Battlefield New York BETA Testing & Discussion

started as Soviets and:

1) Tanks have no fortify??
2)BTR should have Blitz...lower Attack by 1 raise Def by 2 (IMO)
3)Turrets range is HUGE(too much IMO)
4)so many preplaced units makes it hard to establis a "plan"...there are units all over the place, and you are forced to jump right in to war against ARM and NYPD...this is difficult due to their preplaced units being hard to get to...
5)Is UTC supposed to have active units??
6)If units are preplaced all over the place, there should be less criminals in areas with alot of units...you have to assume that they would already have been captured by another faction, just before the scenario starts...OR(again) move units closer to their "territories"...there are Veritas, ARM, NYPD, UTC and criminals, all in Soviet territory, I think they should be less...
7) The Soviets have a hard time securing their cities...either I leave these huge stacks of NYPD units alone, and they attack cities, or I dont have enough units to secure cities...
8) Hard to see the cities and units at the very bottom of the map...I ont know what to suggest to fix this one...
9)Soviets territory includes southern islands...I think they should stay Eastern at the start(IMO)

These are just the things I noticed/didnt like...not errors, I havent had the game crash or anything...but it does make me want to try it on a lower level(started on Regent)
 
I was really looking forward to this mod. I downloaded it and got this error when I tried to play it: (I downloaded it 3 times to make sure, and got the same error every time)

I checked the pediaicons.txt and it seems to be spelled right. I can't locate which building uses this name in the bic file
 

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It depends on how you extract it. With WinRAR installed, you can just right-click on an archive and select "Extract here" and no extra folder is created.

Feedback:
-Almost all my buildings were starving at the start of the game. Not very fun when the majority of your population dies, and your income drops into the negatives in the first few turns....
Starvation will be dealt with. I want things to be a little desperate at the start, ie not being able to keep all your locations happy without having some starvation (I might change the script to say something a little less severe, like "Residents are abandoning us"). I'll pre-place some "irrigation" (with new graphics... IIRC it still uses the default civ irrigation :ack: ) and make up some new bonus resources. Some of the cities could probably be resized too.
-Alot of the techs seem useless.
Many techs have no effects, especially the timeline (UTC and Gangs will be "scripted" much further in the future). In order to disperse the units and improvements for the playable civs I may need to rework those tech trees a little. We made up names for techs before any units or buildings were decided on, so some techs ended up with not much of a point.
-I'd recommend removing Military Alliances, cause after a while, with the AI signing a bunch of MAs against each other, things started to get pretty crazy....
I'll consider removing military alliances at the start. Since that's a tech-triggered ability, I can give it to each faction individually at a certain point.
1) Tanks have no fortify??
That's a bug. I removed it from the "fast" vehicles intentionally.
2)BTR should have Blitz...lower Attack by 1 raise Def by 2 (IMO)
Most of the units probably need tweaking... I'll take a look.
3)Turrets range is HUGE(too much IMO)
But they're coastal defense turrets... :mischief: I might lower it some, but I'd like to keep it fairly high, since they're in limited supply and immobile.
4)so many preplaced units makes it hard to establis a "plan"...there are units all over the place, and you are forced to jump right in to war against ARM and NYPD...this is difficult due to their preplaced units being hard to get to...
Preplaced units got a little out of hand... I tried setting up a few skirmishes around the map so you could start fighting right away, but in trying to skew the balance of power I ended up placing far too many units around in various places.
5)Is UTC supposed to have active units??
Yes, those scouts are there so that the UTC will be in contact with everyone. It turns out the Great Library effect only works with civs you know. :cringe:
6)If units are preplaced all over the place, there should be less criminals in areas with alot of units...you have to assume that they would already have been captured by another faction, just before the scenario starts...OR(again) move units closer to their "territories"...there are Veritas, ARM, NYPD, UTC and criminals, all in Soviet territory, I think they should be less...
That's a good point... they should be more prevalent in the less militarized areas like Harlem and inner Jersey.
7) The Soviets have a hard time securing their cities...either I leave these huge stacks of NYPD units alone, and they attack cities, or I dont have enough units to secure cities...
Again, unit placement needs to be redone. :undecide:
8) Hard to see the cities and units at the very bottom of the map...I ont know what to suggest to fix this one...
I'm having the same problem with the Naval Yard and Brooklyn. This is one of several issues (though a minor one) that could be improved upon with a new map.
9)Soviets territory includes southern islands...I think they should stay Eastern at the start(IMO)
It would probably make more sense to put those islands in the hands of NYPD. The only thing is, if I incorporate that Liberty victory condition for ARM, they would need to take control of Liberty Island, which is why I gave it to their enemy. I do have another idea for a SS victory replacement though, which might be more fun for the player, and would make more sense for other factions.


Thanks for the feedback. Everyone continue reporting, and I'll continue modding! ;)
 
I have to admit...it is currently a struggle to finish the first few turns...but after the preplaced units are dealt with, the game gets much easier to work with(I find that running Soviet units back to their cities, is better than fighting in the field, tho it makes the Naval Yard REALLY hard to take later)...

just so that all my comments arent negative, the new terrain changes look great, and I really like the new variety in starting units...With tanks preplaced (like they prolly would be) and in stacks that seem to be "en route" to target locations, it adds something to the game that was previously lacking...in earlier versions, it seemed that the Civs were "cleaning up" their territories. Now it seems that there is still a war going on. I just suggest a few less units in general...

