Russian Civil War Scenario (help?)

Gelion

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I've done a fair amount of work making a scenario on the Russian Civil War....
Almost all of the info I need for the scenario is collected (units, timeline written, setup figured out, other graphics stored).
I'm attempting to make a historical scenario on the Russian Civil War from a Russian perspective. I know there are two scenario's out there both by Techumseh. I did not play the one for ToT, but the first scenario in my view lacked historical "realism". I do not have TOT and will be making a scenario for Civ Gold. The main goal is to "tell" the history of the Russian Civil War, while making it interesting to play. The game should be playable by all Russian sides and others involved in the war (Centrals, Entente and various independant states).

So far I've encoutered one problem.... I want to start a game on the map I prepared for the scenario. The RULES.TXT and grapihcal files were modified. However once I start the game I am stuck with original graphics and civ names. Game map is in the same file as the modified graphical files. Whats the problem?


If you are interested in making this scenario or have questions I'm more than glad to talk about it :).

Thanks!
 
Problem solved..... feel free to post still :)
 
Well good to see you back. Do you know if that Robotech mod I helped on will be finished in the near future?
 
It will be finished, I am sort of working on both at the same time.....

You could help me with this one :)
 
Speaking of Robotech. Have you guys read Prelude to the SHadow Chronicles? It's a 5 issue comic that leads upp to the new movie. Anyways, it tells much of the story of the REF, which can inspire you some in your scenario Gelion.
Anyways, here's two units from that comic, a redesigned Tokugawa class ship, with new REF colors. Also is the new REBUILT SDF-3 included. This is what it will look like in Shadow Chronicles.

Sorry for the threadjacking btw. Your Russian civil war seem realy interesting. Unfortuneatly I can't help much on the subject.
 

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I love them!!!! thank you :) I will try to fit them into the scenario! notthe Civil War one of course ;)
 
Sounds great. Good luck with this scenario too. I will check in here once in a while to watch for progress :D
 
It's been a while since an early 20th c. scen was in the making around here.

Why don't you post more stuff on it?

I could definitely come up with some event scripts for something like that (no commitments though).
 
I'm a bit stressed with the end of academic year, but I will post stuff as soon as I have enough.... in fact I will post whatever I have in doc files for you to discuss... no comments on quality though its in point form:

Russian Civil War Scenario:

Map: Russian Civil War map with Germany, Mesopotamia, India and Northern China.
Length January 1918-December 1922 (50 turns)


Countries:
Iraq and Syria – Couple of cities engaged in war with turkey (Centrals)
Persia (Barbarians) – creating Moslem cavalry
China (Manchuria)- Barbarians or Japanese or Empty
Korea, Port-Arthur – Japanese (2-3 cities in Korea), garrison in Sakhalin
Sweden (allied controlled or empty), same for Norway
Germany – there and in full force
Turkey – unique units produced

Lots of towns and civilian protection (bunkers) – city walls


Civilizations:
Bolsheviks RED/VIOLET
All pro-Bolshevik Forces
Whites (Kolchak) WHITE/WHITE
All Siberian, Ural and Central Asian Forces. More authoritarian and “Russian” government.
Entente/Western Allies (US, Britain, France, USA) BLUE/BLUE
Mostly represented by Britain (on map)
Germans (Austria-Hungary/Turks/Romania/Bulgaria) DARK GREY/YELLOW
Loose most armies and military technology after 1918
Nationalists (Ukrainians and Balts) GREEN/GREEN
Rebel like, event-building armies fighting all Germans and Russians
Lithuanians, Latvians, Estonians), Finns
Poles (Allies) ORANGE/ORANGE
Created in 1918 fighting Red army in 1919
Denikin Russians LIGHT GREY/LIGHT BLUE
Southern, more pro-Western and “liberal” Russians.

Barbarians (Bandits)/Greens/Anarchists (rebels) BLACK
Include general deserters, bandits, rebels, anarchists and local (national) rebels.
Cossaques, Siberian nationalists, Byelorussians, Caucasus republics

Neutrals? (Sweden, Norway)

Governments:

Communism –
Democracy –
Republic –
Despotism –
Anarchy -
Monarchy –
Fundamentalism


63 units

Units:
Bolsheviks:
Red Kazaks, 1st Red Cavalry (Konnaya Armya) Red Guards, Red Army, Latvian Riflemen, Red Seamen
Specials(Unique): Trotsky Armored Train

Germans:
German Army, Finns (pro-German Finns), Austrians, Turks (Central Allies)

Kolchak White Russians:
White Kazaks, Czech Legion, White Army, Junkers, Volunteer Army (Don), Generals

Denikin White Russians:
White Kazaks, White Army, Junkers, Generals

Nationalists:
Latvian Riflemen, Ukrainians, Baltic states

Rebels:
Bandits, Deserters, Moslem Rebels (Central Asia), Conscripts (Caucasus)

All:
Armoured Car/Bronevik, Maxim-Gun (Russians)
Armed Workers/Armed Civilians
Tsarist Army, Officers
Moslem rebels in Central Asia

Tsarist Army – recruited in tsarist times – cannot be created.



