CurtSibling
ENEMY ACE™
- Joined
- Aug 31, 2001
- Messages
- 29,455
Going to address your suggestions, which all are valid and useful...!
I am sure ToTPP has a feature to switch of increment buidling...?
Agreed - I am definitely making new events to randomly spawn some wolf packs.
I shall tweak this one, it's perhaps one to tailor for each faction in the seperate scenario I am planning.
I will look into this for sure, I agree...But it does make the Axis struggle for African survival fun, maybe less so for new players.
Thanks for the compliment, sir - From a great designer like yourself, it is a fine praise.
100% want to experiment with this idea! I am excited to implement these. I like your suggestion the elite units, restrict them to certain home cities. If you guide me, I am up to trying this.
Another essential concept that I am eager to try...Barbaross is a big aspect of this scenario, and I'd love to get it triggering sensibly.
Amazing idea...If this is a doable thing, to restrict/boost the unit movement for a whole faction, it could have great potential...!
Thanks! You have got me on board, and am happy to try out these ideas, sir!
I am delighted at your enthusiasm, and am honoured you'd advise me on how to improve this scenario structure...![/QUOTE]
-I think you should consider disabling incremental rush build. It's extremely powerful for a large empire like Britain.
I am sure ToTPP has a feature to switch of increment buidling...?
-Enhance the U-Boats in the Atlantic - I was never attacked by one in the entire game and have no idea where they all went.
Agreed - I am definitely making new events to randomly spawn some wolf packs.
-I think you might revisit the trade payoff as I was routinely seeing 5,000+ payouts between England and the U.S.
I shall tweak this one, it's perhaps one to tailor for each faction in the seperate scenario I am planning.
-You may wish to tone down British strength a bit and increase German strength in Africa either from the start or via an event when the Brits start advancing.
I will look into this for sure, I agree...But it does make the Axis struggle for African survival fun, maybe less so for new players.
If you'd allow me, I'd say that you have the shell here of what can be a very fun scenario. It certainly has that "one more turn" phenomenon of most of your works. It has all the nice touches that your scenarios typically do, and the balance with art, sound, unit stats, etc. is all there. I just think it's very, very hard to balance a scenario like this with the base game. I know this is probably not feedback everyone is necessarily receptive to, but this would be a great scenario to use the lua template on... You've put an enormous amount of work into building something that is quite fun to play, but a bit easy. Some things that would be relatively easy to achieve with lua:
Thanks for the compliment, sir - From a great designer like yourself, it is a fine praise.
1. canBuild restrictions. You have units like militia which serve no other purpose than being the first thing rush built in incrementation. They ought to be the only units buildable in the far flung reaches of the Empire. Likewise, restricting tanks, aircraft, artillery and ships to cities with factories, and restricting what cities can build those factories, would prevent me from simply rush building along as I go and assembling forces the AI has no hope to counter.
100% want to experiment with this idea! I am excited to implement these. I like your suggestion the elite units, restrict them to certain home cities. If you guide me, I am up to trying this.
2. Initiative. Lua allows one to set events "afterProduction" meaning that they will trigger on a particular tribe's turn. Thus, Barbarossa or other offensives wouldn't immediately stagnate. In my game, the Soviets slaughtered the German invasion, as that invasion began with the Soviets being allowed to move first.
Another essential concept that I am eager to try...Barbaross is a big aspect of this scenario, and I'd love to get it triggering sensibly.
3. You could reduce the MP of the neutral units each turn and cut out much of the wait between turns.
Amazing idea...If this is a doable thing, to restrict/boost the unit movement for a whole faction, it could have great potential...!
Honestly I don't think the scenario would need many more tweaks than this so you could use the events you've already built via the legacyEvents file (maybe moving a select few like Barbarossa to afterProduction in the triggerEvents file), build out an object file and the canBuild files and call it a day. There is a sample for how to do all of this with Boudicca that I would hope would be easy to use. It is achievable, Curt. You can do it and we can help!
Thanks! You have got me on board, and am happy to try out these ideas, sir!
Anyway, I had a very fun time rampaging across Europe so far and may well continue to see how fast I can beat Japan. This is all coming from a good place in an attempt to make a fun scenario even more so![]()
I am delighted at your enthusiasm, and am honoured you'd advise me on how to improve this scenario structure...![/QUOTE]