"The Abyss"

Strelok22

Warlord
Joined
Sep 3, 2010
Messages
149
Location
Vidin,Bulgaria
This is the thread for my first official scenario called "The Abyss" (a ToT one)
It features an alternative world,the most basic changes is that Germany has won World War I.For more vital information check the "Readme" file.

This is still a beta stage (earlier I posted another beta,but I guess that was an Alpha)
The main issiue now is that the AI wont build Light and Medium tanks aswell some other units.Still,this is a beta so every suggestions and ideas are wecome.

I still havent got a big poster...guess i will search for some.
:D
 

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The main issiue now is that the AI wont build Light and Medium tanks aswell some other units.

It was the article (or tips) somewhere about how AI selects units to build. Probably by Michael Daumen, AFAIR. But I can't find it, may be anyone will help?

AFAIR AI will build only units with best attack/defence in each class, ignoring a cost and HP/FP.

UPDATE: yess! I've found it: http://sleague.apolyton.net/Guides/sldt_useunits.shtml
 
The reason the AI will not build certain units is due to several reasons.

1) CIV2 AI will only build units with the highest attack score.
2) And using the Musketeer and Knight slots for ground units.

Read the link that Keu give you - Extremely useful! Here it is again!
http://sleague.apolyton.net/Guides/sldt_useunits.shtml

Solutions for this problem include...

1) Use the knight and musketeer slots only for air units, or for static forts, etc.
2) Make all ground units have the same Attack/Defence, just change the Hitpoints/Firepower.
3) Make all units that are not being built have the "3" role, and it should allow them to appear.

My main solution is to plan your units around CIV2's odd coding for the "danger slots".

:)
 
The invaluable tips list cannot be over-emphasised for usefulness! :D
 
1) Use the knight and musketeer slots only for air units, or for static forts, etc.
2) Make all ground units have the same Attack/Defence, just change the Hitpoints/Firepower.
3) Make all units that are not being built have the "3" role, and it should allow them to appear.


Hell that was it.I have read that stuff atleast 3 times (so it is kinda burnt in my head already :rolleyes: ) but still...when I finish reading and start editing...*derp* nothing can be properly assembled.

So that was it,I will edit in few days,test the changes and that is it.

Now I have another question.What heavy tank should the Soviets have ?
Since I am already a "World of Tanks beta" veteran, I know that an IS-3 is FAR better than Tiger I and probably close to equal with M26 Pershing.So my main idea was to redesign the German units a bit (original at left,suggested in right):

Panzer I = Panzer II
Panzer II = Panzer III
Panzer III = Panzer IV
Panzer VI Tiger = Panzer VI Tiger ausf B

Suggested Soviet

T26 = T26
BT7 = BT7
T34-85 = T34-76
IS-2 (IS-3 in game) = KV-2

So what should I do ? Adopt only the new german and keep the left soviet ones.Or adopt the new soviets and keep the old germans at left ? :confused:
 
1) Use the knight and musketeer slots only for air units, or for static forts, etc.

In the Daumen's "Moscow" scenario a fort unit 'Citadel' placed in the Musketeers slot causes a problems: after discovering of Gunpowder you can't build any defensife unit with defence worse than Citadel's.
 
A long time passed from any job done on this scenario...
But now since I finaly finished school for now,I can put some effort in my new idea for the scenario:

1:New starting year;1936
2:Barb' civ playing the role of: Japan,Mexico,Finland,West Africa,Ethiopia and others
3:"Dynamic" units (aka,you change the "Units.bmp" and "Rules.txt" files in every 3 game years)
4:Events that will shape historical events and other purpouses...

Hope it will work,expect it soon. ;)
 
Umm...guys what I had to do so the events actually happen in the scenario,except to put them in the scenario folder, because none of the events appears and the "DEBUG" doesnt shows errors.What the hell is going on ?

:(
 
Here it is.It has a mistake somewhere 100 %.But hey that is my first attempt to work with events.And since I tried various ways of fixing it...I may have made more mistakes in attempt to fix the already existing ones.

:mischief:
 

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HA...found the problem.Nevermind,it always happens like that.First I get a problem,can't solve it and then I ask for help and...I find a way to fix it.Thnks for the quick response and expect the 1936 pack soon.

:D
 
Here it is: The 1936 version of "The Abyss"

Just to note that I couldnt do a proper playtest because of the habit of that bloody game to drain 100 % from the free CPU when only 1 % will do the job....causes the PC to overheat and shut down

:badcomp:

So you gentelmen...you will be the playtesters :cool:
 

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