FALKLANDS WAR Scenario!!!

Oh, I don't know. I made a Falklands scenario in the classic civ2 once (never sent it out - before my home internet connection), it turned out far too easy for the British and it was never very good... I know how hard it is to make neutral scenarios, though I don't know how you've done, as I haven't downloaded the above files yet (will do it in a minute). :goodjob:
 
Did a quick playtest on it (all I have time to do), here's the report:

A nice scenario, good potential, not quite ready for official release, though. I think if you put some more work into it, it will be one of the memorable scenarios, particularly because it is quite unexplored territory.

Flaws (in the order I encountered them):

You'll probably need to translate the intro text to English :goodjob:

The tiles around your windows, those you have customised, with British and Argentinian flags, they are distracting. The colours are too powerful and the flags don't look very good. Experiment a little with that. :)

The first events text says "...a tough and quick british reaction reacción británica. A group of...". Just to let you know... ;)

When you play as the British, units are expanded due to production shortages in the cities. You might want to change some British home cities to "none" - and they didn't really originate from Port Stanley... :D

The turns are called Semana 0-20. Does that mean day? You might want to translate that.

In the first turn the two sides are not at war. They should be. The fact that they're not means that the Argentinians don't leave their transports and land on British soil, and it gives the Brits an unnecessary chance to attack the Argentinians first, and disrupt some of the game play.

You might also want to change the names of the civs to good English names. It for instance says "Rep. de Chile" or something like that as the pluralis name. Why don't you change the names to for instance "Chileans/Chilean", "Argentinians/Argentinian" or "Republic of Chile/Chileans" etc.?

The transports should have an attack factor of 0. As they are now, the Argentinians and British attack the cities with them, losing lots of units in a quite unrealistic way.

Basically the scenario is far too easy to play as the British. The Argentinians don't take any more than Port Stanley and can easily be defeated by the British forces. You might want to make the Argentinian landings far stronger and more numerous, also to symbolise the shockingly fast takeover of the Malvinas.

The British planes you have "locked in" on the eastern map border die before they can reach any city, only the helicopters survive. Also, the northern planes didn't arrive before after the British have retaken Port Stanley (I did that in turn 8) - but that's because it's too easy for the British...

The citytaken event for Port Stanley says this: "the truly agressor and unique responsible for the miltary escalate." You must mean "the true agressor and being uniquely responsible for the miltary escalation", right? There are other typos in that event and other places in the game. It doesn't really matter, but now you know it. :goodjob:

You do know that Alpine Troops appear when a city is taken? That's because it is in the "Partisan slot" of the units file. I don't know if that's intentional.

Finally, you might want an event for the British takeover of Port Stanley. :)


It's up to you if you want to change any of the above, just suggestions. But a very good scenario, lots of potential, for a scn-maker newbie like you... :D
 
Thanx for the comments Insurgent!!!! :goodjob:

Well, let me answer them:

1) In reference to the language: I don´t know if you read the thread, but I pointed out that i haven´t translate everything yet.
So, don´t worry about it. The final version will be entirely in english :goodjob:
BTW, Semana = Week :D

2) As I said in my thread this version is only for Argentina!!! Don´t use England please. You´ll experience all the problems that you report in your last post. The AI sucks as Argentina

3) Regarding the flags in the windows (the ones i customized). You are right, i´m not sure about it. Do you have an idea? I don´t know...

4)
In the first turn the two sides are not at war. They should be. The fact that they're not means that the Argentinians don't leave their transports and land on British soil, and it gives the Brits an unnecessary chance to attack the Argentinians first, and disrupt some of the game play.

I agree with you. I should change that. I´ll take it into account. Thanx :goodjob:

5)
The transports should have an attack factor of 0
Ok. I´ll modify that inmediatly. Sometimes, i forgot that the AI is stupid.

6)
You do know that Alpine Troops appear when a city is taken? That's because it is in the "Partisan slot" of the units file. I don't know if that's intentional.
Yes, other guys told me that. Don´t worry i´ll fix it in the final version.

