rcoutme
Emperor
I have modified El Mencey's scenario so that it will work for Multi-player (5 or 6 humans and 2 or 3 computer). I have also created a single player mode. The single player version allows Germany and USSR to create settlers (since the AI has a penchant for razing cities).
For the Multi-player version: The 'agreed upon' rules need to include that nobody coaxes the computer players into the war (i.e. you can give them all the gifts you want, etc. but they have to initiate any Mpp's or alliances). RoP's would probably be ok, since the AI's will send stuff through your territory anyways. Probably, the 'Resistance' cities should not be allowed to base any aircraft (although such would be vulnerable to axis air attacks). The Soviet Union may not declare war on the axis until turn 10.
The basic outline is: Germany and Italy are permanently at war with France, England and Netherlands (includes Yugoslavia). The French have one city on Swiss border on impassable terrain (French resistance). France has two other cities that are very hard to take (they are on impassable terrain). One is in the Yugoslav Mountains (Tito's HQ) and the other is in the Norwegian Mountains (Norwegian Resistance). Switzerland is impassable. Sweden (and their stuff in Turkey) exist as a computer player only (along with Ireland and Portugal). Spain could be computer or human. The Netherlands (which includes Yugoslavia) is a computer player allied to Britain and France. They don't last very long which is why they are no longer a human player. The means (not easy, btw) of eliminating the 'Resistance' cities is to build a road up next to them. Once this is done, the city will automatically connect to the road. Then the city could be attacked.
You must make it that the computer player initiates any DoW. This could be done by the comp player either seeing an advantage or simply liking one faction a lot (by that faction giving lots of gifts?). If diplomacy by humans allows an alliance then the computer players are too easy to coax into the war.
Anyways, there are some new techs and new units. The heavy bomber from WWII Pacific was brought in. The regular bomber was weakened some (it's way too tough right now!). The tech Adv. Air was moved out and Airborne Warfare was inserted into its place (thus the Heavy bomber and Helicopter are moved further out on the tech tree). An ASW tech was added that allows a new unit (same graphics though) called ASW destroyer. This unit can see invisible. No other ships can see invisible units.
Many of the advanced techs can no longer be shared. The Soviets no longer start with rubber hooked up (and their only source is near Minsk). This gives more credence to the Murmansk convoys (opening up the route for naval shipping). The Italians and Russians start with quite a few 'inferior' units to represent the purges of Stalin and the Italian unpreparedness for the war.
The Panzer was changed to give it a 1/4 bombard (0 range) since all tanks were given blitz. A new tech, called Heavy Tanks, was created allowing a 'Modern Armor' with the stats of 20(5)/10/3 with blitz.
The terrain will 'look' very different (especially in N. Africa) as I had to use a 'base' terrain for an impassable one. I used desert and changed all desert squares to Landmark Plains (called de$ert). The look is changed but all other stats are the same. The Qatara depression (impassable) was added south of El Alamein.
I made all culture-producing improvements require iron (there's lots of the stuff lying around so everybody should easily have access). I did this so that the 'Resistance' cities will not be able to expand their borders.
I also made all cities retain their culture after capture (for borders purposes).
Amongst those listed above, the Russians get two 'Resistance' cities. Tanks, artillery and Panzers (along with modern armor, of course) are now wheeled units! The English are now a Democracy that has had War Weariness removed. The French are stuck with their war weariness, however. The English have been given a new city called Dominions at the far south of the map. Riflemen (and paratroops still) can now be airlifted but no other units. This allows the Brits to send units to N. Africa. However, the upgrade cost for riflemen to infantry is 50 gp, so that part would be expensive.
Upgrades are at level 5 (instead of 3).
I have solved the 'large files' problems, so it should not be too hard for everyone to download the changes to El Mencey's original game.
In order to use the game, you must have El Mencey's scenario downloaded. Download the attached files and unzip them in the C3C Scenario folder. Make sure you include the files in the second post.
This is critically important!
After you download my files (with the current file names) into the scenario folder, go into the Conquests folder. Go to the 'WWII in the Pacific' folder and you will see an 'Art' folder. Go into the Art folder and you will see a 'Units' folder. In the Units folder you will see a 'Heavy Bomber folder'. Go into that folder, go to the commands at the top 'Edit' and "Select All". Then "Copy".
Now go back to the scenario folder into the 'WW2 Europe rpc' folder, go into the 'Art' folder where you will see a 'units' folder. Go into the units folder where you will see a 'Heavy Bomber' folder. Open that folder and paste in all of the units. That's it. You can now run my modified version. Note that this should be left exclusively to Multi-Player as I have not done any testing in single person.
This is really a lot easier to do than it is to read or write.
El Mencey's scenario:
The linlk in post #27 of our original Tomorrow Belongs to Me Thread works OK:
http://apolyton.net/forums/showthread.php?s=&threadid=112678
1) Go to: http://http://apolyton.net/forums/showthread.php?s=&threadid=112678
2) From post no.2 download the Common files 1365 KB, clicking on the link. It will open an intermediate screen; just wait a bit until you get your windows mini screen asking you to download the file.
3) Next, from post no. 3, download in the same way the : Attachment: ww2_europe_en.zip (which is the english version of the scenario, it contains the solitaire and the MP versions.