Start:
Bolsheviks, White Russians (2), Entente, Germans – on map
Neutrals – only Finns, rest come in Events (Neutral base exists on the side)
Poles – foreign base, come in events after Nov 1918


Technologies:
Tsarist Tech: some improvements, Tsarist Army, people-protection city walls
Russian Tech: Russian Looks?, general Russian units
Entente Technology
Polish War tech
Independents tech (Lithuania,. Latvia, Estonia, Finns)
Supreme Russian Ruler Tech; allows building some units
Former Supreme Russian Ruler (to obsolete Russian Ruler Tech)
Kolchak Tech – Kolchak takes control over Siberia. Siberian Russian tech before
Denikin tech (Wrangell Tech)
End of First World War Tech (German war technology lowered)


Notes:
Fortress – Fortress (not buildable), very difficult to take. Possibly called “White Base” or “White power base”


Cities:

4 styles:
Modern: Nationalists, Entente, Barbarians

Industrialization:
Russian

Modern (Automobile or Electronics (with Coliseum increased happiness)
Bolsheviks:



Timeline
Timeline:

Timeline:
Finland declared independence

1918, January
Finns attack Eastern Korelia/Revolution in Finland, Reds take Khelsinki

Third Congress of Soviets (centralized power)
Uchereditelnoe Sobranie disbanded by VZIK
RSFSR declared
Polish rebellion in Byelorussia (legion) – 25,000 men
(close to Mogilev) Bobruisk, Vitebsk disbanded later in May 1918, incorporated into German Army
Soviet Army made
Feodosia decalred soviet (military uprising)

1918, February
Trade Fleet Nationalized, debt annulled, Church separated from the state
Bolsheviks take control of Kiev
Red Fleet decree
Ukraine Rada signs peace with Centrals
Kaledin (anti-Bolshevik) commits suicide near Cossaques
German offensive (Narva, Pskov)
Volunteer Army failed (lost Rostov and Novocherkassk) retreats to Kuban’
Turkestan autonomous government dissolved by Bolsheviks

1918, March
Finnish Reds defeated by Germans and Finns, Finns start a war against Soviet Russia (war declared next month)


Central Ukrainian Rada comes back to Kiev
Breat-Liovsk Treaty signed
Brits land in Murmansk
Capital Moved to Moscow
1918, April
Germans take Khelsinki/ Finns halted near Netrozavodsk

Japs land in Vladivostok (French, Brits and GIs follow)
Kornilov Killed
Transcaucasian Republic declared under pressure from turkey
Skoropadskiy takes control of Ukraine
1918, May
Pro-German Finnish government, Finns stop Russian war

Czech Legion mutiny
Transcaucasian Republic divided into three.
Bendera uprising (pro Bolshevik) – Bessarabia
French and Rumanians against Reds
Red Army mobilization
1918, June
Pechenga taken by Polish, Canadian and British troops


Uchereditel’noe Sobranie in Samara
Omsk – Siberian government
Nationalization of all huge Industries
Terskoe Kazachestvo –anti-Red mutiny – Caucasus (cassaks, officers and city heads)
1918, July
Whites approach Tsaritsin
Jaroslav’ anti-Red Mutiny (officers, bronetanki, mobilization announced) - Terror (6 thousand) Same in Rybinsk and Murom (smaller, destroyed)
Latvian riflemen help secure government (red)
Soviet Constitution
Tsarist Family Killed
Ural Partisan Army Pohod: Southern red Urals go to Central Russia (beat Poles, Czechs and Whites)
1918, August
Entente Lands in Archangelsk, Northern Russian Government Formed
Baku occupied by Persians
Whites take Khazan
White cossaques fight Grozny Reds
Uritsky killed, Lenin wounded, red terror
1918, September
red Terror begins, Khazan recaptured
Baku left by Brits, Turks take

1918, October(-December)
Pro-german Finns now are pro-Entente

1918, November
First World War ends/
Polish Independence declared (11 November) – Pozan’ and Pommerania uprising
Wilnus liberated from Lithuanians in 1919

Brest-Litovsk Annulled
Petlura takes Kiev
Omsk hunta, Kolchak takes control (Supreme Ruler of Russia)
Latvia declares independence
Brits and French land in Black Sea
Red Army takes some control of Baltia (Soviet regimes established)

