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Old Jan 04, 2011, 08:28 AM   #6241
El Justo
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yeah, there are some annoying limitations. but you know what over the years, we seem to have overcome a variety of them through these patches so i'm not complaining

did some more work last night. will try and post some screens later today - mexico got two more cities to try and combat its beastly neighbor to the north, revised persia and afghanistan some too. shetland islands for the Tommies in the north sea. some others as well.
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Old Jan 04, 2011, 11:16 AM   #6242
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reshaped Persia & Afghanistan

persia gets one more city and afgh gets remodeled some (shifted a tad east).

revised Middle East

Jerusalem shifted some and also Amman. Beirut added.

North Atlantic and North Sea

from left to right - Greenland, Iceland, Faroe Islands, and the Shetlands for the Brits which is a 'home' territory. this means it will get the Industry resource.

Viva Mexico!!

added: Acapulco and Tampico
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Old Jan 04, 2011, 11:50 AM   #6243
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I agree with all the additions, It Looks Great! just a couple questions though, are the changes up? and if/when they are, will we have to re-download the entire thing, or will it be in a patch, to bring it up to 4.2 or whatever its called? but mexico needs some additions, and youve made some which is great because i took mexico in 2 turns...(with like 200 units....)
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Old Jan 04, 2011, 12:45 PM   #6244
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si, Los Pobres Mexicanos they need all the help they can get. wanted to squueze Veracruz in there but just wasn't possible. Tampico went in instead (and Acapulco which was a major Pacific port where spanish galleons used to unload etc).

this revision is probably going to take a little bit. by that i mean that it'll probably be a month or more (prob more). thing is that i just don't have the time anymore to ram through the changes and test them all. so it's gradual. i haven't even fired up the biq for an in-game test yet. anyway, a new DL will be needed b/c i am going to add in a few things. nothing major, just some replacement gfx for a few units.
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Old Jan 04, 2011, 01:13 PM   #6245
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Everything looks great El Justo! Regarding the cities, would you please get rid of Kerkira (it's on an island, actually) and the Albanian town on the Balkans? I can't figure the reason they are there. You can replace them with Podgoritsa, Dubrovnik or Sofia for example; or any other combination of Montenegran, Croatian, Serbian or Bulgarian cities.

Last edited by TsarNikolai; Jan 04, 2011 at 01:16 PM.
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Old Jan 04, 2011, 01:56 PM   #6246
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thanks and welcome back. yeah, i really want to clean up the whole peninsula working on it atm
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Old Jan 05, 2011, 12:01 PM   #6247
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First let me say this is an astonishing work that I sadly found out just this week! Wonderful scenario - and I love that epoque.

I happen to have two problems, one quite bad for the game: I downloaded and applied all the patches and small fixes, and changed the .exe in order to avoid city raze. Yet, some cities have been razed, mainly around Scandinavia. I'm sure I correctly changed the .exe, and the right one: I'm using Civilization III Complete and I replaced its .exe with the number 2.
Maybe the OS (64-bit 7) may be related with this? Also, it's running on compatibility mode with XP SP2 and administrator rights.

The other problem was a crash when opening the exterior advisor screen... it was a moment of all-versus-all so it had to be quite troubled, but the crash surprised me :O

Nevertheless, awesome scenario/mod.
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Old Jan 05, 2011, 12:37 PM   #6248
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Quote:
Originally Posted by Maltazard View Post
I downloaded and applied all the patches and small fixes, and changed the .exe in order to avoid city raze. Yet, some cities have been razed, mainly around Scandinavia. I'm sure I correctly changed the .exe, and the right one: I'm using Civilization III Complete and I replaced its .exe with the number 2.
Maybe the OS (64-bit 7) may be related with this? Also, it's running on compatibility mode with XP SP2 and administrator rights.
Just use the other patch.

Quote:
The other problem was a crash when opening the exterior advisor screen... it was a moment of all-versus-all so it had to be quite troubled, but the crash surprised me :O
Exterior Advisor?
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Old Jan 05, 2011, 12:42 PM   #6249
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I'll try switching them then.

As for the advisor, I meant the foreign advisor my bad...
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Old Jan 05, 2011, 02:09 PM   #6250
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@matlazard an external advisor would be pretty useful though...at times its hard to remember whose at war with who....but oh well....