7)
Finally, you might want an event for the British takeover of Port Stanley.
I know it!!! As i said before, it´s just the first version. I just wanted to posted so experienced players could tell me the failures.

But a very good scenario, lots of potential, for a scn-maker newbie like you...

Thanx!!!! I did my best :goodjob:
 
1. Needs more translating, especially for unknown orginzations like TIAS. Is that OAS (organization of American States) or Rio Treaty. It's not very clear.

2. Scenario would be better with less money for all the starters.

3. Unit problems. I though C-130's was a transport plane, not a bomber. In any case, your C-130 looks more like a B-52.

4. Some units border Chile to closely, causing them to get somewhat upset, and they eventually demand their withdraw.

5. The english carriers are without planes, because their AI is dumb. I don't know how you can fix that.

6. Need to change the objectives, it's marking me at a defeat when I hold all of the Falklands.

7. Guarding the Chilean border is somewhat distracting. Their units should be immobile unless you want them to be a wild card.

That's it for now. I'm still mid-turn, my navy and air force have just ambushed the english navy off the coast of Port Stanley. It was tense for a while, with only a cruiser a destroyer, and the Santa Fe on station, with only one exocet between them. The exocet sank an english transport first, crippling their invasion fleet. They moved their units closer and sank my destroyer. The cruiser and the Sante Fe ripped into the english fleet, sinking destroyers, cruisers, and two submarines, including their special unit. Numerous sea wolf cruise missiles were destroyed with it. Also, two long range C-130 Hercules launched from my carrier last turn finally arrived on patrol, sinking cruisers and destroyers.

The remains of the english fleet, including reinforced Harriers and Lynx helicopters, sank my cruiser and the Santa Fe, and a frigate that was en route to reinforce them, though curiously left the bombers intact. They shall pay for mistake, as my carrier is now in striking distance of a single turn, as well as land based bombers off Port Stanley. I have destroyed the remains of their forward destroyers, crippled their frigate, and sank helicopters with my fighters. Their two carriers remain, though they remain planeless (I have spotted one), and I have no doubt more of the english fleet will arrive. But I have reinforced the Falklands just in time, and we shall hold. :D
 
Another one!!! Thanx Pinkygen!!!!! :goodjob:

My answers to your comments:

1)
I told that several times!!! :cry: I haven´t translate everything. And it´s TIAR. It´s a "defensive american (not USA. the continente) treaty" It´s something differente than the OAS.

2)
You are right. I´ll fix it.

3)
Mmm... i´m not sure about it. I just wanted to put a bomber there.

4)
Yes, in some way i felt that this may be troublesome. and boring too. I´ll work on that.

5)
Sorry but i can´t fix that. The AI is dumb.

6)
Well, i have no experience with this "objectives" thing. I´ll take a look.

7)
Yes, i have to experiment with the wild card possibilty.

All in all, i feel that this scenario will be suitable for multiplayer. Let me test it...
 
But the planes that run out of fuel before they can be used are really quite pointless, aren't they?
It's meant only for play as Argentinians? Couldn't you make a separate scenario then, for the British?
As for the borders around the windows, I'll have a look at it (no guarantees)...

Gosh, we're not being too harsh on you, are we? :goodjob:
 
Actually, the English planes engaged me, and sank some of my ships, bombers, and fighters. Of course, then my carrier launched my fighters and sank theirs (especially when they stacked up).

That's the problem with a complex naval war scenario like this, the AI doesn't know how to do it.
 
Well, here come the answers!!!!

Insurgent:
It's meant only for play as Argentinians? Couldn't you make a separate scenario then, for the British?
Sorry, but it´s almost impossible to guide AI argentinian troops!!!!
The AI is extremely dumb!!!!
As you said, the British AI losses many planes because they ran out of fuel. And how far are they from the isles? 15 squares?
Imagine if I have to guide AI planes + transport vessels from the continent to Port Stanely for example?
Believe me, I tried it. The AI disembark wherever he wants!!! :mad:

Pinkygen:
That's the problem with a complex naval war scenario like this, the AI doesn't know how to do it.
Great!! You understood my point of view.

techumseh:
Have you thought about multiplayer? If you have MGE or ToT, you could make it a 2 player scenario. It's actually much easier to design, because you don't have to manipulate the AI into producing historical results. Also, the AI is completely unable to use aircraft carriers.
Well, I feel that would be the most suitable solution.
I have MGE!!! So, i´m goint to test it...
Anyway, i´m going to work with all your comments. Ok?
So, give me 2 or 3 days to redesign a couple of things, fix errors, and include other things. ok?

