Revolutionary War Scenario 1st Release! A Must Play!

Very good scenario, had fun with it. I played as the colonists, had a few things to mention. Plan to try the British soon.
-When I won, I got an error message. It says it's missing an entry in Scenarios/Rev War Scenario/text/PediaIcons.txt and the entry is HURTN_RACE_IROQUOIS. Need to edit the PediaIcons.
-For the colonists, a mouted officer is more expensive than a militiaman but weaker. The Militiaman is overpowered IMO because it's very fast and extremely cheap (so cheap you can even build them in horribly corrupt or captured cities.) In fact, I dropped off 100+ of them in England on my last turn.
-The map has some empty space. Maybe you could use MapTweak to remove it? It's also kind of strange seeing Uranium and raiding Hun encampments in Mesoamerica, I might take that out if I were you.
-I won too fast, July of 1777. Doesn't seem very realistic. Maybe more victory points required, or more cities for the British in the American continent?
-I want to be able to put my units like mounted armies in Galleons. I understand there'd be a problem of having army armies, though. Maybe make them flavors for regular armies?

Just a few thoughts. Excellent scenario.
 
Hey I downloaded the scenario and when I loaded it I recieved the error message (attached). I put the main file in the Scenarios folder and the other two folders of files in a sub folder in the scenarios folder. If this is a problem then I'm curious as to where to put the other files... That was the only thing I could think of.
 

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Hey pillowmaker, :)
Take a look at the date of the last post, this scenario has long gone into retirement as far as I can tell so I wouldn't expect to much actual game support.

That said, the file setup is important and should not be too hard to figure out. Take a look at one of the Conquests scenario file structures (all the folders will have the same names as there counterparts in other mods--it is, of course, the files themselves that differ) to see how the folders are set up and model yours accordingly. It should look something like:

Civilization III\Conquests\Scenarios\[the mod name]\[2 folders bearing the names "art" and "text"]\[inside text there should be a varying number of .txt files, inside art there should be a number of folders of which "units" is perhaps the most common]

Make sure the folders are set up this way and you should be good to go (unless the mod itself is bugged).
 
So it does work now? It is important to have it in the right folder Conquests\Scenarios or Conquests\Conquests whichever the mod or scenario was intended for.
 
hey natedawg

if you have or ever played civilization 4, i recommend using the revolutionary war scenario from there. It has only a map of eastern america and is fairly balanced.
 
I guess NateDawgNY has moved on. Too bad, I'd like to congratulate him on this Scenario. Not perfect, but I'm having fun with it. I like the look and selection of units.. I've also enjoyed messing with the settings - mainly the unit strengths need adjustment, else the Colonists kick b--t just a little too easily. (way too easily actually) Viper275 is dead right about them Militiamen - Rifleman also overpowered imho. Another thing: I reduced the moves-per-turn (on road) to 5, and eliminated the "ignores movement costs" ability. Just increase the number of moves for specific pieces to achieve the same result if you want a scout-like (really more like an armed explorer) effect. Potential here for a really great "version 2" from the right modder!
 
Just patch up to 1.22 and you should be able to play all Conquests scenarios.
 
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