Typhoon of Steel - Version 3

eric_A

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A complete overhaul of the Firaxis WW2 in the Pacific scenario by Eric_A.

INSTALL INSTRUCTIONS:

1) Download Tos_v3.zip from here:
http://www.civfanatics.net/downloads/civ3/scenarios/Tos_v3.zip
-This file is the Tos_v3 folder which contains all the art and text files, it is
big, about 26 megabytes.

2) Extract the folder to your CIVIII\conquests\scenarios directory.

3) Next download the scenario (.biq) files you wish to play from one of the
three following posts. There are different files for single player or multi-
player games and for Allies or Japan.
 
*** Files have been updated to Version 3.07 - Apr/24 ***

Use these files if you want to play against other humans (PBEM for example).

The short games are 40 turns long, which covers the period from
Dec., 7, 1941 until the end of April, 1943. The long games are 100 turns
and cover the entire conflict period.

V3.07 games have subs which are "invisible" until certain techs are reached.
See posts 180 and 181 for V3.07 release notes.

Player order for the multi-player games is:

Japan
USA
Commonwealth
China
Netherlands

Victory Point Levels

For multi-player short games: 55,000 points
For multi-player long games: 200,000 points

Here is the download, extract the files to your CIVIII\conquests\scenarios
directory:
 

Attachments

  • TOS307_MP.zip
    98.8 KB · Views: 718
*** Files have been updated to Version 3.07 - Apr/24 ***
V3.07 games have subs which are "invisible" until certain techs are reached.
See posts 180 and 181 for V3.07 release notes.

Use these files if you want to play one of the allied nations against the AI.

Since the AI is hopeless when it comes to invasions, these games start
with the Japanese troops already landed. Also the Prince of Wales, Repulse,
Arizona and Oklahoma have already been sunk at the start of the game.
Also, the USA has 2 less transports at the start.

The short game is 40 turns long, which covers the period from
Dec., 7, 1941 until the end of April, 1943. The long games are 100 turns
and cover the entire conflict period.

Player order for these games are:

Netherlands
USA
Commonwealth
China
Japan
(Allies cannot move on turn 1)

Victory Point Levels

For single player short games: 70,000 points
For single player long games: 280,000 points

Here is the download, extract the files to your CIVIII\conquests\scenarios
directory:
 

Attachments

  • TOS307_SP_ALLIES.zip
    98.7 KB · Views: 710
*** Files have been updated to Version 3.07 - Apr/24 ***
V3.07 games have subs which are "invisible" until certain techs are reached.
See posts 180 and 181 for V3.07 release notes.

Use these files if you want to play Japan against the AI.

In these games the Chinese front is beefed up with extra machine guns
and you start without the two armies. Also the Allies have armored tactics
and amphibious warfare at the start.

The short game is 40 turns long, which covers the period from
Dec., 7, 1941 until the end of April, 1943. The long games are 100 turns
and cover the entire conflict period.

Player order for these games are:

Japan
USA
Commonwealth
China
Netherlands

Victory Point Levels

For single player short games: 70,000 points
For single player long games: 280,000 points

Here is the download, extract the files to your CIVIII\conquests\scenarios
directory:
 

Attachments

  • TOS307_SP_JAPAN.zip
    98.7 KB · Views: 654
Unit Animations by:
Wyrmshadow
Riptide
Micaelis Rex
recon1591
Akula
TVA22
BrBro
vingrjoe

Testers:
Misfit Traveller
LouLong
Dazz_G
Justus II
__________________​

Here is the text file which lists all the additions and changes in this
scenario:
 

Attachments

  • Typhoon of Steel V3.zip
    4.3 KB · Views: 525
1.
Heavy bombers can no longer be built directly. I have added a new
small wonder, the Heavy Bomber Plant which builds one heavy bomber
unit every 4 turns. In order to build heavy bombers you need to
build the wonder, the prerequiste is advanced construction.
The USA has advanced construction at start so they can start
building the Heavy Bomber Plant immediatly.

2.
The betty bomber, replaces the standard bomber for Japan. The
betty had very long range for a two engined bomber but very
little protection. Thus the betty has a range of 12, 2 more than
the standard bomber, but it has a defense strength of 1 rather
than 2. Being a 2 engined bomber it is cheaper, 100 shields
instead of 120. Other specs are the same as the standard bomber.

3.
The US and Japan now have their own submarines, specs are the
same as the standard sub, but unit graphics are new.

4.
New unit graphics for the Yamato class super battleship and the KGV
class fast battleship.

5.
New unit graphics for the basic Japanese destroyer.

6.
New uint graphics for for the Seabees unit, a green tank with a bulldozer
plow attached to the front. Better than what we had before but still
not right.

7.
New unit graphics for the Allied and Japanese light carriers.

8.
New unit graphics for the attack transport.

9.
The civilopedia has entries now for all the new units and the added
techs and wonders.

10.
Connecting lines added to tech tree.

11.
Two new wonder splashes, one for the heavy bomber plant and another
for the support fleet.
 
In this shot, from top to bottom:
1. The betty bomber
2. IJN Destroyer
3. The I-boat
4. Yamato Class super BB
 

Attachments

  • SS1.jpg
    SS1.jpg
    48 KB · Views: 5,399
Here are two more, the Kika jet fighter
and the attack transport.