After that, i´ll post a new version and then we could try the multiplayer option!!!

Gosh, we're not being too harsh on you, are we?
:D Don´t worry Insurgent. Well, i have to admit that sometimes your complaints pissed me off.
But my goal is to create a good Falklands War Scenario. So, I need feedback from you guys. You are experienced players and I need your opinions. :goodjob:
 
Originally posted by academia
Great!! You understood my point of view.

Oh, don't get me wrong. If played just one of my scenarios, you'll see how uncontrollable my AI's are.

I just think you should increase the range of the British planes, so that it is actually possible for the AI to use them. As it is now, it's not possible.
When I think about it, I think you should change the terrain under the planes instead to some ground terrain with an airbase. That'd solve the problem! :goodjob:

:D Don´t worry Insurgent. Well, i have to admit that sometimes your complaints pissed me off.
But my goal is to create a good Falklands War Scenario. So, I need feedback from you guys. You are experienced players and I need your opinions. :goodjob:

Oh, it wasn't intended as complaints, rather as suggestions. I really think the scenario will be good, it just needed some polishing. And also, I didn't read all the posts on the thread, so I may have said some obvious things... :D
 
I thought this was FW. Is it MGE? Or Gold?
Well, i´m not sure about. I have all them installed in my hard disk :D
 
Maybe you could make two .scn files.
1 argentinian.scn, where you need to conquer the Malvinas etc.
And 1 english.scn where the argentinians have already invaded the Malvinas. That way the English player should directly liberate the Malvinas. Don't give the argentinian AI any planes in the beginning, but give them through events, so that when the english human player already is on the islands, the AI can use them to attack english bombers.
 
I also tested it, and I kinda have the same remarks as the rest:
- Translations, ...
- The money

But I thought: maybe you could give the planes some extra movement? That's more realistic.
 
AoW: It's made for MGE, which is identical with Civ2 Gold (Civ2 Multiplayer Gold Edition)...

And I would go for the airbase option for the British planes on the eastern border of the map. Making airbases under them would solve it all.
 
But I thought: maybe you could give the planes some extra movement? That's more realistic.
And I would go for the airbase option for the British planes on the eastern border of the map. Making airbases under them would solve it all.

Calm down guys! I´ve already added airbases. The problem is solved.
 
Thank you. :cool: :D
 
I have an interesting idea for British airbases that incorporates the carrier. Basically, this would only be in the scenario where Britain is AI and Argentina is human.

Dot the ocean around the Falklands with two little one square air bases, and put some immobile (but strong) english units on them. Maybe the AI will use these as bases for the planes.

But there is more. There would still be the two British carriers. Create an event that when one of these carriers is sunk, one of the islands is changed to a sea square. Any British plane there might disappear. Or even if though don't disapear, they can only spend so long in the air before crashing. Then, when the other carrier is destroyed, have an event destroy the second island as well (you might two nearly identical carrier units for this, not sure).

The only problem is that the AI might not use the small island airbases. I guess increasing the range of planes could also work, but then it's not really carrier warfare.

Or you could ignore this completely, and my feelings would not be hurtl. :cry: ;)
 
Interesting idea. And I think it would work, but then the British must have two separate carriers, since it won't work with just one carrier unit...
 
Originally posted by PinkyGen
(you might two nearly identical carrier units for this, not sure).

)

Should have phrased it better, but yes, you would units for the two english carriers, but this way you get see their cool English Carrier Names too. :D

Of course, that means two units would need to be taken out. I nominate those Chilean helicopters and Canberras (I never saw any of those).

One more annoying question. Why is the frigate more powerful than destroyers or cruisers? I thought frigates were smaller.
 
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