1919, January
Soviet Byelorussia formed, Denikin unites all Southern White Forces (Volunteer Army, Kuban and Don Cossaques)
Prodrasverstka introduced
Shenkursk military operation (Americans + whites) from North (Vyatka) to unite with Perm Kolchak Whites
Peace Conference (Versailles) begun
1919, February
Red Army takes Kiev
1919 March
Kolchak begins offensive to Simbirsk and Samara
1919, April
Eastern Front Counterattack: 150 reds against 100 whites
Reds advance to Ufa and Perm (later Urals)
Bolsheviks take Odessa, French leave Crimea and Odessa
GULAG formed
Black Sea uprising in French Fleet
1919,May
Udenish tries to take Petrograd (beaten in June)
Denikin attacks North to Volga and in Ukraine
Kolchak supported by Entente if he promises to acknowledge national minorities and democratic practices
1919, June
Ufa taken by Reds, Kolchak retreats
Denikin takes Kharkov
Reds fight Finns approaching Petrozavodsk 2 Finns
Tripol’e: ukr. Bandits defeat Soviets, Soviets kill them back
Denikin takes Tsaritsin and Kiev

1919, July
Astrakhan defence by Reds
Eastern Red Front takes Chelyabinsk
1919, August
Mamontov raid (10,000 white cosssaques) take Tambov and raid red Southern Front, Voronej taken upon leaving South. Cavalry need acknowledged by Soviets
August Southern Red Ofesnive against Southern Whites (120,000 men), until Don, retreat to Voronej, Caucasian and Don Cossaques are now pro-Red
Turkestan active Front formed

1919, September
New Udenich Offensive on Petrograd
1919, October
Entente economic blockade of Soviet Russia
Counter offensives against Denikin and Udenich. Udenish falls back to Estonia

1919, November
Kolchak looses Omsk, Denikin looses Kursk
Uralo-Gurevskaya Operation by Frunze against Ural Army, White commanders not united
1st Cavalry Army formed, Budenniy
Kharkov Operation against Denikin (orel and Kursk taken earlier)
Novonikolaevskaya Eastern Red Operation
1919, December
Entente signed Kherzon line
Kiev again taken by Reds with Kharkov

1920, January
Rostov-Novocherkassk Operation by Reds (tsaritsin, Rostov, Krasnoyarsk taken)
Odessa Operation
1920, February
RSFSR and Estonia sign peace
Kolchak betrayed by Czchslovaks shot in Irkutsk
Murmansk and Archangelsk taken by Bolsheviks
1920, March
Nikolaevsk Incident (japs attack Reds in Nikolaevsk-na-Amure)
Reds take Novorossisk, Denikin gives control to Vrangel (in Crimea)
1920, April
Far-Eastern Republic Formed
Polish-Soviet War begins
Horzem (Central Asia) becomes Soviet Republic
Azerbaijan – same
1920, May
Poles take Kiev
First “May” Operation against Poles
1920, June
Jitomir taken, Kiev returned
Vrangel attacks Ukraine from Kiev
1920, July
Lithuania and RSFSR sign peace treaty
1920, August
Latvia signs peace with RSFSR
Kuban’: White desant of Ulagaev
Poles defeat red army near Poland
Bukhara operation in Central Asia
1920, October
Peace between Finland and USSR
Assault against vrangel
1920, November
Cimea taken
Nationalisation of all small industries

1921, March
Polish-Soviet peace treaty
1921, May
Mongol Operation against Far Eastern Republic
Civil War ends
 
Units

All:
Howitzer (Artillery)
Armored Car
Armored Train
Conscripts


Maxim-Gun (Russians)
Armed Workers/Armed Civilians

Battleship
Small warship
Transport
(All ships cannot be built by any Russians, until very late)

Total: 6

Bolsheviks:
Red Kazaks – few, created by events, cavalry
1st Red Cavalry (Konnaya Armya), strong cavalry created by event(s)
Red Guards – initial guard unit (most 100% soviet cities), ca be built, elite
Red Army – can be built after Red Army Decree, infantry
Latvian Riflemen – “brutal unit”, elite attack unit, cannot be built (events)
Red Seamen - can be built only in certain cities/events
Red Cavalry – can be built closer to the end of the war, cavalry

Unique Bolshevik:
Trotsky Armored Train – very strong unit with big movement points

Total: 8

Centrals (Germans):
German Army
German Infantry
Turkish Infantry
Austro-Hungarian Infantry
FreiCorps – after 1918 unit

Austro-Hungarian Cavalry
Turkish Cavalry

Total: 5

Denikin/Kolchak White Russians:
White Kazaks –can be built, white cavalry
Czech Legion – very tough offensive and defensive unit, created by events (2-3 times)
White Army – can be built after Supreme Ruler technology available, infantry
Junkers – elite infantry (fanatics?), tough defensive unit
Volunteer Army (Don) – Denikin Only, created by events, elite infantry

Ideas: Nationalist Cavalry (Mongols and Buryats), Generals
Total: 5

Nationalists:
Finns – infantry, created by events
(a few given to Germans to simulate German involvement in Finland)
Baltic Infantry –
Ukrainians –
Baltic Armies
Caucasian and Central Asian armies

Total: 5

Poles
Polish Infantry
Polish Cavalry

Total: 2

Rebels:
Deserters
Bandits (Petlura)
Moslem Rebels (Central Asia) – cavalry, alpine

Total: 3

Entente:
British Infantry
French Infantry
American Infantry
Japanese Infantry
British Tanks

Total: 5

Tsarist Army, Officers
Moslem rebels in Central Asia


Tsarist Army – recruited in tsarist times – cannot be created.