I made a mistake in setting up this screen shot,
I placed the Kika as a Commonwealth unit, it is actually
a Japanese copy of the ME-262 and can only be built by
Japan.
 

Attachments

  • SS3.jpg
    SS3.jpg
    25.4 KB · Views: 4,981
These are almost ready and should be available later this week.

TOS Version 3.01 General Release Notes​
1. Removed Japan as option from single player Allied games.

2. Removed the ability for basic Allied and IJN destroyers to "see" subs
in all single player games. This means at the start of the game subs will be
completely invisible to all units. The following advanced units can "see" subs:
Advanced Submarine
Advanced Destroyer
Destroyer Escort
ASW Aircraft​
For multiplayer games I have created 4 scenario files:
TOS_V301_MP1_SHORT.BIQ - Subs are visible as before
TOS_V301_MP2_SHORT.BIQ - Subs are invisible at start
TOS_V301_MP1_LONG.BIQ - Subs are visible as before
TOS_V301_MP2_LONG.BIQ - Subs are invisible at start​
3. Fixed problem with the I-boat, it should have been upgradable to the advanced sub,
but was not in version 3.00.

4. Added the IJN destroyer as a stealth target for the advanced submarine.

5. Set the AI strategy for guerilla units to offensive, was not set in V3.00

6. Set the AI strategy for US subs to naval power, was not set in V3.00.

6. Gave Seabee units the ability to pillage and build radar towers.


TOS Version 3.01 AI Enhancement notes​

In my everlasting quest to make the AI into a formidable opponent, I have made the
following changes:

All Single Player Games:
The biggest change is the invisible sub change mentioned above, this forces the human player to
adopt a much more cautious naval strategy at the start of the game. It will also change research
decisions, as the ability to "see" subs is a top priority.
Setting the AI strategy (for the guerillas and US subs) will also help, if these are not set the unit
will just fortify in its start location and do nothing.

Allied Single Player Games:
Stacked some escort ships with invading transports, I found if the transports were left out
by themselves the AI would just let them sit there and they were sitting ducks for Allied subs.

Removed the Japanese paratrooper from Sumatra and increased the strength of attacks on
Rangoon and Kuala Lumpur. This will make things a bit easier for the Dutch (which was too hard)
but tougher for the Commonwealth (which was too easy).

Japan Single Player Games:
Removed all army units, Japan now has to get it's armies the hard ways, through combat or
build the military academy. Added some extra MGs on the Chinese frontier forts.

For all Single Player LONG games:
For the long games I had to do even more to try and balance things.
Infantry can no longer be drafted. You can still draft, but you will get crappy rifleman units.
Removed some transports from the starting forces of the US, CW and Japan. You will
need to build more transports now in order to move your troops around.
Also some of the starting land forces in the USA and Austraila were removed.
 
All scenario files have now been updated to V3.01

I fixed one last minute bug, I forgot to add the new ship types such
as light carriers and attack transport as stealth targets for the Kamikaze.
Also increased Kamikaze rate of fire to 2. Thanks to Misfit Travel for
pointing this out.
 
I have been thinking of making some changes in TOS V4.00.

Artillery:
What I have in mind is two types of artillery, field guns and heavy guns.
Field guns would have a range of 1, be slightly cheaper than the current
artillery and have lower bombard strength. They would also have a small
defence strength so they could not be captured. They would be able to move
in all terrain without roads. Most of the artillery at start would be field
guns.

Heavy guns would have a range of 2, lethal sea bombard, be more powerful
and cost more than the current artillery. Heavy guns can be captured, so if
you think there is a chance of them falling into enemy hands you can always
disband them. Heavy guns could ONLY be moved by roads/rails or by ships.
At the start of the game each of the major powers would have 2 or 3 heavy
guns at some key locations (such as Singapore and Corrigador) but the
Chinese and the Dutch would have none.

Kamaikazes:
Also, I am doing some research on Kamaikazes and should have some changes
for those units soon. I had no idea they had stealth attack!

Subs Vs Subs:
I have been playing Rocoteh's WW2 Global scenario and in this one subs
cannot see subs. I think this is more accurate for the early period of the
war when subs had no radar and fairly primitive listening gear. And due to
the vast distances involved in the Pacific most sub Vs sub encounters were
purely by chance. So for the MP1 games I would remove the "see invisible"
flags for the 3 basic sub types, I-boat, US Submarine and the submarine. In
the MP2 games subs would be completely invisible at start.

I think that retaining cultural boundaries is not a good idea, when a city
falls to an enemy power, it should disrupt food production and road/rail
travel in the area. Retaining cultural boundaries would make it even easier
for Japan to take China snd Southeast Asia.

I would be interested to hear your opinions on these issues.
 
eric_A,

This looks very interesting.

I will try to find time to make a playtest.

As I see it there are two big problems with the current
game-engine:

1. There is no naval interception. Thus its sometimes very
hard to stop a invasion fleet that operates close to bases.

2. No ASW-factor. It means one can detect Subs with destroyers
and hit them with battleships. I hope there will be a change in CIV 4.

