netherlands.

Victory points locations added at Milan, Riga and Bucharest.
Schlieffen-plan will not produce barracks.

That is for 3 reasons:

1. It will trigger a bug that prevents upgrades.
2. Play-balance.
3. I am sceptical in general about producing veteran
units in occupied cities. (At least with regard to this time-scale)
Note also that Germany start with barracks in all its cities.

Helgoland added with fortress and Coastal Battery.

Victory points 200 000. Population 50% Land 45%.

That was some of the changes.



Question:

Have anyone seen AI building the wonder American Reiforcments?
I doubt AI is smart enough to do that.

Should that be confirmed (this will be for 1.3, if there
should be demand for a version 1.3) I am considering
to add U.S. Coast cities at the west edge of the map.

Rocoteh

Adler17
Apr 22, 2004, 06:34 AM
Well the US should be neutral- at the beginnig. But it should be possible that one side can persuade the US to declare war on the other side. I mena in history it wasn´t clear at the beginnig the US would fight for the Entente.

Adler

Rocoteh
Apr 22, 2004, 06:42 AM
I really hope that Civ4 will have an improved
game-engine that can handle events in
a good way.

Rocoteh

Adler17
Apr 22, 2004, 07:05 AM
Rocoteh the new patches change c3c so much that saved games are not playable. A warning is on www.civ3.de . But I don´t know if you can speak German. How far it is possible to read this with a Yiddish background I don´t know. Since Yiddisch is only a German language like Bavarian or Saxonian. BTW for me as Northern German these languages are nearly as difficult as a foreign language. For Bavarian or Saxonian readers: I´m a Saupreuß´.

Adler

Rocoteh
Apr 22, 2004, 07:34 AM
Adler17,

Thank you.

I can not speak German (or Yiddish).

However its clear from my own testing, that Patch 1.22
will result in that scenarios created with 1.20 will crash
using 1.22.

Rocoteh

laisak
Apr 22, 2004, 07:48 AM
Actually I've been using 1.22 with this scenario without problems. Atleast there's nothing wrong I've noticed.

Adler17
Apr 22, 2004, 08:18 AM
What I heard only savegames are unusable.

Adler

Rocoteh
Apr 22, 2004, 08:28 AM
It is without any doubt that the reason for TGW-DIV 1.2 to
crash on my computer was Patch 1.22.

Future will tell if it is general problem.

Rocoteh

Adler17
Apr 22, 2004, 09:43 AM
But what did say Macbeth: Come what come may, time and the hour run through the roughest day.

Adler

laisak
Apr 22, 2004, 09:52 AM
Rocoteh,

If you want to betatest it, I can try if it crashes on my comp.
I'm using 1.22.

CellKu
Apr 22, 2004, 10:19 AM
Rocoteh, nice you will add Helgoland! :) Did you change any other vcitory point conditions, beside adding the new locations? Did you think about Tannenberg and Muehlhausen? I know it's a long time ago that these locations were mentioned, but since you are adding new locations I just wanted to mention them again.

As to the new patch: Will you create TGW-DIV 1.2 under patch 1.22 or 1.20?

CellKu

P.S.: Too bad I won't be around when you publish 1.2, Rocoteh, because I will be away for another week. :( And I am sorry I couldn't give any meaningful reports on the Russian revolution in WWI Global so far, because my time was rather limited during the last two weeks. I hope you will still implement the revolution in 1.2. I really like your concept for it! :)

Rocoteh
Apr 22, 2004, 10:21 AM
laisaik,

I appreciate that.
I will send over TGW-DIV 1.2 to you.

Adler17,

If you want to test it I send it to you also of course.


Rocoteh

Rocoteh
Apr 22, 2004, 10:28 AM
CellKu,

I will consider the locations you mention.
TGW-DIV 1.2 will be created with Patch 1.20.

If you want I can send you a preview-copy with PM.

Rocoteh

CellKu
Apr 22, 2004, 10:30 AM
Rocoteh, I would be very happy to obtain your preview copy!! :) :) Are you able to send attachments via pm? If not I could send you my email addresse via pm. Thanks very much again. :)

CellKu

Adler17
Apr 22, 2004, 11:05 AM
I would also be glad to test your new version, Rocoteh. So I will stop now playing the old one. But I only have V.1.20. I have another game in progress I donn´t want to stop- unless it is very necessary. Shall I send you my address via PM?

Adler

Rocoteh
Apr 22, 2004, 11:17 AM
TGW-DIV 1.2 have been send with PM to laisak,
Adler17 and CellKu.

Adler17,

The scenario send have been saved with Patch 1.20,
so it should work.

Best Regards


Rocoteh

laisak
Apr 22, 2004, 02:03 PM
Rocoteh,

Thank you for the preview.
I did some testing.

First I started a new game with Russia, saved the game and played one turn (well actually only hit the end turn button), at turn2 I saved the game again.
Then i quit Civ, re-launched and load turn1, experienced no problems.
Quitted Civ again, re-launched and load turn2, no problems.
I repeated and loaded both of the saves for another time without problems.

