1989: Scenario Development Thread

Ah, of course the different eras gives you more options. I never thought of that but it will be useful for my fantasy scenario that has civs locked in different eras, although all the races in that mod are very different so having 4 options might not be that much more useful than one.

I also never thought about how trading would be affected by civs being locked in different eras. Again, that could be very useful in the above mentioned mod where I want some civs to get along better than others.

I'm really looking forward to this mod, though I've never been very good at managing large armies in civ. Not patient enough.
 
Vadim, often I have to remind myself that I am not making a historical scenario.

Nick, the advisors are separate by era, and the nations in the game are locked in specific eras. This helps not only in graphics, but in negotiations, as nations in the later eras will be disdainful of those stuck in earlier eras. A nation like Austria (as part of the European Neutrals civ), for example, will be more willing to make deals with the Netherlands, as they share the same culture group, era, and government. They will be less willing to ally with East Germany, as they differ in all these areas.

AnthonyBoscia, that´s a great idea! :goodjob:
 
Vadim, I took a much needed break from Civ III for a bit there. :) Was quite burned out from modding, especially graphics. Then eased back in a little by working on another little ongoing Civ 3 project. I've been chipping away at this again. No chance of it getting abandoned, it just takes a long time. Right now it's building graphics and civilopedia entries. Haven't messed with the units for a while. The animations and attacks are passable but my attempts at explosions and death anim are deplorable. :p I'll go back and try again at some point. Meanwhile, there may be some very pertinent and excellent units for the scenario in the future from more reliable sources. :cool:

One area that I'm trying to wrap my head around is Soviet aircraft trainers like the L-39. Other nations in the game have trainers that can fill combat roles, such as G-2, G-4, Alfajet, etc. for ground attack, or BAE Hawk for interception, and they are in the game. But I haven't heard anything about whether the Soviet Air Force would use their trainers for front line service or keep them at home for training new crews. Pretty sure the US Air Force T-38s would stay home and not be used in combat, except perhaps, if the VDV parachuted into Colorado.

Ah, of course the different eras gives you more options. I never thought of that but it will be useful for my fantasy scenario that has civs locked in different eras, although all the races in that mod are very different so having 4 options might not be that much more useful than one.

I also never thought about how trading would be affected by civs being locked in different eras. Again, that could be very useful in the above mentioned mod where I want some civs to get along better than others.

I'm really looking forward to this mod, though I've never been very good at managing large armies in civ. Not patient enough.

Hey Nick, I learned a lot from Tom2050's excellent tech tree in COMM. I think it would be good to have at least some variety in your fantasy mod, even if you can't have individual graphics for all the factions.

I hear you about patience and big civs. The Soviets may not be your cup of tea, with 3119 units. :) And still need to add a few more such as the KGB border gaurds. USA is #2, with 973 units, split almost equally in thirds by land, sea, and air. Iraq has 303 and the Arab League civ has 314, and then everybody else is under 200. Civs like West Germany, Czechoslovakia, Poland and Turkey are great plays: enough units and types without being overwhelming. France is fun, too. It's off the front line, and has airborne, marine, air forces and a nice navy for some variety. Turn times are quite reasonable, except when I play with debug/show enemy and friendly moves for error checking. But much of the inter-turn time is from watching animated battles and such, so overall it's not bad.
 
Knocking out some pcx graphics lately as well as more civilopedia entries. Work is picking up speed again. There's a nasty new error where it doesn't allow the player to save the game (!). Kind of a critical problem, so have to figure that out.

Here's a couple wallpapers whipped up on the side from the pcx work. Made by my marketing department. :cool:

Spoiler :


 
Wow Anthony,

I think it's great what you are doing with this mod, it might be a bit over my head since I am kind of "slow witted" and all!
Man I just thought you where the guy that is playing Japan in our AoI pbem and lives near me. I never knew that you had all this genius in you. The detail you are putting into this is fantastic and I wish you the best of luck and hope it is not to much of a drag on you to make such a "wicked awesome" mod.

Congrats and I hope we can get our pbem game back on track.

Go Rays
 
There's a nasty new error where it doesn't allow the player to save the game (!). Kind of a critical problem, so have to figure that out.