I see what you are saying about the Islands to the south West...but I have to vote for the SS victory. I remember getting pics of Lady Liberty for just such a purpose, but now I have the ability to work with Bryce, and I may be able to make a set number of peices of the Statue...lemme know...

And, the hills are coming along slowly but surely...I didnt think ahead, and have made 3 hill sets(blocks?)...but they are out of scale with each other...so they look odd as hills for now...but I am working on this problem. It is (other than my MOD In Progress MWNN) currently my only project (and Im keeping it that way)...I want to do something that hasnt been done, and will make people say "WOW"...so the hills are gonna be much better than those AWEFUL ones I did before (boy, was I a n00b then)...
 
just so that all my comments arent negative, the new terrain changes look great, and I really like the new variety in starting units...With tanks preplaced (like they prolly would be) and in stacks that seem to be "en route" to target locations, it adds something to the game that was previously lacking...in earlier versions, it seemed that the Civs were "cleaning up" their territories. Now it seems that there is still a war going on. I just suggest a few less units in general...
I tried to make it feel like the battle had already begun... but I agree that there are now too many units on the map, or at least too many away from the starting positions. I always got bored playing the alpha, with most of the starting units being city defences, but it seems I overcompensated. (Although I'll admit I haven't played enough of this version to get a feel for it yet.)

I see what you are saying about the Islands to the south West...but I have to vote for the SS victory. I remember getting pics of Lady Liberty for just such a purpose, but now I have the ability to work with Bryce, and I may be able to make a set number of peices of the Statue...lemme know...
I've been thinking about the whole Liberty thing, and ARM's position, and I have some ideas. Instead of using the statue as the SS victory (which was kind of cheesy, really) I could make it some kind of super-wonder available late in the scenario to give a big morale boost- reduce corruption and war weariness, increase production, etc. Maybe require a certain SW in that city, which in turn requires X of some city improvement, so it's something that the player will have to devote serious resources to.
The statue would also be ARM's "Apollo Program" allowing construction of the "SS parts." Other factions would have different SWs allowing construction of parts (which could be the same or different- SS victory is the most flexible way to win from a modding standpoint).
The "parts" would be Buroughs, or something related to the Bouroughs (no Bronx... another reason for a new map?) Resources placed under cities would limit construction of certain SS parts (or other improvements if needed) to specific locations via the "requires resources in city radius" flag. The effect would be that in order to win by "Unification" victory, which will essentially be a hybrid of Domination and SS victory, the player will need to capture and hold key locations in various parts of the city long enough to construct all of the "parts".

And, the hills are coming along slowly but surely...I didnt think ahead, and have made 3 hill sets(blocks?)...but they are out of scale with each other...so they look odd as hills for now...but I am working on this problem. It is (other than my MOD In Progress MWNN) currently my only project (and Im keeping it that way)...I want to do something that hasnt been done, and will make people say "WOW"...so the hills are gonna be much better than those AWEFUL ones I did before
Great, I'm looking forward to seeing the finished product. :) I still have some work to do on the base terrains at some point.
(boy, was I a n00b then)...
Weren't we all? ;)
 
Ok...lets take a look at these hills and see what the supervisor thinks (he said to himself)...



this is only 4 of the hills...and they are not on the sheet where they will finally be(some dont look good next to each other)...but I wanted an opinion from ya, before I do 8 more...

[edit] for the record, I think the 4 buildings one (pictured upper right...twice) need to be tightened together...but your opinion is the one that counts...
 
I would try it out when it's done, but I'm not interested in any playtesting. I say go for it.
 
This project seems dropped...Weasel doesnt even have it in his siggy anymore...I plan on snatching the exsisting beta version, and reworking what I can to make it as playable as possible...

But Narnia is massive amounts of work by myself, and it comes first...
 
I know it's a super old abandoned unfinished concept but would you be okay with me restoring/preserving your mod here @WildWeazel using the AtomicGamer backup rescue trick ? I can't bring back all your pictures sadly as web archive didn't back them up but I should be able to bring back your mod download and put it on CFC's server for safe keeping.

Either way it's a super cool idea and I've love to check out your beta as I'm guessing it's inspired by the opening mission in Red Alert 2.. which was of course the same inspiration for my Red Alert 2 Seige of New York scenario for Civ2 I've been working on over the last few years (20 years too late haha):
https://forums.civfanatics.com/thre...nario-mod-pack-for-civ2.646728/#post-15647111

 
Here are the files (a piddly 84mb!) on Dropbox, and added to OP: https://www.dropbox.com/scl/fi/tfe4t25o6njwv881887gr/BfNY.zip?rlkey=kq63qj4f41f7l2mrtw3ypnmss&dl=0
Like I said I have various images too, but I haven't gone through the thread to identify what's missing.
ETA: It's also in KingArthur's archive, which is probably the same but perhaps a more definitive copy

Surprisingly RA2 was not the inspiration, as I never played that one. If anything Escape from New York probably planted the idea, though this scenario has almost nothing in common. There's another thread somewhere in the ancient past where I just started proposing ideas for an urban warfare concept, and it eventually gelled into this.
 
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