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BeBro

King of the Krauts
Joined
Nov 2, 2000
Messages
1,924
Location
Germany
The playtest for the German version of Cross&Crescent 2.0 are underway. I don´t have an English version yet, but once the german version is nearly bugfree, the translation willl be no problem. So I thought its time for a more detailed preview...

First, some screenshots:
 
Looks great! Can't wait to get the english version :)
 
CROSS&CRESCENT (German: KREUZ&HALBMOND) is basically a scenario dealing with the development of the Dark Ages to the Middle Ages. The conflicts between Christians and Muslims, which found their climax in the Crusades and the Reconquista (liberation of Spain by Christian armies), play a significant role in this scenario.
Although there are, of course, many historically accurate elements, CROSS&CRESCENT is no precise Crusade-scenario.

The description above is the same as for v1.0, the general background has not changed much. However, there are lots of improvements:

- better map
- multiple events
- more units
- improved gfx

Playable civs: English, Germans, Franks

Not Playable: Aijubides, Almohads, Byzantines, Independants

Mongols and Seldjuks are Barbarians

I know that is is not absolutely correct to choose Aijubides and Almohads from the beginning, but, Civ cannot reflect the changes of the medieval very well, it is simply impossible to include all important civs...;)

The main problem: historical accuracy or playability?

Not easy to find a balance here. In Imperium Romanum, it was quite easy, you start as Romans, and conquer as much as they did, this can be reflected very good by the events.

Now in C&C it is a bit more difficult, some empires were born in the middle ages, some declined, but the human player will probably conquer the whole map as in Imperium Romanum, even if the historic events say something different.

Despite this, I decided to give text messages about the most important events, but only some of them do really change the game to make it more accurate. For example I enforce the capture of Jerusalem on the first crusade via events, but I don´t create lots of crusaders in the holy land to reflect every crusade. This would cost too mcuh events space, but more important, it is on the players side to establish his own crusader states. This solution is simply more fun IMO...;)

Ok, feedback, criticism etc is of course welcome...;)
 
Originally posted by Arthedain
Looks great! Can't wait to get the english version :)

Thanks :) I will do my best to ensure that you don´t have to wait too long...;)
 
:goodjob:
Shots however looked quite like Imperium Romanum.
Which is THY MOST fun scenario I've ever seen. I wanted to ask why shouldn't I change the ruler's name (it says so in the beginning). :goodjob:
 
Gaius, a scenario with multiple events files (like Imperium Romanum) has a technical problem: when you change the events files, and reload your savegame to continue playing, Civ2 normally would not accept any events, because the old events are still stored in the savegame.

Therefore one has to remove these old events from the savegame with the little MicroProse tool "delevent.exe", and in Imperium Romanum, this is automatically done by the setup batchfiles. However, I had to specify the names of the savegames (otherwise delevent would not find them) in the setup files. But every savegame in Civ begins with the leader name, (eg. ca_b371.sav if your leader is Caesar), so you need "fixed" leader names to specify the correct names of the savegames.

Theoretically, you can change the leader names and use "delevent" manually before you reload, if you are familiar with this...;)
 
Well, what for the delevent.exe is then;)
I thought there might be another event connected with the leader name. I wanted to say bout I.R. (i know its off topic) that it lacks
a bit from one very important Civ component -- no diplomacy!
And which is completely against the historical scene also, I rathet think that Sid got on the knowledge exchange idea from Ancient history first place.
 
Originally posted by Eyn
in your event option... just add a Text like that
"Save game as X , run X.bat then reload saved game"

Ooops, I never thought of this :o, its a very good idea...:goodjob:

I wanted to say bout I.R. (i know its off topic) that it lacks a bit from one very important Civ component -- no diplomacy!

Yes, I know that this is not ideal, but since there are so many cvi-specific units and techs, I decided to disable diplomacy because I don´t want that other civs could have those units too (e.g it would be stupid if Persians could build legions, or if the Romans could use Elephants).

The second reason is that you cannot control Ai behavior when diplomacy is enabled (the makeaggression triggers don´t work very well). For example I wanted to have an invasion of Ai Macedonians in (also Ai controlled) Persia by the time Alex the great did this - if diplomacy is enabled then the Ai could decide to make peace at that time.

Therefore also Cross&Crescent is without negotiations...:( but I think it will be fun despite this...;)
 
You could block several diplomatic actions like btween Macd & Pers.
And You could block the civ exchange note out of text file (like in Russ. Civil War which isnt also the best example). Anyway I still admire this game a lot, even it is so static, as one can get, but the artwork is superb. I think that artwork has reached the top in Ancient Rome scenarios and from that time everybody should use Your graphics and add their only if they have at same quality and style :)
 
Yes, I know there are several possibilities to enable diplomacy even with unique units or techs. Its also possible to block negotiations only for some civs. However, in a scn like Imperium Romanum, with mutiple events and rules files, the amount of work for such changes is just horrible, because every small change in that field could have significant impact on the game.

The situation between Persia/Macedonia is only one example, the same goes for other civs (e.g. Rome/Carthage). Every civ has its own mini tech tree to build own units. With negotiations allowed the Ai would exchange whatever it likes. Changing only the text messages doesn´t help then. You could try to avoid that by giving techs that make some of your units obsolete for the Ai (and vice versa), but for so much units (and several civs) it is simply too complicated...:(

Some scn designers make house rules to prevent tech exchanges during negotiations, but I don´t like this concept.

I think you can implement diplomacy and unique techs/unit much better in Civ2 test of Time, perhaps I make a special ToT versions, when I have enough time...;)

But thanks for your feedback, I really appreciate it :)
 
You´re right...;)

Ok, some more details:

The scn is qbjective based, but I changed the objective cities (compared to v1.0) a bit. Also I included only 1-point objectives to make it MGE friendly...

Victory conditions:

14 Points - Decisive Victory
12 Points - Marginal Victory
10 Points - Marginal Defeat
8 Points - Decisive Defeat

Objective cities:

Rome, Constantinople, Antiochia, Jerusalem, Damascus,
Tripolis, Edessa, Cairo, Acco, Damietta, Tunis, Granada,
Cordoba, Lisbon, Palermo

Except of Rome, Constantinople, and Antiochia all of these cities are in the hands of the Muslims at the start, so you are forced to make "crusades"... :)
 
Originally posted by BeBro
Therefore one has to remove these old events from the savegame with the little MicroProse tool "delevent.exe", and in Imperium Romanum, this is automatically done by the setup batchfiles. However, I had to specify the names of the savegames (otherwise delevent would not find them) in the setup files. But every savegame in Civ begins with the leader name, (eg. ca_b371.sav if your leader is Caesar), so you need "fixed" leader names to specify the correct names of the savegames.

Theoretically, you can change the leader names and use "delevent" manually before you reload, if you are familiar with this...;)

Can´t you simply pass the filename around as an argument. I.e. tell them to drop their savegame onto your batch file. I used this method in the batch files I made for Maciej´s scenarios.
 
A long time in coming Bernd, and it looks quite excellent.

I look foward to it's English release, and you can count on my usual support. ;)
 
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