El Justo
Deity
quiet but busy
been adding in unit gfx as a i go along. so some slow (and excruciating) trudging through folders, text files, and units_32 sheet.
screen below is of the units_32 icons. they are military map symbols, fitting imo for this scenario. tom2050 made the sheet and i modified them slightly to better fit onto the units_32 sheet. i shrunk them exactly 4 pixels so that they don't overlap as much in the city view. i'll probably need to make some type of master image showing all of the symbols. but that is secondary to gameplay and construction at this point. i'm pleased with how it all looks. plus, it frees me up from having to paste a boatload of other units_32 images onto the master sheet note that i have not set tech requirements yet. so all unit builds are appearing in the queue. haven't gotten to air and sea yet. just ground units appearing...
updated US Ground stats
some notes : slight tweaks and corrections based off of the newly created Japanese Ground stats (see below). as with all my scenarios, infantry units have better defensive values than tank units who in turn, have better attack values. raison d'etre logic, dummying it down for the AI and also making it concise and simplistic for the human. infantry units will all have 'Defense' and 'Offense' checked as AI Strategies. armor will have only 'Offense'. this simple notation is what guides gameplay. can ruin it if not properly set. hopefully, this arrangement will work like it has with past projects.
there will indeed be some isolated unit builds (aka micro-zones). standard infantry will be buildable everywhere, probably for all civs. marine units will require Pacific Islands resource. airborne units only in homeland areas. light armored units will require Iron and Oil but the heavier models, medium, will require homeland resources (eg USA, Japan). artillery , the 75mm is the base gun, no resources, very portable. the 40mm AA piece is like this too. all extra infantry support on top of the organic support (note the 1 AA rating for infantry and the return fire bonus/bombardment value). SPA pieces will have two turns, a shoot and scoot if you will. but the field pieces pack just a little more punch...but lack the moility of the SPA pieces.
King Units label will refer, likely, to a 'Great General' and/or 'Great Adminiral' (or something to this effect). this is probably going to be the 'Battle Created Unit' (or the unit that you cash in the MGL for, an 'Army' unit in the base game [but not for this scenario]). it's possible that i may tag the big carriers with the 'King' flag also. premise would be to go the 'Mass Regicide' game mode and make it a vicgory condition : kill off all of your enemey's King units and you win. this will be tricky to implement, i would think. but in theory, it would work. pre place the king units, have them autopro'd by a building or wonder, or spawn them through combat. pre-placing them, there are options. i could set it to randomized placement or just set them in the editor manually. haven't gotten there with this all quite yet. but the basics are there, just need to flesch it out.
Japanese Ground v1.0
this is beta, keep in mind. went back and forth a little with the A/D values before finally decising that the infantry-type units should have far better defense than offense. well, not far better but better. from an hostorical standpoint, the japanese military logistical train was really hampered from 1942 onwards. the outermost japanese positions, espeically in the SW Pacific, suffered from lack of supplies, ammo, etc. something should be said of that in game terms, hence the lack of attack values as compared to US units. i was a neophyte with regard to Japanese armor. had to really dig and examine the specs. gotta say, not impressed. armor was paper thin, smallish and ineffective guns, impentatrable to shermans and up. to put it into perspective, when the M4s starting arriving in theater, they were like the King Tiger tanks in Europe but massed together the 75mm shermans blew the japanese tanks to pieces...when they werene't burried in static locations. noentheless, low marks for japanese armor, but still support to the infantry.
Japan should have a malus with worker rates and builds. they will get 2 worker type builds (US has 3 and better worker rates).
Japan will get an extra AA piece in its lineup (compared to the US). fitting since the intent of the Allies will be to bomb them to pieces. did not know that the 15cm AA piece, a late war innovation, was beastly.
next steps for me is to add in the Japanese unit gfx and into the editor etc. more painstaking work. but onward and upward
been adding in unit gfx as a i go along. so some slow (and excruciating) trudging through folders, text files, and units_32 sheet.
screen below is of the units_32 icons. they are military map symbols, fitting imo for this scenario. tom2050 made the sheet and i modified them slightly to better fit onto the units_32 sheet. i shrunk them exactly 4 pixels so that they don't overlap as much in the city view. i'll probably need to make some type of master image showing all of the symbols. but that is secondary to gameplay and construction at this point. i'm pleased with how it all looks. plus, it frees me up from having to paste a boatload of other units_32 images onto the master sheet note that i have not set tech requirements yet. so all unit builds are appearing in the queue. haven't gotten to air and sea yet. just ground units appearing...
updated US Ground stats
some notes : slight tweaks and corrections based off of the newly created Japanese Ground stats (see below). as with all my scenarios, infantry units have better defensive values than tank units who in turn, have better attack values. raison d'etre logic, dummying it down for the AI and also making it concise and simplistic for the human. infantry units will all have 'Defense' and 'Offense' checked as AI Strategies. armor will have only 'Offense'. this simple notation is what guides gameplay. can ruin it if not properly set. hopefully, this arrangement will work like it has with past projects.
there will indeed be some isolated unit builds (aka micro-zones). standard infantry will be buildable everywhere, probably for all civs. marine units will require Pacific Islands resource. airborne units only in homeland areas. light armored units will require Iron and Oil but the heavier models, medium, will require homeland resources (eg USA, Japan). artillery , the 75mm is the base gun, no resources, very portable. the 40mm AA piece is like this too. all extra infantry support on top of the organic support (note the 1 AA rating for infantry and the return fire bonus/bombardment value). SPA pieces will have two turns, a shoot and scoot if you will. but the field pieces pack just a little more punch...but lack the moility of the SPA pieces.
King Units label will refer, likely, to a 'Great General' and/or 'Great Adminiral' (or something to this effect). this is probably going to be the 'Battle Created Unit' (or the unit that you cash in the MGL for, an 'Army' unit in the base game [but not for this scenario]). it's possible that i may tag the big carriers with the 'King' flag also. premise would be to go the 'Mass Regicide' game mode and make it a vicgory condition : kill off all of your enemey's King units and you win. this will be tricky to implement, i would think. but in theory, it would work. pre place the king units, have them autopro'd by a building or wonder, or spawn them through combat. pre-placing them, there are options. i could set it to randomized placement or just set them in the editor manually. haven't gotten there with this all quite yet. but the basics are there, just need to flesch it out.
Japanese Ground v1.0
this is beta, keep in mind. went back and forth a little with the A/D values before finally decising that the infantry-type units should have far better defense than offense. well, not far better but better. from an hostorical standpoint, the japanese military logistical train was really hampered from 1942 onwards. the outermost japanese positions, espeically in the SW Pacific, suffered from lack of supplies, ammo, etc. something should be said of that in game terms, hence the lack of attack values as compared to US units. i was a neophyte with regard to Japanese armor. had to really dig and examine the specs. gotta say, not impressed. armor was paper thin, smallish and ineffective guns, impentatrable to shermans and up. to put it into perspective, when the M4s starting arriving in theater, they were like the King Tiger tanks in Europe but massed together the 75mm shermans blew the japanese tanks to pieces...when they werene't burried in static locations. noentheless, low marks for japanese armor, but still support to the infantry.
Japan should have a malus with worker rates and builds. they will get 2 worker type builds (US has 3 and better worker rates).
Japan will get an extra AA piece in its lineup (compared to the US). fitting since the intent of the Allies will be to bomb them to pieces. did not know that the 15cm AA piece, a late war innovation, was beastly.
next steps for me is to add in the Japanese unit gfx and into the editor etc. more painstaking work. but onward and upward