Then I started a new game with Germany.
Repeated what I did with Russia, plus turn3 because I wanted to test if Denmark gets pissed about the minefields in their territory.
No problems with any of the saves.

I went a bit further because I noticed some load time decrease on the save games. So I started a new game in 1.1.
And yes, the TGW 1.2 loads are quicker to load with Conquests 1.22.
TGW 1.1 savegames load a bit longer.
Must be some kind of optimization.

laisak
Apr 22, 2004, 02:14 PM
I'm starting a new game with 1.2 using the Ottomans. I'll have some gamereports in a few days.

Rocoteh
Apr 22, 2004, 02:17 PM
laisak,

Thank you.

That was good news.
Then version 1.2 should work both with Patch 1.20
and 1.22.

I am looking forwards to the reports.

Best Regards

Rocoteh

CellKu
Apr 22, 2004, 03:07 PM
Rocoteh, thank you very much for the preview. Since laisak has already tested whether the game crashes I will only add a few minor comments:
- Ljubljana has no buildings. Is that on purpose? (I checked the cities of Austria, the Balcan, Ottom. Emp. Italy and Norway, since these are not played usually.)
- The units in Dresden and Leipzig do not resemble the other German units. I saw that already in 1.1 and want to ask you if that is on purpose as well.
- Another minor question I had from the beginning (when I played it the first time), but which I forgot to mention earlier: Isn't it "Hindenburg" instead of "Hindenberg"?

Hope that is a little bit of help.

CellKu

Rocoteh
Apr 22, 2004, 03:37 PM
Cellku,

Ljubljana. Not on purpose. Will be corrected.

Dresden an Leipzig. Garrison units.
They represent non-divisional third line units.

Hindenberg. Typing-error.

Version 1.2 is not completed yet, so changes and
additions can still be done.

Rocoteh

Sarevok
Apr 22, 2004, 05:21 PM
any wishes for 1.6?

aljmiller87
Apr 22, 2004, 07:08 PM
I downloaded and extracted all the files and was ready to play. I clicked the scenario, chose my setting and started the game. However, while it was loading I got an error:


Error Reading File "text\Pedialcons.txt:" ANIMNAME_PRTO_Italy


and when i tried loading it again with another country, the same error popped up only it said "Alliance" instead of "Italy"

HELP ME PLEASE!!!!

Sarevok
Apr 22, 2004, 09:10 PM
are you sure you put in all the files correctly?

Adler17
Apr 23, 2004, 05:00 AM
Playtest report Div. 1.2. Week 30 1914 turn 1:
Again I play Germany. Again my first objective is Belgium. I changed the unit designs of the German infantry and the predreadnoughts by my own. This looks better so. Much better. Belgium falls within the first turns. The resistance is not worthy to be mentioned. But like in reality Belgium should stay so weak.
My next target is the crushing of the French army. But I have to stop now.
To be continued...

Adler

Sarevok
Apr 23, 2004, 05:03 PM
Ahh! a new game!

I hope it goes well! Are you attempting the schlieffen plan?

Sarevok
Apr 24, 2004, 01:21 AM
Originally posted by Sarevok
any wishes for 1.6?

so am I making 1.6 or no?

Adler17
Apr 24, 2004, 02:44 AM
Week 30, turn 1, part 2:
I conquered Nancy and also Calais. But this time I only defend Calais with the unit I took the town. The enemy ships will bomb the defending divisions too hard to withstand a French attack. But my aim, the loss of the French capital ships is achieved. I also attacked all French forces on my territory and destroyed all of them without the ones near Nancy. Then I took a good defense position. Now I wait for the French counter attack. And I also took Switzerland by the two divisions on the mountain south of Straßburg.
Now the PC has the turn.
Britain: Again: British ships are appearing off Skagerrak (DDs spotted) and off Flandern (predreadnoughts). Nothing more this turn.
France: French ships bomb Calais. My defending infantry division is able to kill one of the attacking armoured cars (with on HP left) but then is beaten by a French cavalry division. Calais is retaken. Too many french ships. What´s that? mountains are passable now?!? A french corps (Pétain) tried with nother division to take out my r divion which attacked Switzerland. Not a very good idea then to take that neutral puffer! But they are beaten. The division destroyed, the corps only one hp left an no other defense :p.
15 other divisions were sent against Brussels and has to be stopped now.
Russia: 24 divisions appear at the border to East Prussia and Posen. I will make some cavalry charges to weaken them, but first France has to be beaten. Then Russia.
Now it is over to me.

Rocoteh
Apr 24, 2004, 02:55 AM
Adler17,

Thank you for the interesting report.

Yes, mountains are passable now.
I think the fortress-chains in Switzerland and
Tirol made it not relevant to keep them impassable.

A border change have also been done, so Germany no
longer share a border with Italy.

Rocoteh

Adler17
Apr 24, 2004, 03:27 AM
Week 31, turn 2, part 1:
Before I´ll forget to mention artillery and Zeppelins have now lethal sea bombardment.
But back to France. I forgot to mention a small atack on Nancy. Only 1 MG gunner lost but 3 enemy corps heavily damaged. But first to Petain. One attack and he is dead. No casualities. And after the use of heavy artillery at this front my corps Hindenburg can destroy the French corps Foch and Joffre. And Nivelle is killed by a cavalry division.
I hace to stop now. I also killed som French divisions.