@el justo so we will have to re-download the ENTIRE thing? wow, add as much as you can in this one XD im sure that it will be worth the wait....im already getting excited..... AND you could move Mexico City North 1 and that would make room for Vera Cruz (which would be important cause the last 2 times the US [well, anybody] invaded Mexico it was through Vera Cruz. And in 1914 the US invaded Vera Cruz a dummy wonder for it could be Fort San Juan de Ulúa which has guarded the harbor, and taken part in battles and stuff since like 1400 (http://en.wikipedia.org/wiki/United_...on_of_Veracruz http://en.wikipedia.org/wiki/San_Juan_de_Ulua)

I have a small question that is TOTALLY unrelated to this thread but i figured that the best modders would be on this one, and they would have the answer...
Can you load Air Units, AND Land Units into the same "Boat" and have like the land units in aircraft, and alone? so you could have like a LHD, or Amphib Assault ship like the USN does? (if none of you know what that is....http://en.wikipedia.org/wiki/Wasp_cl...s_assault_ship) so you could have like a Helicopter with a paratrooper in it on an aircraft carrier, with 2 other marine units inside the Aircraft Carrier?
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Last edited by Nimitz96; Jan 05, 2011 at 02:24 PM.
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Old Jan 05, 2011, 08:44 PM   #6251
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I believe that the flag in the editor says "Transports only air units," and if it is unchecked, it is a regular transport. So I'm afraid it could not be done.

Some more thoughts:
-Damascus should really be Aleppo, judging on it's location.(I might have mentioned this before)
-Maybe Russia could be able to change governments to Communism at some point during the end of the 3rd era.
-It seems somewhat ironic that Cossacks can only be built after researching the tech that leads to the end of the Tsar and his Cossacks.(The Great War) Cossaks were used extensively throughout the 1800s and early 1900s, but were disbanded after the Russian revolution.
-Also, I agree with a previous post that Serbia should not be the new country in the Balkans. Bulgaria or Greece are the two countries in my mind, as Bulgaria was allied with the Triple Alliance, while the rest of the Balkans were neutral or in the Entente. Greece because it is by far the most powerful country in this group.

Last edited by Bengal Tiger; Jan 06, 2011 at 05:12 AM.
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Old Jan 06, 2011, 12:09 PM   #6252
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@ Bengal Tiger, I believe you are referring to mounted infantry, not cossacks. As for Greece, your assumption is wrong. Bulgaria had by far the most powerful army on the Balcans, Serbia came second. However, having a separate Bulgaria with 2 cities will make it unplayable. Practically all the rest of the Balkan countries (Serbia, Greece, Romania, Montenegro) can remain a single entity as they tended to gravitate towards the Entente and fought as one in the First Balkan War, Second Balkan War and WWI.
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Old Jan 06, 2011, 02:18 PM   #6253
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Lightbulb

Quote:
Originally Posted by TsarNikolai View Post
@ Bengal Tiger, I believe you are referring to mounted infantry, not cossacks. As for Greece, your assumption is wrong. Bulgaria had by far the most powerful army on the Balcans, Serbia came second. However, having a separate Bulgaria with 2 cities will make it unplayable. Practically all the rest of the Balkan countries (Serbia, Greece, Romania, Montenegro) can remain a single entity as they tended to gravitate towards the Entente and fought as one in the First Balkan War, Second Balkan War and WWI.

My bad on the cossack-mounted cavalry mixup.
Although wasn't the Balkan front fought along Greece's border? Wouldn't that mean that the other countries were overrun, while Greece held its own?

A two-city Bulgaria may not be appealing to play as, but it could definitely pose a force in that area, as with most other 2-city civs. It also seems the most realistic way of seperating the Balkans. Although IF Serbia was chosen, it would be interesting to put it in a locked alliance with Russia...

I just started a game as the Ottomans and noticed several things:
-None of the Ottoman colonies start with a colonial government building apart from Murzuk.
-The same infantry used by the colonies is used in the mainland. As such, the quality produced in the homeland is inferior to all other homeland infantry. I'm not sure if this was intentional or not, although I would have thought that Russia's troops were of a poorer quality than the Ottomans.
-It would be nice if there were more than 5 cities in Anatolia(Irakleon doesn't count), as that's the same amount in Spain and the Balkans. Adana would be a good one to add, just to give them an industrial boost.
-Colonial Military Academy is preplaced in Basra?
-I'm glad Beirut is being added, it was rather ridiculous that the closest port to the homeland was the city furthest away(Jeddah).