AnthonyBoscia, I had a similar problem in the diplomacy/trade menue in CCM: A needed function that suddenly was gone. It was a very small formating error in a text file, that caused this error. May be you should do a run of your scenario with the old not-modified text files and see if the save-function appears again.
 
Thanks, Nick and Jureil!

Civinator, I removed all text files other than Pediaicons and the issue remains. It actually creates a save, but gives the error message that the save is unsuccessful, and the save cannot be loaded anyway. So either it's the Pediaicons.txt, or something else. Not sure how to find a formatting error in that monster, although not too many changes have been made there recently.

With pcxs being adding, the game crashes all the time now so it's back into unplayable mode until I make some progress. :)
 
Civinator, I removed all text files other than Pediaicons and the issue remains. It actually creates a save, but gives the error message that the save is unsuccessful, and the save cannot be loaded anyway. So either it's the Pediaicons.txt, or something else. Not sure how to find a formatting error in that monster, although not too many changes have been made there recently.

With pcxs being adding, the game crashes all the time now so it's back into unplayable mode until I make some progress. :)


Anthony, I found the following in the report Fixes v1.16f:

* Games that don't save due to low hard drive space now displays an error message.
 
Er...



There's no shortage of hard drive space on the computer, surely. I'm going to cross post on the tech issue forum also. Still no idea on what needs to be corrected. I ran through the Pediaicons text against a default one and all formatting looks correct. I could always retype the thing but not even sure if that's the culprit. Here's the error message. It only applies to this scenario; all other civ3 games save fine.

Spoiler :


Thanks for the help.
 
This could be a Win7 problem. The x86 folders in my eyes are very "nasty" and sometimes I found, that Win7 tried to create and to use own save-folders in a special level, in German called "Kompatibilitätsdateien" - I don´t know the proper English term.

Sorry, I´m definitely not a specialist in Win7, but here I had a lot of trouble, too - until I removed the games from the x86 folder.
 
Thanks for the responses.

AM, running the game as administrator didn't have an effect.

Quick rundown on what I know:

The issues started recently, about the time I started messing with pcx graphics. Previously all the following functions worked fine. These glitches don't affect any other Civ 3 game or scenario.

-The aforementioned inability to save games
-Unable to allocate draw buffer crash. The thing is, it appears in a different place each time. For example, I may look at the city screen and get the draw buffer crash. On a subsequent game, the city screen works fine and the space ship screen causes a crash. Then civilopedia. So it's inconsistent. Also, even graphics that haven't been altered can cause a crash.
-The music sticks on the first or second track. Now I realize that this can happen occasionally with custom music but whereas before the music list worked fine, it now sticks 100% of the time.

Thanks for any help!
 
I really hope you have a backup of a version without crashes. If so, just proceed working from it.

Another thing you might find useful is reinstalling the game in a different directory. That is all I can offer you.
 
I can guess it's not your solution/problem since it's not actually related to the computer, but still I want to mention...
If the crash is variably timed (and you're playing, of course,) I'd check the city naming once more. I had the problem and swore it was everything else including bad pcx images or txt files and nothing I tried could alleviate the crashes and I couldn't predict them. Of course, the AI was building the cities causing the crash. Fortunately, I found the the solution in Civinator's CCM thread about not having spaces after the last city name, and lo and behold I had one.

I also get a skip/scratch sometimes on the first track and once, and only once, it locked into a loop. I had to end the game on that one. I've also once seen (by recon with a plane) a unit animation locked into the attack loop. Don't know why, but since it's not often I don't worry much about it.
 
Fortunately, I found the the solution in Civinator's CCM thread about not having spaces after the last city name, and lo and behold I had one.

In that case there were blanc lines at the end of the cities list of some civs -nasty, as they couldn´t be seen normally, and without the hint of Takeo it could be, that we would search for the reason of these crashes still today. But these crashes had no influence to the save-function.
 
OK, mis amigos, appreciate all the input. AvalancheMaster, at this point I'm pretty set on taking up your suggestion. The last well-behaved biq is from 12 MAR 12 and it works like a charm, even with all the new graphics. I don't like to give up on a biq but this latest one is just a disaster.