4) Once downloaded you should process the files so that in the end you will have , inside your scenarios folder of Conquests, the following new items:
a) a subfolder named WW2 Europe
b) Two scenario files (CIV3qe type files): WW2EuropeMP and WW2Europe respectively.
For the Multi-player version: The 'agreed upon' rules need to include that nobody coaxes the computer players into the war (i.e. you can give them all the gifts you want, etc. but they have to initiate any Mpp's or alliances). RoP's would probably be ok, since the AI's will send stuff through your territory anyways. Probably, the 'Resistance' cities should not be allowed to base any aircraft (although such would be vulnerable to axis air attacks). The Soviet Union may not declare war on the axis until turn 10.
The basic outline is: Germany and Italy are permanently at war with France, England and Netherlands (includes Yugoslavia). The French have one city on Swiss border on impassable terrain (French resistance). France has two other cities that are very hard to take (they are on impassable terrain). One is in the Yugoslav Mountains (Tito's HQ) and the other is in the Norwegian Mountains (Norwegian Resistance). Switzerland is impassable. Sweden (and their stuff in Turkey) exist as a computer player only (along with Ireland and Portugal). Spain could be computer or human. The Netherlands (which includes Yugoslavia) is a computer player allied to Britain and France. They don't last very long which is why they are no longer a human player. The means (not easy, btw) of eliminating the 'Resistance' cities is to build a road up next to them. Once this is done, the city will automatically connect to the road. Then the city could be attacked.
You must make it that the computer player initiates any DoW. This could be done by the comp player either seeing an advantage or simply liking one faction a lot (by that faction giving lots of gifts?). If diplomacy by humans allows an alliance then the computer players are too easy to coax into the war.
Anyways, there are some new techs and new units. The heavy bomber from WWII Pacific was brought in. The regular bomber was weakened some (it's way too tough right now!). The tech Adv. Air was moved out and Airborne Warfare was inserted into its place (thus the Heavy bomber and Helicopter are moved further out on the tech tree). An ASW tech was added that allows a new unit (same graphics though) called ASW destroyer. This unit can see invisible. No other ships can see invisible units.
Many of the advanced techs can no longer be shared. The Soviets no longer start with rubber hooked up (and their only source is near Minsk). This gives more credence to the Murmansk convoys (opening up the route for naval shipping). The Italians and Russians start with quite a few 'inferior' units to represent the purges of Stalin and the Italian unpreparedness for the war.
The Panzer was changed to give it a 1/4 bombard (0 range) since all tanks were given blitz. A new tech, called Heavy Tanks, was created allowing a 'Modern Armor' with the stats of 20(5)/10/3 with blitz.
The terrain will 'look' very different (especially in N. Africa) as I had to use a 'base' terrain for an impassable one. I used desert and changed all desert squares to Landmark Plains (called de$ert). The look is changed but all other stats are the same. The Qatara depression (impassable) was added south of El Alamein.
I made all culture-producing improvements require iron (there's lots of the stuff lying around so everybody should easily have access). I did this so that the 'Resistance' cities will not be able to expand their borders.
I also made all cities retain their culture after capture (for borders purposes).
Amongst those listed above, the Russians get two 'Resistance' cities. Tanks, artillery and Panzers (along with modern armor, of course) are now wheeled units! The English are now a Democracy that has had War Weariness removed. The French are stuck with their war weariness, however. The English have been given a new city called Dominions at the far south of the map. Riflemen (and paratroops still) can now be airlifted but no other units. This allows the Brits to send units to N. Africa. However, the upgrade cost for riflemen to infantry is 50 gp, so that part would be expensive.
Upgrades are at level 5 (instead of 3).
I have solved the 'large files' problems, so it should not be too hard for everyone to download the changes to El Mencey's original game.
In order to use the game, you must have El Mencey's scenario downloaded. Download the attached files and unzip them in the C3C Scenario folder. Make sure you include the files in the second post.
This is critically important!
After you download my files (with the current file names) into the scenario folder, go into the Conquests folder. Go to the 'WWII in the Pacific' folder and you will see an 'Art' folder. Go into the Art folder and you will see a 'Units' folder. In the Units folder you will see a 'Heavy Bomber folder'. Go into that folder, go to the commands at the top 'Edit' and "Select All". Then "Copy".
Now go back to the scenario folder into the 'WW2 Europe rpc' folder, go into the 'Art' folder where you will see a 'units' folder. Go into the units folder where you will see a 'Heavy Bomber' folder. Open that folder and paste in all of the units. That's it. You can now run my modified version. Note that this should be left exclusively to Multi-Player as I have not done any testing in single person.
This is really a lot easier to do than it is to read or write.
El Mencey's scenario:
The linlk in post #27 of our original Tomorrow Belongs to Me Thread works OK:
http://apolyton.net/forums/showthread.php?s=&threadid=112678
1) Go to: http://http://apolyton.net/forums/showthread.php?s=&threadid=112678
2) From post no.2 download the Common files 1365 KB, clicking on the link. It will open an intermediate screen; just wait a bit until you get your windows mini screen asking you to download the file.
3) Next, from post no. 3, download in the same way the : Attachment: ww2_europe_en.zip (which is the english version of the scenario, it contains the solitaire and the MP versions.
4) Once downloaded you should process the files so that in the end you will have , inside your scenarios folder of Conquests, the following new items:
a) a subfolder named WW2 Europe
b) Two scenario files (CIV3qe type files): WW2EuropeMP and WW2Europe respectively.