EDIT:A brief internet search tells me that while the Ottoman army was poorly trained and organized before WW1, after being disgraced during war in the Balkans from 1912-1913, it was refitted into a powerful fighting machine, based on German military tactics. Perhaps their WW1 infantry could get a boost.

Last edited by Bengal Tiger; Jan 08, 2011 at 04:19 PM.
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Old Jan 06, 2011, 04:52 PM   #6254
TsarNikolai
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@ Benhal Tiger - a quick history lesson:
First Balkan War - Turkey defeated by the coalition B/S/G/M. Decisive showdown by the strongest army (Bulgaria) and strongest navy (Greece);
Second Balkan War - the overconfident Bulgaria attacks Serbia and Greece simultaneously, but with the help of Romania the coalition prevails;
WWI - Romania is overrun easily; Serbia is overrun extremely hard after a heroic resistance draining much of A-H's manpower; Greece is late to join the war and is saved to a large extent by British and French expeditionary corps; Bulgaria is not overrun and loses a single battle in the whole war.
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Old Jan 06, 2011, 05:05 PM   #6255
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Firstly-Does M=Montenegro?
Secondly-The Greeks also invaded Anatolia(albeit with French and British help) and conquered large tracts of land along the coast, and was only pushed back in 1920-22, when Greece's credit was cancelled, giving it insufficient funds to support their troops.
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Old Jan 06, 2011, 05:13 PM   #6256
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Irrelevant. Read carefully between the lines. The Ottoman army and state did not exist any longer. No one expected Mustafa Kemal to create a new Turkish army from scratch to oppose the invaders. Yes, by M I meant Montenegro.
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Old Jan 07, 2011, 07:24 AM   #6257
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Hello again...

I have a couple of suggestions based on my own edits to this wonderful scenario (virtually, as far as I consider, a full-fledged era-specific mod).

- Addition of Wine resource south of Tbilisi, addition of Coal resource on Sakhalin Island. Georgian wine was famous throughout Russia. I placed it just south of Tbilisi to prevent Baku from being able to make the International Wine Trade wonder.


(During the game I renamed Port Arthur as Ryojun, its Japanese name)
- Shift Impassible Mountain wall to fence Russian Manchuria/Japanese Korea into the Asian Colonial Sphere. This has been brought up before, and I've mentioned it from time to time when I have posted in here. Korea and Manchuria under control of Japan and Russia respectively were colonial holdings. They were not industrialized and were in the process of being developed into functioning colonies. Until the Russian Revolution, Japan never ventured into actual continental Russian territory. By keeping Manchuria and Korea in the colonial sphere, the historic accuracy is maintained, and playability is still fun as hell. This makes Japan keep its focus on China instead of Siberia (lol...). In the picture above, I moved Vladivostok a little higher so I could add a tile of coast, allowing Russia the ability to reinforce through the top of Korea, and added 2 Cossacks in Manchuria. I kept the Victory Location on that coast tile because of how important it is for Russia. This change has made a huge impact on keeping the scenario more in line with historic expansion and made the dynamic in Asia more interesting.

- Allow Marine units to be built by era 3 or 4? I added the ability to construct Marine units (varies by nation since there's 4 unique Marine units) in the Adv Naval Warfare tech in era 3, but they could be produced in era 3 during the WWI era. They should be the same stats as the ones auto-produced and probably should be expensive. I think that if tanks, bombers, and dreadnoughts can be produced, why not amphibious infantry under those conditions?

- Some Russian cities. I moved Saratov a little north to fit in Tsaritsyn (later named Stalingrad), an important city along the Volga even in this time period. I also added in Ulan-Ude and Irkutsk between Chita and Novonikolayevsk. Most importantly though, I restructured Sakhalin Island... Alexandrovka in the north, Vladimirovka in the south. It's very fun to be Japan and finally be able to split Sakhalin half historically!

- I added the Russian Revolution tech after Machine Guns III in era 3 (it was roughly 1917 and seemed an appropriate space). I selected some Soviet units out of the existing units on these forums to make a Red Army flavor for Russian units. The costs were the same in most cases, and it's very exciting to see the Red Army units in the game. I also added in a Bolshevik government. It doesn't cost population to hurry production (there was still such a thing as money) and it added to the historicity of the scenario.

