CurtSibling
ENEMY ACE™
Yo, comrades!
I have completed the final touches to my new effort, Dictator II.
I did mean to do Soviet Steel first, but I had to build a whole new
scenario template first, as I was unhappy about the old Dictator
map and events, etc.
A few weeks ago I was tempted to release the V5 version of Dictator.
But decided to totally rebuild the scenario from the ground up.
There were some fundamental problems in Dictator, like the AI unit usage,
unrealistic war events, and worst of all, the 'too many units' problem.
The 'too many units' thing was caused by the fact that I was using a giant
map with a maximum amount of cities. The map was too big to conquer...
Simply, the amount of units being made by the AI and human player were far
exceeding the unit limit, throwing the game into disarray. I set out to
create a new map, but ended up addressing a whole host of other issues in
the scenario, like icons, cities, people, rules and a ton of new events.
I noticed that the AI was not utilising the full range of units available,
because of the annoying Civ2 glitch involving unit strengths and roles.
Fixing this involved a new hit/firepower ratio system for each unit.
Which now enables the AI to use all the units to it's full advantage.
I also decided to use little AVI movies to illustrate crucial war events.
They are not long, but add to the experience...a little reward for your victory!
By the end of these changes, I realised that the mechanics of Dictator
had evolved so much it was nothing like the original...and played far better.
All in all, Dictator II is a step forward from the first Dictator scenario.
Like Planet of the Apes, it is not a remake, but a re-imagining.
From the WAVs to the AI performance, all is changed, hopefully for the best.
I have completed the final touches to my new effort, Dictator II.
I did mean to do Soviet Steel first, but I had to build a whole new
scenario template first, as I was unhappy about the old Dictator
map and events, etc.
A few weeks ago I was tempted to release the V5 version of Dictator.
But decided to totally rebuild the scenario from the ground up.
There were some fundamental problems in Dictator, like the AI unit usage,
unrealistic war events, and worst of all, the 'too many units' problem.
The 'too many units' thing was caused by the fact that I was using a giant
map with a maximum amount of cities. The map was too big to conquer...
Simply, the amount of units being made by the AI and human player were far
exceeding the unit limit, throwing the game into disarray. I set out to
create a new map, but ended up addressing a whole host of other issues in
the scenario, like icons, cities, people, rules and a ton of new events.
I noticed that the AI was not utilising the full range of units available,
because of the annoying Civ2 glitch involving unit strengths and roles.
Fixing this involved a new hit/firepower ratio system for each unit.
Which now enables the AI to use all the units to it's full advantage.
I also decided to use little AVI movies to illustrate crucial war events.
They are not long, but add to the experience...a little reward for your victory!
By the end of these changes, I realised that the mechanics of Dictator
had evolved so much it was nothing like the original...and played far better.
All in all, Dictator II is a step forward from the first Dictator scenario.
Like Planet of the Apes, it is not a remake, but a re-imagining.
From the WAVs to the AI performance, all is changed, hopefully for the best.