Freedom Fighters Beta

Commodore

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Jun 13, 2005
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Hey, everyone! Here is a beta version of my scenario based on EA games title Freedom Fighters. Please dowload and give feedback on what could be added or improved.

I would like to thank anyone whose graphics I used(PM me and I'll add your name to the credits that will be added to the final release), KingArthur for letting me use EFZI2 as the basic template for this scenario, and Weasel Op for providing some new ideas(some of which are not in the beta, but will be in the final release).

Well, enough talk, here's the file: http://www.civfanatics.net/downloads/civ3/scenarios/FreedomFighters.zip

Here's an updated labels.txt file for those of you with the 1.22 patch:
Obviouly, those who don't have the patch, just download the main file.


EDIT: Weasel Op and Kulade also get credit for the map, Kulade for making it and Weasel Op for giving it to me. Thanks guys! :goodjob:

Be sure to download the fixed pediaicons file as well.
 

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From first impressions, this looks great! I just recently (very recently) started playing Freedom Fighters, so this is a real treat. I'm going to play it right away.
 
Is the problem with the labels, script or both? which ever one it is I will post updated text files.
 
Ok, I'll work on those updated files and post them ASAP.
 
I'm sorry, my stubborness prevents me from downloading the patch(it's a sickness really). :lol:
 
Anyone with the 1.22 patch for Conquests, check the first post. I just posted an updated labels.txt file.
 
Has anyone played it yet? If so, how is it? What needs fixing/improvement?
 
@ The Omega: Alright I'll check that out. Probably just something I misspelled or forgot ot type in.
 
Man, I'm ashamed of myself. I looked at the PediaIcons.txt and there were a lot of problems with it. I think I fixed them all and the new .txt file can be found in the first post.
 
While you're at it, labels.txt still has problems. The year is "Build Airfield." The easiest way to fix it is to download the patch. ;) Maybe it doesn't prevent YOU from playing it, but it does make it harder for everyone else.

edit: demolition boat.... nice :D :evil:
buildings should have 2 MP to encourage the use of roads
why do all units have the same A/D values? :hmm:
that chainsaw gets really annoying afte a few turns
I know you haven't finished the pedia yet, but some basic info on unit abilities would be nice
I'm 18 turns from my first tech and the only units I can build are Scavenger (13 turns) and Rioter (27 turns)
I managed to take the World Financial Center, but the Soviets took it back the next turn, and I "suffered a humiiliating Wonder loss"...?
The Resistance is screwed. They don't have a chance. They start out with just enough to defend their own cities, but have practically no building potential. 29 turns to build a combat unit???
 
I'll try to fix the labels.txt one more time, if it doesn't work, then I'll break down and download the patch.

Yeah, I was thinking the same thing with that chainsaw when I played through it. I'll either find a new sound for it, or find a less annoying unit to replace it. :lol:

The units have the same value for A and D because that's just another one of my personality quirks ;) . I like to have my units have the same stats for A and D, it just makes sense to me for some reason. If you would like to play with the stats and suggest new ones, I'm open to it.

I'll get on that pedia right away. :salute:

So are you saying the techs/units should be made cheaper, or that there should be more starting units?
 
Commodore said:
So are you saying the techs/units should be made cheaper, or that there should be more starting units?
Both. Freedom Fighters don't start out with enough units, it takes them forever to research a singe tech, and by the time you've made a rioter, you're being overrun by commies.
 
Commodore said:
The units have the same value for A and D because that's just another one of my personality quirks ;) . I like to have my units have the same stats for A and D, it just makes sense to me for some reason. If you would like to play with the stats and suggest new ones, I'm open to it.
It's really hard to take a city when the Soviets are sitting on a +100% defense tile and the only units with higher stats are the "hero" units. Also, it forces the player to strategize instead of just mass-producing the strongest unit. I recommend something like this:
Rioter 4/1/1
Guerilla 6/4/2
Freedom Fighter 14/8/2
Police 5/7/2
Assassin 16/6/1 -2 HP
Technical 15/10/4
Tank Buster 14/8/1 (shouldnt be amphibious)
.....etc


So are you saying the techs/units should be made cheaper, or that there should be more starting units?
Both, and increase shield output. 0 shields on all terrain except bridges and residential isn't good. The Resistance should be able to build something combat-worthy in 10 turns or less. (see edit in other post) 29 turns is way too long to wait for the first additional units.
 
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