Clash Of The Titans. Final V1.0

Ur Mum

Warlord
Joined
Mar 15, 2003
Messages
238
Location
UK
Ok. I've completed this scenario now.

NEWS:-

Uploading version 1.10 now!

although i highly expect to update this once again. possibly by adding 2 more civs on the un-used land, or by moving current cities around and re-positioning the civs. which i have not decided. i'll decide based on feedback i get from you guys.

ok. basic features:

* 31 Unique or flavour units. (not much but not many are needed, but almost all units are either flavour or unique to each civ. (ie Russians get Migs and English get Spitfires.))
* 3 playable civs,
* planned map to encourage both offensive and defensive land battles.
* Naval dependancy for reinforcements.
* now fully completed Civopedia.


This is my first scenario so i ask that u take that into consideration when playing. however i have played this game myself and tested it carefully and enjoy playing it.

please leave feedback.

Download:
http://www.civfanatics.net/downloads/civ3/scenarios/ClashT.zip

(Biq file attached for download counter)

Version 1.0 removed after 12 downloads.
Version 1.01 removed after 55 downloads.
Version 1.02 removed after 43 downloads.
Version 1.10 removed after 73 downloads.

(no need to update main files from 1.10 to 1.11, as the version history is here.)
 

Attachments

Clashscreenie.jpg
 
Russian Southern Fleet on Patrol
 

Attachments

  • ClashScreenie2.jpg
    ClashScreenie2.jpg
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Background:

20 years ago, America Declared war upon England to capture the highly
stategic naval passageway of Portsmouth, enabling naval units to pass
between the Western and Eastern Oceans much quicker.

England was unprepared for this attack and Portsmouth fell to the Americans.

However a successful counter attack from Warwick persuaded America to sue for peace.

To protect itself from further atatcks, England built up her navy with several
new Battleships and modernised it's army. A mutal protection pact, for an
undisclosed sum of money, was signed by an economically weak Russia.

Russia was militarly strong, with superior tanks and feared submarines but had little money
for scientific investment. However she was not behind in technology. in fact all 3 civs were
pretty equal in technology. this deal with England had come at the right time for Russia,
it removed any money worries and all for a protection pact that she though would never need
to be enforced. America was aggressive recently, but after it's embrassment at Warwick and the
Arms Race taking off, America would be unlikely to start a war.

England thought otherwise and for the next decade completely rebuilt it's navy from wooden
frigates to modern Battleships. Her navy also included destoryers, but she greatly prefered
her giant battleships.

Building of fortresses near liverpool to make a defensive line was another major project which
meant large investments from England. defenders were stationed here in large numbers secreatly,
and the new Western English fleet carefully guarded transport ships with battle ready troops
stationed in Coventry in case of war, Liverpool would be reinforced by naval transports.


America began to upgrade several of it's older riflemen divisions with the newer infantry.
these troops were far superior and field tests of these troops provided America with huge moral boasts.
The new Mechinised Tanks looked impressive too, even comparible to the Russian T-55's. And the newly invented Marines, capable of Amphibious assaults provided America with a means to attack Russian and English Homelands.

It was this confidence, and beleif of a tactical advantage that led to an attack on Liverpool, 3 years ago.

It was a blinding failure. Instead of capturing Liverpool straight away, the English defended with larger numbers
than predicted and fought off the attack. The Russian landings at Kansas City forced a redeployment and the offensive
at Liverpool grinded to a halt in the mountians.

In a desparate attempt to cut off further Russian landings, the American overall commander
of American Combined Forces ordered both of her Fleets south towards Russia. Even then his
officers knew it was a mistake.

Now, due to his failures at Warwick, Liverpool and the impending loss of both of the American fleets,
You have been selected as his replacement.

Can you conquer your enemies? Or will you side with them in an attempt to end American aggression once and for all?



*************** SPOILER ALERT ***********************


Tactics:

please only read for the civ you want to play as.

America:-
Spoiler :

It may be possible to recall your fleets and avoid direct conflict with the larger English and Russian Fleets.
Your key here is to prevent further Russian landings so you can devote more units to Liverpool/Portsmouth fronts.

Avoid direct conflict with the enemy fleets for now. use submarines to hunt Transports and worry about the bigger ships later.

Defeating Liverpools first will remove a front and enable a larger force to attack the larger English areas to the North East past pPrtsmouth.

researching flight is a must to defeat the enemies navies. then u can go out and finish them off with your own fleets.

you might want to consider how to prevent further english reinforcement to liverpool.


