Dainichi Sekai Taisen version 2.0 Release

yoshi said:
So what else is there to do for v3.0?

well different sets of rules files - heaven forbid. Though I'm thinking of getting round my 'no file swapping' creed by splitting it into two scenarios with the saved game from part I playable in part two.

please note its all talk at the moment and I haven't decided to start work on v3 yet. One problem I'm facing is that everyone who has commented so far has not played a regular game and given comments on how the AI fights back.
 
Right. The tests I did were mostly in relation to AI diplomacy, not combat.

I'll play a round of 2.0 and see what happens.

...But did I hear mention of file swapping? I fear the world may never be the same again. ;)
 
kobayashi said:
Does EVERYONE know I dislike file swapping?

I don't like it either, it's very annoying and sometimes confusing, *sigh*, if only we had the source code.
 
kobayashi said:
Still holding my breath
My PC died and I haven't been able to reinstall Civ2 yet because I can't find the disk anywhere. (You'll have to hold it a little longer. ;) )

PrinceScamp said:
I don't like it either, it's very annoying and sometimes confusing, *sigh*, if only we had the source code.
Have you using Mercator's CivSwap?

(I'll get around to working on getting the code soon but so far nobody I've asked about helping out has replied so I don't want to hear anybody complaining that I'm taking too long.)
 
take a look in the general discussion...




as for the scenario, I played one game of it.. however, I played it one level below the lowest allowed, since it was my first game of Civ II in... one and a half years I think.

anyway, I should've played at a higher level: I had every single objective but Pearl Harbour (wow! that city is like impossible to take!) and I even took over Australia. The US made it pretty hard for me in the Indonesian archipelacho.. I think the former Dutch colony (especially Java) switched sides 5 or 6 times. The Chinese were easy to take out...

One thing: I only built two new battleships in the entire game. Not only didn't I lose many of the old ones (probably also because I was playing on a lower level), but also because battleships just take a really long time to be built. I prefered to build many cruisers that are also very valuable in preventing landings and attacking cities without coastal defences.

Another thing, which might be my own fault, is that I didn't really understand when time was ripe to attack Pearl Harbour... when the message came, I assumed I had time to december 1941 at least..

Also the English commandos were not even teasers in my game.. they never damaged any of my units out of the green, and even weren't much of a hinder with their Zone of Control.

Other than that, good scenario! Still love the in-game messages and very nice readme!
 
Long time no see. I've released a couple of scenarios since your absence.

You played two levels below the recommended level so I guess its not supprising that you had an easy game. One thing about DST is the limited manpower you have and the recommended difficulty requires you to station a garrison of two to three everywhere. This is meant to mirror the problem the japs had. Without this constraint, it would be pretty easy to sweep across asia.

You aren't allowed to negotiate with the dutch so from which side to which side did they swap from?

hope you play another game at the recommended difficulty level. nevertheless, I'm interested in the overall stategy of your first game and some more details please.
 
Yes! VERY long time no see! I've skimmed the threads and it indeed seems you've been busy :D

kobayashi said:
You played two levels below the recommended level so I guess its not supprising that you had an easy game. One thing about DST is the limited manpower you have and the recommended difficulty requires you to station a garrison of two to three everywhere. This is meant to mirror the problem the japs had. Without this constraint, it would be pretty easy to sweep across asia..

Yeah, I kind of figured I did play too low when I was waiting for a huge invasion by the US and it didn't come... I should play it again on recommended level!


kobayashi said:
You aren't allowed to negotiate with the dutch so from which side to which side did they swap from?.

No no, I didn't mean it like that. I invaded and conquered Indonesia in the end, but some of the conquered cities (mainly the ones on Java) were reconquered by the Americans, and then reconquered by me.. and that repeated itself a couple of times haha. It wasn't a point of critizism, just the one most dificult phase I had (because I played too low).

kobayashi said:
hope you play another game at the recommended difficulty level. nevertheless, I'm interested in the overall stategy of your first game and some more details please.

Well, I tried to follow the basic plot you set out. Take the barbarian cities (got all but one that was taken by the Chinese), make the Chinese declare war and take them over.. that wasn't that big of a problem, especially not with some transports bringing over tanks from Japan.

After that I set for Indochina, which was a bit harder already.. I took Vietnam, Rangoon and Georgetown before hitting a stalemate that lasted for some time. In the meanwhile I prepared an attack for the Filipines and had moved some troops to Pearl Harbour, which of course attacked.. but against the city it had no chance at all, so I decided to concentrate on less distant goals.

Together with the Filipines I took the Dutch East Indies, without Borneo. I went in there mainly through huge shore bombardments and the one single parachute unit.. it was a big disaster when he died defending Batavia. Anyway, after securing the Filipines I also took Borneo, and some Pacific islands... and setted out to finish the Western Allies of in South-East Asia. This did cost me some ships, but taking Singapore was really good for the front on the other side. I conquered Dhaka, but the allies in the end blew it to smithereens trying to reconquer it.

And well, after the long fights for Java the resistance was broken and I could basically do what i want. I took Australia, and even India fell before the game ended. Pearl Harbour or Maui I never could take, not even shore-bomb empty. Russia I never attacked, nor the American mainland or Alaska.

I do have a question: what are the resources units good for exactly? Are they meant to be disbanded and add to production?
 
You take the raw materials unit back to japan and use it to attack the Japanese(P) city and this produces a free resources unit which is to be used exactly as you described. Pretty good for rushing a wonder or building a port facility on a god forsaken island.

