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Over the Reich Playtest - McMonkey v. JPetroski

Discussion in 'Civ2 - Scenario League' started by JPetroski, Jun 26, 2011.

  1. JPetroski

    JPetroski Chieftain

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    Just saving this for when McMonkey plays his turn :)
     
  2. McMonkey

    McMonkey ----Evertonian---- SLeague Staff

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    Excellent. May not be able to do it tonight as I really need to catch up with my turns at Webring after my trip to Poland. Hopefully I will have the time tomorrow. Looking forward to it!
     
  3. JPetroski

    JPetroski Chieftain

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    Well, I found my first stupid (critical) error. The US bombers don't have the range to reach the targets they need to hit!

    Please use these rules (they increase the range of heavy bombers and the P-51s).
     

    Attached Files:

  4. JPetroski

    JPetroski Chieftain

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    Hey McMonkey, Just a heads up, later tonight I will be uploading a slightly modified events file. It will not affect anything you have done, so feel free to play your turn even if you start before I upload it!

    It will grant $500 per turn if the USAAF takes out all the sub bases (otherwise there's really no point to going after them, except perhaps to avoid the flight to Vienna).
     
  5. JPetroski

    JPetroski Chieftain

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    Here it is... Untested but I doubt the extra event will sink the game.

    (I'm pretty sure you can't just go using delevent once certain flags get checked, so this will be the last update).
     

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  6. JPetroski

    JPetroski Chieftain

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    ...But since we haven't checked any flags yet, and because I forgot to limit a certain text phrase to justonce, here is another version.

    This thread is quickly turning into a prime example of why I normally do closed betas ;)
     

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  7. JPetroski

    JPetroski Chieftain

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    One more change to the rules (won't effect your turn). Have changed Allied bomber movement points. Used to be 50x6, now divided by 25x12. This will force more encounters in the early goings and give the Luftwaffe a chance to intercept.
     

    Attached Files:

  8. JPetroski

    JPetroski Chieftain

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    Major Change... (and yes, I realize how annoying this is!)

    - More USAAF cities (10 proved far too little)
    - Edited out "Alpine" from locomotive - error
    - A few allied airfield units in England.
    - Beefed up English defenses (were too sparse).
    - Allies start with more units (still no escorts with range, but several more Spitfire squadrons).

    Basic idea is to keep Germany from just being able to wipe out everything on first turn...
     

    Attached Files:

  9. JPetroski

    JPetroski Chieftain

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    Increased time for Allied bombers to be produced (shouldn't effect your turn).
     

    Attached Files:

  10. JPetroski

    JPetroski Chieftain

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    An adjusted USAAF science rate, and lower range for P-47D.

    This would effect your turn, so if you haven't played yet, please use this scenario file. If you have, then I will manually adjust my science rate to try and keep things fair (forgot to do this after adding some cities, and it wound up making the Allies have twice the rate as the Luftwaffe).

    If you've played, you can just adjust your rules file to have the P-47D move 30x5 rather than 40x5.
     

    Attached Files:

  11. McMonkey

    McMonkey ----Evertonian---- SLeague Staff

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    Just downloaded the rar from post #10 and I will play from that. As I said in my PM I appologize for the delay. I have literally been trying to get through ten tasks simultaneously. Going to put the kids to bed and have a little drink and relax before launching into the first turn. My brain feels like its about to explode :run:
     
  12. JPetroski

    JPetroski Chieftain

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    Copy #10 over #8 and you should be all set (#10 does not include event changes).

    #10 does have the rules, so if need be I can always delevent my turn if you don't have the latest events running. Just let me know what you've done once you're done :)

    And again, no problem for the delay. You can see that I needed it :D
     
  13. JPetroski

    JPetroski Chieftain

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    Hey McMonkey,

    I was doing a bit of testing and noticed a problem: I had tried to have two different city graphics for light and heavy flak and planned on using aqueducts to accomplish this. Unfortunately, this ended up capping the airfields because I didn't give them the necessary improvements to grow. Size wise, and production wise, this is no problem, but it had a very negative effect on science rate (particularly yours).