A couple things will be lost by moving backwards and will have to be redone. First off, the immobile 'staff liaison' units for the U.S. have to be added again. These are a mix of aviation and naval units that can upgrade once you get far enough in the era 4 'world events' tech tree. Most of these are preplaced in Miami (where there's a pre-placed wonder with the veteran sea flag) and become reinforcements from the Pacific Fleet via the Panama canal when things become favorable for the Allies in the Sea of Japan. There's also some hull ships for things like Mk 41 Ticos and Soviet Navy Shchukas that are under construction.

Second is that this biq is from before resources were added and placed. At least I can use the corrupt biq as a reference. Also, the graphics and text work should be good so that won't have to be redone. Figure a few hours for the units, x2 for the resources. Maybe 2-3 weeks realtime to catch up.

New Wyrmshadow units look sick in action. Can't believe gwendoline's making a PAH-1, too. Like DANA, it's one of those units I thought we'd never get to see in the scenario.
 
Next up, we'll talk about the revolution in military affairs and how NATO's conventional resurgence will translate into Civ 3 terms.

"What they have been doing is building up huge armed forces, far greater than what would be necessary, in any conceivable siutation, for their own defense, at a cost gravely detrimental to domestic development in the USSR and in a mode essentially offensive...This is not to suggest that a war is bound to happen, or even that it is likely. If, however, there could be no question that, in the event of war, the Warsaw Pact would win, the free countries of the West would be in no position to withstand political pressure from the USSR, which would enjoy the fruits of a military victory without having to fight for it." -General Sir John Hackett

By the late 1970s, the North Atlantic Treaty forces were in a bad kinda way. The reliance on nuclear deterrence, and the development of weapons and military organization to that end, left conventional forces wanting. The Soviet Union and its allies were vastly increasing both their convential forces, their technology, and their nuclear weapons capability. The USSR far exceeded the West in numbers, and was narrowing the technology gap. A number of senior leaders throughout NATO were dedicated to the idea that a stronger conventional military actually made war less likely by making it a more risky and less attractive option for the Brezhnev leadership to acheive its ongoing goal: to stay in power.

This was not a particularly easy sell to Western nations tired of inflation, stagnation, and amidst social changes that questioned traditional institutions and policies. Through the 1980s, however, a number of key systems, and more importantly, concepts on warfare came into being. The Viet Nam experience had shaken the Americans and brought new emphasis on conventional and irregular war, and the October War of 1973 had proven that the effectiveness of anti-tank missiles, the speed of operations, and the attrition rate of modern war that would far exceed any production or mobilization plan. NATO developed the strategy of Forward Defense: to not only meet the Waraw Pact armies at the border, but also to provide a deep, networked defense. Invading forces would not simply be able to penetrate the defensive line and roll up their opponents. Instead, they would face a frustrating web of interlocking defenses, designed to slow the advance. Obstacles, manuever, accurate fires, air support, and a vigorous electronic warfare campaign would blunt the enemy's numerical superiority and leave them blind to a lightning counter-offensive.

NATO forces in Germany start off at a severe disadvantage in game. Forces on the inter-German border are spread thin and are not fortified. Air units cannot intercept and no movement is available the first turn. This means the Warsaw Pact players have free reign on their inital assault, and the consequences will be tough. This situation exists both to make the game challenging, and to encourage the computer AI to attack aggressively. It hardly means, however, that NATO is helpless.

NATO forces are divided into brigades. There are three per division, unlike the Soviet's 4 regiments per division. NATO units do not have near as much air defense, artillery, reserves, and additional assets that the Warsaw Pact do. What NATO does have is a technology advantage and a high degree of tactical and technical proficiency, as well as a high level of training and flexible leadership. The Soviets severely limit the initiative of small unit leaders, counting on the weight of the plan and closely echeloned forces to overwhelm their enemies. NATO forces, on the other hand, place a high regard on leaders' initiave, emphasizing quick tactical thinking within the framework of the higher headquarters' plan.

