D-Day scenario help

FC_Gregorius

Chieftain
Joined
Mar 22, 2003
Messages
14
Hi All,

I have been working on my D-Day scenario and have finally finished the map. Its a huge map and it took me a while to get all the cites in place.

I now am implementing the units and have some questions. If any body can help with these I would greatly appreciate it.

1. Is there any way to make the AI use imobile land units? I made gun enplacement (imobile, bombard) but the AI does not use it!!!

2. Is there a way to make a unit "invinsible". I want to make naval mines like thos in Nemo's Red Front. This way I can stop players landing in the other coastal areas and not destroying them.

3. Does anyone know where I can find any of the following units:
M3 Halftrack
Priest SP Howitzer
M10 Destroyer
Sherman Firefly
 
the invisible tag makes unit invisible to the enemy....

although i have a very big suspicion the AI sees em since they always seem to know where my subs are (they have the invisible tag)

u can try to make the inmobile unit set as an artillery in the AI use section..and then check the zone of control box...that might make the AI use it when units come within his bombing range...
 
papajonhs,

My bad...I actually meant 'Invincible'. I dont wont players killing a specific unit that will be used only as a barrier.

I will try the artillery thing and see what happens. Thanks for the feedback.

Also...you dont have any WW2 destroyers or crusiers in the works do you? I would love to use them in my scenario.
 
I just tried your suggestion papajohns and it worked perfectly. Maybe I should rethink the "Lethal Bombard Ship" attribute as alot of Allied vessals might go down very fast!!!
 
Whilst playtesting ideas, I noticed that pollution still appears even when all buildings produce -10 pollution and flags have been set to reduce pollution.

Is there any way to totally eliminate pollution???
 
mm..if its just a barrier why dont u make it as a terrain and then set it impassable to everyone ...
 
Originally posted by FC_Gregorius
2. Is there a way to make a unit "invinsible". I want to make naval mines like thos in Nemo's Red Front. This way I can stop players landing in the other coastal areas and not destroying them.
Give the unit 1000 attack and defence power.
 
giving attack/def might cause units to try to attack it and kill themselves...so its not a good idea unless u want that to happen..
 
Sorry for the late reply...pretty much only get the weekend to work on my scenario. I greatly appreciate the feedback.

After reading your suggestions I think I may leave out the "barrier" units. Seems like too much fooling aroung and it may also spoil the look and feel of the scenario as these barriers cant be removed after the initial D-Day landings are over (...how I wish Civ 3 had events!).


The only thing that worries me is that this opens the whole French coast which would allow units to invade outside the Normandy area. Would it be a good idea to leave the accuracy to the player or force it upon them like Nemo used to do in his Red Front scenario.

I also put the finishing touches to the map tonight. Here is a screenshot of the mini map. I have made London, Paris, Brussels and Antwerp large cities with urban terrain. I posted the Urban terrain somewhere on this forum last week.

Will post more screenshots and info soon.
 

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Heres is a screenshot of the Normandy beaches.

I have just started creating the naval force at the top of the screenshot.

I have so far started naming all the battleships and cruisers exactly as those used in the real invasion. I wont bother with the destroyers and other vessals as I have used 1 destroyer unit to represent roughly 5 ships of "other" type.
 

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Prussian,

These are the hold ups so far:

1. Locked diplomacy (waiting for Conquest)
2. I still cant find all the units I need. Searching constantly
3. I dont have a clue what to do with the tech tree. I wish I could just get rid of it!
4. Improvements still need tweaking
5. Still trying to figure out how to do certain things without the ability of using events.

Things I would like to do but cant:
1. Find "river" terrain and actually make a river tile that cant be crossed.
2. Use some form of bridge over the terrain mentioned in 1.

Overall, I think I can hopefully make an enjoyable scenario. The good thing is the AI wont have to do anything complicated except defend and hopefully use some of the UU I intend to include.

Also...Does anyone know if the Victory flag in the editor is the same as the ones used in Civ 2? Will the AI defend and capture cities marked as victory conditions or is it only for sudden death games.
 
FC - A few ideas that might help. I have never created a scenario so if I’m way off base, please forgive me. In regards to the tech tree, why not use it as a schedule of reinforcements. Basically, the sides start with units that can’t be re-built. The first “tech advance” takes about 1 week gametime to occur and allows them to build (either some or all) infantry, tanks, etc.. The next “tech advance” would occur on the very next turn (adjust the amount of research required) and makes all of the units obsolete. Then just repeat the process so that every few game days units can be produced. If the units are relatively inexpensive, they could be produced in one turn to help simulate the effect of reinforcements arriving. Or just have 1 tech that has a minimum of 100 turns or something to research if you want to take the “tech” tree stuff out.
As far as terrain, might be a way to manipulate the “flags” to have your desired effect. Maybe make Flood Plains unpassable to all wheeled units. Flag all (or most) units as wheeled. Now, the only way to cross the terrain would be if there is a road (bridge) crossing the terrain. Sounds like it could work. Anyway, just some ideas. The map looks great! Keep up the great work!
 
Prussian, I like your tech tree idea. I might give it a try and see what the results are. This may be a way of stopping the AI building Tiger and Panther tanks none stop.
 
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