Lots of suggestions I'm sure will be ignored, but I literally play this scenario every single day, and I love it to death, and all the previous suggestions are edits I've made many months ago, and work like a charm.

I'm really looking forward to playing Belgium. I love being the underdog in this scenario.

Ciao!

Last edited by Leobon; Jan 07, 2011 at 07:03 PM.
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Old Jan 07, 2011, 08:02 AM   #6258
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Quote:
Allow Marine units to be built by era 3 or 4? I added the ability to construct Marine units (varies by nation since there's 4 unique Marine units) in the Adv Naval Warfare tech in era 3, but they could be produced in era 3 during the WWI era. They should be the same stats as the ones auto-produced and probably should be expensive. I think that if tanks, bombers, and dreadnoughts can be produced, why not amphibious infantry under those conditions?
Because most nations didn't really create amphibious infantry. The largest organized group of them would have been the US Marines - most similar Naval Infantry units represent forces intended for shipborn fighting, not amphibious maneuvers. As such, the Marines are buildable and do have Amphibious capabilities.
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Old Jan 07, 2011, 08:08 AM   #6259
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Speaking of Tbilisi, it should be Tiflis at the time.
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Old Jan 07, 2011, 09:48 PM   #6260
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Looking very good.

A few ideas:

- Lop off the square next to Tunis to make clogged sea lanes much harder to achieve for the AI
- Consider giving Afghanistan to Persia OR set up Nepalese and Bhutan cities, and merge it with Tibet as a separate civ; this would mirror the role of those areas as buffer states between the British Empire and Russia. To make them viable, given the the Potala Palace or Shangri La as an autoproducing wonder
- Toughen up Siamese infantry and city defences to ensure that they are not easily swallowed by the British or French
- Consider a Coastal Artillery unit, similar to the Fortified Positions immobile unit employed in TCW 50s. It could fire on passing ships with lethal bombardment and be either preplaced or autoproduced
- Consider trying to squeeze Accra into West Africa, as the Gold Coast was a significant colony that produced some wealth
- New International Trade wonders for some resources not currently covered: Fruit and Chocolate
- I like the ideas of a Bulgaria and second Canal zone; after being initially reticent to break up the Balkans, I have come to the point of view that a 2 city Bulgaria is sustainable, along with Serbo-Albania-Romania
- Have the Panama Canal as a buildable wonder at a certain stage of Industrialization, with decent bonuses, or even a Great Invention bonus
- Future flavour units to keep in mind if and when any further development occurs: Indian Cavalry, Gurkhas, KNIL, Force Publique, autoproduced Guards units (of the Foot Guards, Russian/Japanese Imperial Guard, German Garde du Corps, Scandinavian Life Guards, Greek Evzones, Spanish Guardi Real, French Republican Guards, Thai Royal Guards, Chinese Imperial Guards, Abyssinian Mehal Sefari
- Consider the future of Uruguay if there is a need to play around with further civs
- Change Middlesborough to Newcastle, and have Armstrong-Whitworth there as a small wonder; a tad anachronistic as the merge occured in 1897
- Some different Citizens - Industrialists, Intelligentsia for example, and renaming of others. Tax Collectors could become Taxmen, Constables = Police. A further concept could be Proletariat, Bourgeoisie, Clergy and Aristocracy.
- Maybe think about the Taj Mahal in Delhi; a bit off, but Agra won't really fit.
- Whaling Stations in the likes of South Georgia, Greenland and Iceland, providing a big food and trade bonus
- Idea: Cut out railroads. Replace the roads graphic with a railroad and increase its movement bonus


It is a shame that something can't be done with placement of shipyards to limit production of capital ships to certain ports, therefore focusing others on cruiser and destroyer lines

Further isolating unit lines in colonial areas would be good, to prevent South African Infantry being built everywhere in Africa due to Right of Passage links, or Indian troops outside of India and Burma.

I may be completely wrong, but there may be a possible solution if one of the SOE terrain tricks was used, but that is their intellectual property and decision.


Much later down the line, little terrain tidbits, such as the Statue of Liberty and the Pyramids could be interesting.
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