Adler

unscratchedfoot
Apr 24, 2004, 04:26 AM
Hello. I'm just posting a little moan about how I am not going to play this scenario because I think it is excessively violent and is promoting war as something fun to do. This thread along with its foul message should be deleted by the moderators and the makers of it should be banned. And if you believe that, I have a bridge to sell you. I've never heard of a more interesting mod than the goods you are generously providing here. Actually my computer is too slow to handle big maps like this so I never tried it. My puter can handle the napoleonic scenario okay but nothing bigger. :( I gave this a 'great' vote anyways just because it sounds so cool and I saw some screenies of it which came close to making me run out and buy a fast new computer to play it with. I salute you dedicated fans of war.

Rocoteh
Apr 24, 2004, 05:00 AM
unscratchedfoot,

Thank you for the positive vote.
Its needed.
The last week an person who hates Sarevok and me
have delivered 7 "I dont like it votes", operating with
multiple accounts.
I have good news for that person:
I will cease all scenario-creation work related to CIV 3
only a few months from now since my health is going down.
Hopefully that person now will feel much better and
cease to harass Sarevok.

Rocoteh

CellKu
Apr 24, 2004, 06:02 AM
Originally posted by Sarevok
so am I making 1.6 or no?

Sarevok, I thought you had to concentrate on other matters?
I think a version 1.6 is welcomed here. Especially with the new units you thought to introduce and the other features you mentioned earlier.

CellKu
Apr 24, 2004, 06:06 AM
Originally posted by Rocoteh
unscratchedfoot,

Thank you for the positive vote.
Its needed.
The last week an person who hates Sarevok and me
have delivered 7 "I dont like it votes", operating with
multiple accounts.
I have good news for that person:
I will cease all scenario-creation work related to CIV 3
only a few months from now since my health is going down.
Hopefully that person now will feel much better and
cease to harass Sarevok.

Rocoteh

Rocoteh, I didn't have a look at the votes for quite some time. I didn't know that it had developed in such a way. I thought it had stopped. Too bad! But I hope the participation in this thread gives you more inspiration than what such votes take from you!
I wish the best for your health!

CellKu

Rocoteh
Apr 24, 2004, 06:14 AM
CellKu,

Thank you.

In fact the negative votes do not take any inspiration away.

However as I said: When I now have told that I will cease
working with CIV 3 scenarios not long time from now,
hopefully the person making the votes will cease
harass Sarevok.

Rocoteh

Sarevok
Apr 24, 2004, 10:09 AM
They wont im afraid, I think if its not the one who hates you Rocoteh, its the one who hates me for ruining their prime.

But as always, my response to them is:

Go To Hell

Somebody want to give me suggestions for 1.6, everything you want? I can do it all today and put the scenario up today, so TELL ME WHAT YOU WANT!

Rocoteh
Apr 24, 2004, 10:18 AM
Sarevok,

Maybe you are right Sarevok.
Since I soon will cease working with CIV 3 scenario-creation
that person no longer have any reason attacking the thread.

Rocoteh

Sarevok
Apr 24, 2004, 10:42 AM
Originally posted by Rocoteh
Sarevok,

Maybe you are right Sarevok.
Since I soon will cease working with CIV 3 scenario-creation
that person no longer have any reason attacking the thread.

Rocoteh

Have you noticed that TOE is not getting "attacked" as well? yet we work on both of them? I think this vendetta has more to do with the scenario topic then us itself. In that case...

Adler17
Apr 24, 2004, 10:48 AM
That are bad news Rocoteh. But if your health is attacked I hope the best for you. It is then the best to stop.

My best wishes,

Adler

Rocoteh
Apr 24, 2004, 10:50 AM
Sarevok,

I think that analyze can be correct.

BTW: Your mailbox is full.

Rocoteh

Sarevok
Apr 24, 2004, 10:54 AM
Originally posted by Rocoteh
Sarevok,

I think that analyze can be correct.

BTW: Your mailbox is full.

Rocoteh

got it, its good now.

Sarevok
Apr 24, 2004, 11:56 AM
All units have been tested, and all general features are complete. Im merely awaiting TF's response PM so I can upload the Art files. The art files will now be combined into 1 nice package.

New Features:

- New MG unit (1-12-1) made for weaker nations, the other 2 guns that were in 1.5 are only avalible to a few of the major powers
- Naval mines
- Cost for Tanks and Kaiserjagers decreased
- Pollution removed from the game
- Some flags will be inlcuded (They only show when youre actually talking with the nation unfortunately, not in the Foreign advisor screen)
- Some unit strenghts are changes
- Domination objective changed to 40% land
- MG cost increased significantly, to 140 for the 2 special guns, and 100 for the new LMG.
- and many more!

If yoou have any last requests get them to me NOW!

Sarevok
Apr 24, 2004, 01:40 PM
Too late...

I am now merely awaiting TF to send me the download links for the Art & Text folder that is around 22 MB's.