Discussion in 'Civ3 - Completed Scenarios' started by Moff Jerjerrod, May 19, 2010.
Although the topic of the Second World rather beaten least you managed to bring her some zest!
A few things after downloading:
Errors in the 'pedia:
I also see a few 'discover their use' units, no offense, but that kinda annoys me. I'd like to know how to effectively use my arsenal to plan what I'm going to build (that's like if I were to show a leader a laser gun and tell him 'it's a surprise' when he asks how to use it). If you're going to fill it in when the rest of the 'pedia is done then that's ok.
Also, why not use AOI's naval system? I've not seen better foe civ3. Destroyers and subs used to bombard, battleships, battlecrusiers and cruisers to finish them off or take them on directly. Late war we'll see carrier groups and hk subs of course.
These are just from taking a look I'm about to give it a try.
Thanks for the feedback Teh Hobo. No offense taken, on the contrary thanks for the suggestions.
I'll repair the pedia errors and work on implementing a naval system similar to AOI for the next version. This will take some time of course. I need to study how the system works in AOI, which I have played extensively, and see how to apply it here.
As for the surprise units and how they work; my intention was to let the player have the joy of discovering how they work for himself. You do raise a valid point however. Perhaps I can included a brief guide to the new unit abilities.
Yeah the problem with normal civ naval combat is that subs are almost useless, same for destroyers (who's only real use lies in detecting subs).
I'll look forward to the fixes for the pedia, the game crashes almost every time I check a unit.
In my own WW2 mod, subs are the most powerful attack unit available. But they're still easy prey for destroyers and light cruisers. I don't know how the AOI system works.
I believe the subs in AoI are set up so that bombarding is the preferred attack. As such, the bombard values are quite high to simulate the effects of a torpedo hitting a ship.
Now the downside is that subs can then bombard cities and brutally damage or even kill the defenders (El Justo left "lethal bombard" on so subs could sink ships obviously).
New revision available. See first post!
I have released revision 1.1 of the biq. Note that you will need to download the entire main files again as well. My apologies to those that have already downloaded the main files. Rather than issue an incremental patch I simply repackaged the whole scenario.
For the next revision I will need to come up with a solution to the submarine and naval systems that were proposed by Teh Hobo.
Excellent, I'm downloading the new files. The Aoi system has subs really weak but with large bombard values and ROF 4-6 and lethal sea. You might want to give them stealth attack as well so instead of trying to sink the escorts the subs can slip past and sink the transports, but seeing as the subs are rather slow they can be hunted down by destroyers and those sub hunting planes you mentioned. For destroyers they should be strong enough totake on each other and subs and have a much lower bombard strength but a higher ROF, 3-5 ROF depending on the destroyer should work. I'll try it out myself too so I'm not just a theory guy .
I'm pretty sure the sub hunting planes wont work. It's been a while since I tried it but if I remember correctly, the plane will only detect invisible unites within 2 tiles of it's base/carrier. Have you tested it?
I have not tested it but theoretically it should work. Hope to prove/disprove that claim soon with some more play testing when I get a chance. Still working on a Naval system and a guide to some of the new unit abilities.
Hi Moff , I have found some help for you. El Justo gives in-sights ...
Even more advises can be found here on TheGuardians thread. EJs first post is on buttom of page 6. Read the rest of his posts to get an even better idea of his naval setup.
Hope it helps.
Thanks for the links General. This will surely come in handy when I start changing the ship stats.
No prob ,mate.
Be aware that our normal game prefers building Battleships late in the game. But EJs setup prefer building Destroyers ,Subs and Transports. But tends to build NO Battleships anymore. That can be unwished. So further adjustments of EJs naval setup should be needed.
Good luck ...
I did not know that. Definitely will need to look into this further because I do want the AI to continue to build some BBs mid to late game. One thing for sure though, I've noticed using Rocoteh's setup, the AI really does not produce many BBs period. It tends to build Transports and BCs and some DDs but that's about it.
I wonder if adding the blitz flag to BBs under EJ's system will encourage the AI to build Battleships more?
When you use Blitz ships the AI bombs harbour city into pieces. I personally mislike this. btw ,blitzing units can attack four (4) times per turn. Just imagine how 20 BBs arrive at your coast.
Despiting this ,it is just much too many power for the human player.
Good point about blitz. Ok I won't use that flag then. I'd rather have the AI not build BBs then to have the AI bombard me into oblivion while I wait for my turn to come up again.
Btw I started work last night on implementing the AOI naval combat system into my scenario. I'm not going to go the complex upgrade route that AOI goes through given the short timespan of my scenario in comparison to the timespan in AOI. I will, however, have changed the way subs and DDs work in WW2 Global - Reloaded.
That would happen for sure. ...and it was surely the reason why EJ has kicked Blitz.
Maybe I should add that AoI IS building BBs. But in my games only the USA does. EJ has made them very powerful compared with those of other nations. To compensate this the USA is building no minor naval vessels ,so far at least.
But I`m always has played with "General" difficulty level. Maybe that gives me a different game at all.
I did notice that EJ assigned different stats for the various BBs in any given Tech. I understand that he probably based those numbers off of real world specifications, however if that means the AI is less prone to build a unit because it does not deem it worth it based on the stats I'd rather have stats that are more uniform to encourage the AI. In a multiplayer game where all of your opponents are human then I could definitely go for the realism, but in singleplayer I want my AI opponent to use all if not most of the units in the scenario. If that means forfeiting realism for numbers that appeal to the AI, so be it. I'm not knocking realism, heck I would prefer to keep it as real as possible, but I'm not willing to do so at the expense of the AI not building units.
You'll notice I changed some of the aircraft specs from the original to help encourage the AI to build more fighters instead of bombers. My numbers are not perfect but I have noticed a slight increase in AI fighter production in my tests.
See first post for the addition of WW2 Global - Reloaded 2.0 with naval system a'la AOI.
It must be your particular game then, as a lot of factions still build dreadnoughts and superdreadnoughts in the late stages of AoI.
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