    I can fix this for the main release but for now, I suggest we both change the aqueduct/sewer back to 8,12. Unfortunately it will muck up the icons for flak but oh well.

    I'm afraid if we don't make this change, you will never get 262s!

    Further, I noticed that the 109K4's FP was 2 instead of 3.

    Anyway, I've attached the new rules file to make it easier. I don't see how this will effect a turn.
     

    Attached Files:

  14. JPetroski

    JPetroski Chieftain

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    Oh, and if you want jets (or Ta152 or Me109K4) then we should probably enable you to reach them... One little 1 where you need a 2 in a tech tree causes all sorts of problems!

    (save game compatible).
     

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  15. Barthi

    Barthi Chieftain

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    Many german fighters have names:

    Messerschmitt Bf-109E „Emil“
    Messerschmitt Bf-109F „Franz“
    Messerschmitt Bf-109G „Gustav“
    Messerschmitt Bf-109K „Kurfürst“
    Focke-Wulf Fw-190A-G „Würger“
    Messerschmitt Me 163B/C „Komet“
    Messerschmitt Me-262A „Schwalbe“

    and remove please the Focke-Wulf Ta 152 (Number built: 150) vs. Heinkel He-162 „Salamander“ (Number built: 170)
    Focke-Wulf Ta 152 is not better then Focke-Wulf Fw-190D-9 (more firepower) and Heinkel He-162 „Salamander“ have more builts ;)

    The Ta 152 have only more Horse Power ;)

    Barthi

    P.S.

    Focke-Wulf Fw 190D-9 (1944–45)
    Spannweite: 10,51 m
    Länge: 10,19 m
    Höhe: 3,95 m
    Flügelfläche: 18,3 m²
    Motor: Junkers Jumo 213 A-1
    Startmasse: 4270 kg
    Flächenbelastung: 234 kg/m²
    Höchstgeschwindigkeit: 686 km/h in 6600 m Höhe
    Gipfelhöhe: 11.100 m
    Steigfähigkeit: ca. 1280 m/min
    Reichweite ohne Zusatztanks bei Sparleistung: 810 km
    Bewaffnung: zwei 13-mm-MG 131, zwei 20-mm-MG 151/20E + optional 1 x 30mm MK108

    --------------------

    Focke-Wulf Ta 152H-1

    Spannweite: 14,82 m
    Länge: 10,82 m
    Höhe: 3,36 m
    Flügelfläche: 23,50 m²
    Leergewicht: 3920 kg
    Startgewicht: maximal 5215 kg
    Antrieb: ein flüssigkeitsgekühlter V-12-Motor Jumo 213 E-1 mit 1750 PS (2050 PS mit MW-50) Startleistung
    Höchstgeschwindigkeit: 730 km/h in 9500 m Höhe (ohne MW-50)
    Marschgeschwindigkeit: 500 km/h
    Steiggeschwindigkeit: 1050 m/min
    Dienstgipfelhöhe: 14.800 m
    Reichweite: 1200 km
    Bewaffnung: 1x 30mm-MK 108, 2x 20mm-MG 151/20

    ---------------------------

    Heinkel He 162A-1/2

    Baujahr: 1945
    Spannweite: 7,20 m
    Länge: 9,05 m
    Höhe: 2,60 m
    Fläche: 11,16 m²
    Leergewicht: 1,663 t
    Abfluggewicht: 2,805 t
    Dienstgipfelhöhe: 11.000 m
    Triebwerk: 1x Strahlturbine - BMW 003 E-1, max. Schubleistung 920 kp
    Kraftstoffkapazität: 1.055 Liter
    Höchtgeschwindigkeit: in 6000m Höhe 905 km/h
    Reichweite: max. 945 km
    Bewaffnung: 2 x 30mm MK108 oder 2x 20mm-MG 151/20
    Avionik: FuG 24 R/T Freund-Feind-Kennung FuG 2a
     
  16. JPetroski

    JPetroski Chieftain

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    I would strongly disagree with you that the 152 was not better than a 190F. The 190F was a ground attack plane whereas the 152 was a high-altitude interceptor, and arguably the greatest 190(ish) plane that was ever built...
     