Couple of other questions. What about allied bombers and torpedo bombers, didn't they give you any trouble? What about allied submarines?

Where did American marines land?

How did you take Australia with all the free ground units spawned there?

Any ideas how to strengthen Western China?
 
kobayashi said:
You take the raw materials unit back to japan and use it to attack the Japanese(P) city and this produces a free resources unit which is to be used exactly as you described. Pretty good for rushing a wonder or building a port facility on a god forsaken island.

kobayashi said:
Couple of other questions. What about allied bombers and torpedo bombers, didn't they give you any trouble? What about allied submarines?

kobayashi said:
Where did American marines land?

If I remember correctly some landed on the Filipines, but the majority were paratroopers that landed in Indonesia. At some point I destroyed a convoy off the shore of my own Japan though.

kobayashi said:
How did you take Australia with all the free ground units spawned there?

My tanks were able to take care of this: it was nothing more than a delaying factor.. Bombing from Dili, shore bombardments, let the convoy drop a tank and take the city.. this was the basic idea for almost all attacks. Of course I also sent units over land, but when fortified the marines usually lost against them in an attack (maybe because of the lower level?).

kobayashi said:
Any ideas how to strengthen Western China?

The Chinese inlands? Hmm.. can't think of anything creative really.. maybe just giving one or two cities fortifications or giving one barb city to the Chinese. Again, it might not be really needed, it could be just because of the low level?
 
Ah and.. Bangkok always falls into enemy hands, usually the Western Allies take it.. is that meant to be? And there is an awful lot of peace offering...
 
Oh, so I don't need to test the AI negotiation anymore?

(BTW, I was able to re-install MGE but now that I'm running XP on my new system, the game crashes which, in XP results in your whole system shutting down--I assume because the OS wants to prevent the 'malicious' program from doing any more damage. Point is, until I can get Civ2 running on my system, I can't test anything. If anyone has a solution to this problem, PM me.)

P.S. There may be some progress made in the source code petition in the next month. Not sure yet.
 
kobayashi said:
Try fiddling with the XP compatibility settings (right click the program icon and was it choose properties to access the options?)
Got it working. The problem was something else entirely. Thanks.

Before I get to playing this thing, a few issues that immediately came to mind (I may have mentioned them elsewhere):

1. The Japanese have too many units on turn 1 IMO; the first turn is especially tedious because the units are scattered all over the western Pacific and you have to go through all of them and send them to or near ports. It would be better (again, this is only my personal opinion) if there were fewer units in general and that most of them start out sentried somewhere or already set to go wherever they may have been required to go historically.

2. The Supplies thing: it plays weird. There's got to be a simpler way of doing it. Here's what I propose:
- Imperial aquisitions: Japanese Supplies spawn (interval) in certain captured 'resource-producing' cities (e.g. cities in Manchuria produce Iron so you get supplies from there).
- Peacetime trade: Japanese Supplies spawn near historical trading cities but only when Japanese research those trade routes...or better yet, when Japanese use Diplomat to bribe foreign unit blocking spawn coordinates. Blocking unit is expensive so the Japanese need to keep their economy going to open the new routes. If war is declared, these routes in belligerent territory are eliminated (blocked). It would be really helpful if you had a seperate Neutral civ so you could block squares with 'Impassable' units (Neuatral invisible, immobile unit) that couldn't be removed (Neutral civ is Democracy so can't bribe either). This should work although I've yet to test the whole thing. Would play better than Japanese (P) system...IMO. :D

Outbreak of war: I would suggest what I suggested before: trigger the appearance of most rival units instead of leaving it up to the AI (i.e. give the AI few units until outbreak). The AI won't give you a hard time using MoveUnit since you'd be moving sea units over a large water mass (less chance of orders cleared by adjacent rival units).

PrinceScamp said:
Eh? Never heard of it.

http://www.civgaming.net/mercator/mapedit/civswap_readme.html
 
Yoshi,

glad to see you finally will get to 'enjoy' DST

Starting Units - the idea is letting the player get a feel of what units he has and where they are. It may be a tad tedious for that one turn but I've played several scenarios where I only discovered my own units halfway into the game. ps, the number of battleships, carriers, battlecruisers etc is exactly correct for the time period.

Trade system - the idea is to force you to transport the goods, maintain the logistics required to ship raw and processed goods and protect your merchant fleet and feel the anguish when one is torpedoed just short of reaching harbor. Realize the pain the Japs felt when they couldn't get the supplies they needed even though they had conquered vast territories....
 
Starting units: You're right about the scens--some designers forget to tell the player where everything is and some sentried units in some corner of the map get overlooked.

I see you're point about the units. May I suggest then that you just have them already set to go somewhere (i.e. give Go To order, calculating that they run out of moves around where you want them to 'start' and save). That way, lazy bums like me have the choice of just letting the units go where they have to go--preferrably to a city where I can then just sentry them if I want--or taking over and sending them elsewhere. This can also help to give the player a sense of where to send units for use later on when hostilities begin.

(I shouldn't have used the word, 'tedious'--it's just bias on my part because I don't have a lot of time so I like to be able to get through turns quickly hopefully without losing to much of the strategic element.)

Trade system: I figured the logistical aspect would be maintained as far as shipping the supplies was concerned (except that you don't have to ship them to the Japanese (P) cities first). Simplifies things somewhat. The economic aspectis maintained because the diplomat has to bribe the Port unit.
 
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