Russia:-
Spoiler :

Do not reinforce Kansas City now, it is just a waste. it may even be an idea to rescue units currently there for use on another day.

capture St Louis as your first objective as it will be useful for a airbase later on.

research and build Mig fighters and aircraft carriers to protect your fleets. dont bother with bombers till later.

let england and america fight it out while you build more transports. build yourself more T55's and naval units in preparation for a larger scale invasion later.


England:-
Spoiler :

you have a chance to destory half of the American fleet and completely free the western ocean for free transports between your core homeland and the new world boardered with America.

recapturing and holding portsmouth allows transports to reinforce liverpool, keeping both fronts open.

America is unlikely to survive a long war of attrittion and so keeping the seas yours and reinforcing both fronts will enable you to advance and crush her.

becareful of attacking too early though.

 
i see no problem with my pedia.text or file/folder setup. (it works fine for me using the folder i uploaded)

only thing i can suggest is try extracting the .zip folder again.

making sure the whole thing is extracted to the following folder:

civ3\conquests\scenarios

if you are still having problems after trying this try double checking my pedia text and folder listings and filenames.

PM me if you require further help.
 
Version History:

1.01

Bugs

* 2 English destroyers were the default type, not English UU in Nottingham city.
* English and American HQ's now give Culture, like the Russian one.


1.02

Bugs

* English destroyers have now 7 movement instead of the old 1.
* American and English HQ's not giving culture.


1.10

Bugs

* Challenger tanks now have zone of control.
* fixed missing sound files for American Crusier
* harriers now have 14 operational range instead of the wrongly assigned 6.
* Deleted several units on western contient that i had placed as tests. can't beleive i missed these guys!
* added airlift abilities to several land units.
* fixed american scout spawning in russian tertitory.

Changes

* added new commando unit to replace marines for english civ.
* added russian marines, (using normal rifleman graphics though, explained in civopedia)
* added British paratrooper unit
* added US paratrooper unit.
* assigned standard paratrooper unit to russia.
* started to name all the ships and units. Mainly just important units done so far. all the ships are done now except subs and transports. (Russians will keep their destroyers known only be designation.)
* Done a huge update to the civopedia adding entries for everything i've added. i may have missed a couple however.
* added 3 more units of marines for USA offensive on Kansas City.
* Started designating wonders to various cities. this for several reasons although mainly to stop the AI building them instead of war units.
* removed lethal land bombard from bombers
* reduced all bombard values for aircraft.
* changed role of Harrier, it is now a fighter bomber and subsequently has an improved bombard value. (14 from 6)
* lancasters now also upgrade to Harriers.
* increased operational range of russian bombers from 6 to 8.
* changed graphics for russian bomber and changed it to the Ilyuschin (renamed as well)
* ilyuschin has improved defense (2 to 4) and a +1hp bonus
* added more american victory point locations.
* moved/added/deleted various units for balancing reasons and to encourage AI combat on first turn. (especially at sea)
* deleted extra copies of sound and images in the unit folders and changed INI paths to normal civ directories. dispite adding new units i've actually decreased file size!

1.11

Bugs

* Russia can now build her bombers.
* Lancaster bombers no longer need aluminium.
* Russian bomber removed from Moscow. (another test unit :-[ )



Changes

* Victory point total limit increased to 75,000 from 50,000. this is to increase the game time.
* Removed a battleship from english Eastern fleet for balancing reasons.
* added craters around fronts for graphical effect to represent the harshness of the fighting on the fronts.
* added victory point locations to:
- Boston,
- Baltimore,
- Miami,
- Seattle,
- New Orleans,
- Atlanta,
- Ruins near Liverpool,

* victory point locations are now worth 50 each instead of 25.
* wonders are now only worth 2 times cost instead of 10. (as they're pre-assigned you've done nothing to earn them)
* added some extra irrigation and other improvements to help increase city size.
* added city improvements to various cities. mainly aquaducts.
* placed iron near Novograd.
* placed coal near baltimore.
* increased price of railroad improvement by 50%. (12 to 18) to reduce "railroad sprawl" and put a higher value upon them.
* gave America another Oil and rubber resource. (san fransico and kansas respectively).
* placed russian transport near Yakutsk.
* moved Magellan's Voyage from New York to Hastings.


---- known bugs ----

* russian bomber pedia entry needs adding.
* russian bomber requires Flight.
* British carrier missing sound file. - Fixed: replacement .INI file attached. (i'll update the main files with this next major update, probs be V2.0)

NOTE: Glorious replacement .INI file atatched, unzip and place in location: "C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Scenarios\ClashT\Art\Units\Glorious "
 

Attachments

I've re-installed and it runs OK now. :)

Here are my comments:

- Bombers are lethal! And you did not warn us! :mad:
I just lost an army for bombers :cry:

- Civpedia needs to be improved (T80, BMP, Russian Inf, ...)