The lynchpin of the defense is the West German Bundeswehr. The Heer operates six panzer divisions and four panzergrenadier divisions, as well as an airborne (Luftlande) division and a mountain (Gebirgs) division. Their mastery of combined arms tactics, combined with economic and industrial might, gives the Federal Republic some of the best units in the game. Panzergrenadier brigades combine two mechanized battalions, a mixed battalion, a tank battalion, and an artillery battalion. The four-battalion structure gives the commander his own reserve force to support the main effort. The Germans not only have excellent infantry, but the West's first true infantry fighting vehicle, the Marder, armed with a 20 mm autocannon, a MILAN ATGM, and a LMG. PzG are still equipped with the Leopard I, a proven main battle tank that was top-of-the-line in the 1970s and is still a match for Warsaw Pact armoured vehicles. The Panzergrenadier brigade thus has:

PzG Marder x 2 (6-8)
PzG mixed (6-7)
Leo I Pz Bn (7-6)
Pz Artillery (6-6)
Panzermörser (1-1)
Active Duty (4-4)

Note the advantage of the German 155 mm guns over a similar-sized unit of 122 mm Gvozdikas in the Soviet tank regiment. Although both sides had digitized fire control mechanisms at this time, the German guns have a bonus in caliber and communications. Thus, the Panzergrenadier Brigade stands at 36-42...more than a match for a single BMP motor-rifle regiment at 26-33, but with only two brigades to a division compared to the Soviets' three regiments.

The Panzer brigades have the new Leopard 2A4. This monstrous weapon is the first of the modern tanks and one of the best. Its high velocity 120 mm smoothbore, combined with thermal sights, ballistic computerized fire control, and LRF means that it is utterly deadly on the battlefield. More than the machines though, the German tankers are among the world's most professional. There are 17 Panzer brigades, and you will learn to use them and keep them alive as long as possible. Their statistics are:

Leo 2 Pz Bn x 2 (12-9)
Leo 2 Mixed (10-9)
PzG Marder (6-8)
Pz Artillery (6-6)
Panzermörser (1-1)
Active Duty (4-4)

This gives the Panzer brigade a crushing 51-46 A/D. Part of the disparity between a Panzer brigade and a Soviet Tank Regiment is not only the equipment or training, but number of vehicles. The Panzer brigade has 110 tanks vs the Tank Regiment's 90. Not to mention a high morale factor for an army fighting for its own families and homes.

The West Germans also have a fully mobilized Territorial Heer. This consists of a number of brigades represented by Leopard 1, M48, and M113 units. Although they start at reserve strength (that is, no hit point bonus or 4-4 combat bonus), they will rapidly get their first taste of combat as Soviet divisions smash through front-line units. Furthermore, there are numerous Defense District Commands. Their primary purpose is to support combat units, conduct engineer tasks, and protect critical areas in cooperation with State and Federal authorities, but when forward detachments start rolling into towns and advance on key bridges and road networks, these men provide a last ditch defense with small arms and light rockets.

The Luftwaffe consists of venerable F-4 Phantom squadrons, alpha jet light attack squadrons, and the powerful Tornado squadrons. The Tornados are dangerous in the air, have excellent range, and are utterly deadly to ground units. Their biggest drawback is size: they consist of 18 aircraft per squadron which gives them only 3/4 the strength of a full 24-aircraft unit. NATO active duty air units, however, start the game as elite due to the very high level of tactical training they undergo in peacetime. NATO reserve air units also start at veteran status, as even reserve pilots have plenty of experience and continuous training. It is these factors that make NATO air units dangerous to the Warsaw Pact. A Luftwaffe Tornado squadron has an in-game range of 26, A/D of 27 (3 x 7 + 6 for elite), and a lethal land bombard of 30 with 4 RoF. The Bundesmarine's three Tornado squadrons, however, have 24 aircraft per squadron and operate at an incredible A/D of 34 (4 x 7 + 6) with lethal sea as well. The West Germans can activate F104s, Ginas (with new graphics thanks to Top Gun), and retired F4Fs with the right tech. But time is against them. The aggressive Soviet commander will drive to overrun the airbases, even as it pounds forward and seeks to exterminate West Germany from the map. For the West German player, it will be one of the toughest challenges to just survive, and maybe keep the tiny flame of hope alive in the southwest for the chance at a counterattack.

...Next, small in numbers but heavy in the punch are the NORTHAG powers, from versatile F-16s to the awesome Challenger main battle tank.
 
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