  17. JPetroski

    JPetroski Chieftain

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    Ah, the 190D makes much more sense than the 190F. Should've figured it was a typo, sorry!

    However...

    -The 30mm package was standard on the TA-152, and certainly not on the D9 (I would say on average the 152 had much more firepower).

    - The TA-152 had a greater range, and was (considerably) faster at high altitude.

    - the difference between 150 and 170 for numbers built is not substantial (especially when most other models had 1000's built). While you could make a case for either, I have selected the TA-152 because the jet and rocket aircraft have significant in-game advantages, so I'd rather have a "top tier" propeller fighter beside them than a different jet aircraft.

    - As for adding to the names, my issue is I would want to be able to add all of them without covering up the stats in the defense minister's view. It's a pet peeve of mine when I pick up an unfamiliar scenario and can't easily tell what my units are capable of!

    Anyway, further discussion of this sort should probably go in the development thread:

    here

    This thread here is supposed to be for me running around like a headless chicken, and McMonkey shooting down my bombers :D
     
  18. McMonkey

    McMonkey ----Evertonian---- SLeague Staff

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    I have just re-downloaded the main files from post #8, the new scenario file from post #10 and the new rules from post #14. I'm good to go, right?
     
  19. JPetroski

    JPetroski Chieftain

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    Yes, you are good to go! Sorry for the disaster :)
     
  20. McMonkey

    McMonkey ----Evertonian---- SLeague Staff

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    No disaster! I was really tired last night anyway and I just gave up on Civ2 in the end. Tonight I'm much more energetic and enthusiastic. I have just played my first turn as the Germans. This is one slick scenario. What a fantastic concept. No doubt there will be one or two teething troubles but I am already really enjoying playing!

    I will make a secret log of my plans and tactics but here are a few general questions and observations:

    - On my first turn I got a lot of messages from the Civ Advisor saying Fuel Supplies exhausted in many of my Flak Batteries. When I zoomed to the cities they seemed to be Ok. There were also a couple of Population decrease messages. I don't know if the above are intended but it struck me as a bit of a rough edge that could be eliminated (like old scenarios where every city riots on turn 1 ;)) Not a biggie though!

    - When you go to the Defence Minister screen it says Holy Empire of the Germans. I guess you might want to change that.

    - On the City Status screen the Flak 88 Batteries are showing the purple triangles and signatures. Recolouring them should eliminate that.

    - On the city screens the icon for fuel on the maps if of wheat but in the box it is Jerry Cans. It may be best to keep them the same (I'm guessing you just haven't got round to that yet!).

    - What does the Heavy Flak improvement do? I could not find it listed in the Pedia and I couldn't be bothered to work it out in the rules file!

    - I noticed that it is not possible to scroll through the whole city list. This is because the 88mm Batteries and Light Flak Bat. only get displayed once when scrolling. If you go to the City Status list you can check each one individually. I guess if you wanted to allow scrolling you could have to give each battery a slightly different name (possibly a Roman numeral?).

    - I went through all of my cities and where possible I removed the single trade arrow workers and made them into specialists (not telling if they were Taxmen or Scientists :p) which gave me a much better output. Did you intend the player to be able to do this. Will it have a negative effect on the overall balance if they have more money or faster science? I found it hard to boost the tech rate up very much with this method so I guess my secret is out what specialists I went for :D

    - Is the TENO unit given via events?

    - As City Walls cannot be constructed I guess you intend for Flak Batteries to be possible candidates for destruction, right?

    EDIT: I see the TENO belong to the Luftwaffe!
     

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