- Oil in Civpedia has too many hypertext links. Anything that can be done about that? Does it make sense to create oil2 and attach some units to it?

- You should say in Civpedia the units that the HQ produce.

- Why does the Russian HQ have culture and others don't?
 
bombers - sorry about that. i wanted them to be powerful. perhaps a tone down is required?

civopedia- agreed. i need more work to that.

oil - can you not just scroll across?

HQ- the others should produce culture as well. this will be fixed in next version.

i'll list the units they produce in a pedia update, also.

EDIT:

could you post some more details on what civ ur playing as, what bombers are too strong etc. and give some overall opinions to the scenario. areas to be improved etc. will be greatly appreicated.
 
Ur Mum said:
bombers - sorry about that. i wanted them to be powerful. perhaps a tone down is required?

I think so. I think bombers are too powerfull without being Lethal, but if they are... it's a killer. :nuke:

Maybe you could leave naval Lethality, but I would recommend removing Land Lethality.

I'm playing with Russia and will give you the full story later, but so far, I have not done much but have lost a lot of my navy to the American (normal) bombers. Also, I lost a few troops by not doing what you recommended in the spoiler (I was too stuborn). :(

There is something very tempting... wonders. In this scenario AI is not trying to build them and I find them too atractive to resist. I shouldn't because it's a bad strategy, but it's just too strong (I'm not ready to play at Demi-God level yet, I guess).
 
yes. i might make the wonders already built in some of the cities. or make them unbuildable.

i'll change lethal land bombard but think naval is required.

the tactics i have posted have come from my personal experience playing the game and from how i designed it. i've tested it quite extensively.

one of the main things i'm undecided on, is making a new version in which England and Russian main areas are on the western contients. or adding 2 more civs there. opinions here would be most welcomed.

EDIT: are you enjoying the scenario?
 
Version 1.10 released.
 
Downloading teh scenerio now. Looks good!
 
I'm playing as the Russians now. You should definately add more civs on the other continent! It would be even more fun!
 
hmmm. definately considering it. what civs would you like?

personally i'm thinking japan/germany. (there's so many great looking units available.)
 
Japan and germany are cool civs, but you might not want to make it seem too much like WWII...I personally would pick two civiliztions that are totally different from modern Europeans, like the Mayans and the Mongols for instance.
 
thats true, but i do require unit graphics for the civs. making it difficult to chose Maya/mongols due to the lack of modern unit graphics... I have used several WWII graphics in the scenario, dispite it not being a WW2 scen' (like i said before, i like the industrial-modern age wars).

possibly italians instead?

of course, the other option is to simply reorganise the city locations of the current civs. move the russians and english to the western contients. this would enable longer time at sea for the transports which is part of the idea of the scenario, to win the war at sea you must keep the mainland supplied by naval transports. also at the moment the range of aircraft means that there is no need to build aircraft carriers as they can fly from the cities to the targets.

personally i'm leaning towards changing the map around. including moving the fronts about. i';ll post a editted map preview showing what i mean. it may be possible to add another civ anyway.

give kansas back to usa, rename some russian cities and allocate them to usa, creating a battlefront around St Petersburg. giving the southern western contient to russia mainland. keep the english where they are. allow x wrapping. then russia would have to reinforce that southern contient from it's mainland using navy, also making usa reinforce the same front by navy (but easier for usa to reinforce as the lower distance, although they have to consider their other 2 fronts with england.

thsi would then leave the northern unoccupied contient available to the italians. they could be a former USA ally, who was behind in tech but USA donated tech/units (italians could use some USA graphics, especially for some which they dont have graphics for).

i could then leave italy as either neutral or an ally of USA. could add another layer of strategy.

leave your thoughts.
 
USA is meant to be strong, it has to fight off 2 allied oppenants. it should be pretty equal though, are you having a large advantage?

thanks for your opinions. keep 'em coming i love to hear about everything. no matter how small. this my first scenario and so all comments, positive and negetive are welcome.

ideas on italy so far:
* they will be supplied by partly american weapons (especally the modern navy) so most of they're modern units will be supplied by america (historically speaking anyways) so they'll have american modern units before they get to build the majority of they're own.
* behind in tech
* located on NW contient.
* potential trade partner and ally for both sides.
* generally weaker units compared to the main "titans" but will be cheaper.
* should add another layer to scenario including more units and graphics, and most importantly, deeper stategy.
 
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