Rocoteh
 
I would welcome your input.

About the lack of naval interception:
That is one of the main reasons I doubled the cost of coastal
tiles. If a transport with a movement of 6 wants to invade a location
6 tiles away, it must leave port which costs 2 for the coastal tile, it then
moves across 4 sea tiles and has no movement to enter the final coastal
tile. This gives the other side some chance to attack.

I have been thinking of trying to adapt the TOS naval-air system to your
WW2 global scenario. With your permission, I would like to create a modified
version and post it so people try it. It would have 1/4 as many DDs and
SSs and half as many cruisers as yours, but would have all the capital
ships (BBs, BCs & CVs).
 
eric_A said:
I have been thinking of making some changes in TOS V4.00.
Subs Vs Subs:
I have been playing Rocoteh's WW2 Global scenario and in this one subs
cannot see subs. I think this is more accurate for the early period of the
war when subs had no radar and fairly primitive listening gear. And due to
the vast distances involved in the Pacific most sub Vs sub encounters were
purely by chance. So for the MP1 games I would remove the "see invisible"
flags for the 3 basic sub types, I-boat, US Submarine and the submarine. In
the MP2 games subs would be completely invisible at start.

I started some games with invisible subs at the start. I think invisible subs make sense, however the Advanced Sub is in my opinion overpowered. It is not only a powerful offensive weapon, but also the first unit in the tech tree that can detect subs. In a MP game, Submarine Tactics would be my first choice, and I don't think that either side can afford to miss researching this technology at the very beginning.

I would suggest swapping Submarine Tactics and ASW in the tech tree for several reasons:

From a historic point of view, DD Escorts and Aircraft were the first sub hunters in the Atlantic, and AFAIK in the Pacific, too. Their appearance in the war lead in turn to the developement of better subs (snorkel, E-Boat).

Secondly, all players in the scenario would have to decide whether to defend against subs or to gain naval superiority with surface ships. At the moment, Submarine Tactics allows for both, as the Advanced Subs can screen your transports AND destroy CAs and even BBs. The race for naval power narrows down to more and better subs, and not on carriers, as in reality.

Furthermore, I think that the Advanced Sub disbalanced the game in favor to the Allies, as Japan IMHO has to research this tech at the start. Thus, it cannot spend much money on rush buying units during the critical first turns. Furthermore, the Allies have more subs on the map, which can be upgraded immediately after researching Submarine Tactics.

If Submarine Tactics and ASW would be swapped, both sides could keep up the pressure of their submarine fleets after the discory of ASW by researching Advanced Subs later on. This, in turn, would probably make Advanced Destroyers necessary. Because of their radar ability and high movement rate, they are the best sub hunters in the game.

I think the developement submarine - DD Escort/ASW Aircraft - Advanced Sub - Advanced DD is historically accurate and would be more interesting to play, as it would encourage the use of DD Escorts and Advanced DDs. I consider ASW in TOS 3.01 to be rather useless, as the ASW Aircraft does unfortunately not work as intended, and the Advanced DD ist far superior to the DD Escort. Why should I research ASW, if Fire Control Systems gives me a rather expensive, but perfect sub-hunter which can actually survive attacking an (Advanced) Sub? ;)
At the moment, FCS is as easy to research as ASW, and as a bonus, I will be able to build AA Cruisers.
 
Concerning the replies to my idea of a cheap scouting plane in the TOS PBEM-Thread:

I'm amazed how Misfit_travel could put so much pressure on China/CW and still maintain an effective scouting screen in the Pacific...

Yes, recon was the weak point of all WW2 navies before long range radar was invented and applied, and thus it should be impossible to recon evey tile in the Pacific. On the other hand, it is unrealisitic to use Dive/Torpedo Bombers and Fighters for this purpose, too. What about all the seaplanes used in the Pacific? The Japanese had one on every CA! I support Misfit_travel's idea of a reduced firepower of the ASW Aircraft and making it cheaper. It could then relieve the fighters / bombers of their recon duties without flooding the map with recon units, because ASW has to be researched first. It would be one more reason to research ASW, too, especially if it is swapped with Submarine Tactics, as I suggested above.

PT Boats as high sea recon unit? I dunno, actually I think that this unit should be limited to coastal and sea squares, and the attack value increased instead (torpedo runs). But yeah, I could use it as you suggested, although against my sense of historic accuracy.
 
eric_A said:
I think that retaining cultural boundaries is not a good idea, when a city
falls to an enemy power, it should disrupt food production and road/rail
travel in the area. Retaining cultural boundaries would make it even easier
for Japan to take China snd Southeast Asia.

How about adding a (rather cheap) building that generates culture with the militaristic flag, so that it can be build during mobilization? AFAIK, I cannot expand the borders around captured cities after I mobilized. Or add the ability to enslave and sacrifice enemies... ;)

Btw, IIRC I can capture enemy workers, but if I recapture my own POWs, they are killed... :mischief:

Killing your own men because they surrendered: are you really that cynical, eric_A? :p ;)
 
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