PARTISANS?!

Total: 39

Special:
Western Front Unit: Central and Entente.
NO SETTLERS
 
Buildings

Palace – State (Central) Government – builds in Moscow by Bolsheviks
Barracks – Garrison/Military School
Granary – City (Bread) Barn/Warehouse
Temple – (Orthodox Church) Church, non-Bolshevik Tech
Market – Small Enterprises
Library – Local Civil Support
Courthouse – Local Governance (efficient)
Walls – “refuge shelter”. All units: anti-walls
Aqueduct – Majour City Infrastructure
Bank - Bank
Cathedral – Local Law Enforcement
University - Civil Institutions
Mass Transit – Tsarist Garrison (can be sold for money =equipment)
Colloseum –Soviets (Concils), Electricity - Bolshevism
Factory – WAR INDUSTRY, SMALL INDUSTRIES, Ammunition Plant
Manufacturing Plant – TSARIST INDUSTRY (CANNOT BE BUILT)
SDI Defense - NONE
Recycling Center – Tsarist Bureaucracy/Tsarist Government
Police – Telegraph/Post/NKVD, CHeka
Power Plant – type of war industry
Hydro Plant – type of war industry
Nuclear Plant – type of war industry
Stock Exchange – Stock Exchange (Tsarist)
Sewer System – Million City Infrastructure
Supermarket – Village Trade
Superhighways – NONE (POSSIBLE)
Research Lab – Sovnarkom (soviets only)
SAM Missile Battery - NONE
Coastal Fortress – (Tsarist) Naval Battery
Solar Plant – type of war industry
Harbour – Fishing Fleet
Offshore Platform –Shipyards/ buildable by Tsarist forces
Airport – Foreign Support/NONE
Port Facility – Naval Academy
SS Structural - NONE
SS Component - NONE
SS Module - NONE
Capitalization – Self-Governance

Kremlin
Intermediate Government
Uchereditel’noe Assembly (Founding)

Technologies:
Tsarist Tech: some improvements, Tsarist Army, people-protection city walls
Russian Tech: Russian Looks?, general Russian units
Entente Technology
Polish War tech
Independents tech (Lithuania,. Latvia, Estonia, Finns)
Supreme Russian Ruler Tech; allows building some units
Former Supreme Russian Ruler (to obsolete Russian Ruler Tech)
Kolchak Tech – Kolchak takes control over Siberia. Siberian Russian tech before
Denikin tech (Wrangell Tech)
End of First World War Tech (German war technology lowered)


; Epoch = historical period
; 0 = Ancient
; 1 = Renaissance
; 2 = Industrial Revolution
; 3 = Modern
;
; Category = Knowledge category
; 0 = Military
; 1 = Economic
; 2 = Social
; 3 = Academic
; 4 = Applied
 
Okay, great.

Lots of stuff so will have to get back to you.
 
Eagerly waiting.... (while doing exams)
 
NOTE: What follows are merely meant to be suggestions; the scen is yours and not mine so you just take what you think you can use and tell me what kind of specific features you want the scen to have.

Map: Aside from allied occupation of Vladivostok, what justifies the map extending into Siberia? (Most of the action took place between western Russia and Eastern Germany/Poland and extended from the Black Sea to the North Cape of Scandinavia.)

Length: Although fighting ended in 1920, you should extend it to 1932 (Russo-Polish Non-aggression Pact--in part as a result of events in Germany). Personally, I let it play out as long as possible, just in case things go very differently--kind of a pain if you are in the middle of an interesting game and the scen ends automatically.

Civs (max. 7 +1 Barbarian):

Were Iraq, Iran, Syria and Turkey really that relevant to the war? (Not to mention China and Korea.)

Since this is about Russia and you only have 7 (8) civs to play with, shouldn't the civs be Europeans (placing any non-european countries into a single civ)?

It really depends on how much significance the non-europeans have: unless this is one of those 'butterfly effect' scens (the most difficult to design) where the main area is affected by outside circumstances (e.g. if Turkey loses out to Syria in border dispute then Turkey will be weakened and less inclined to allow allied troops into Russia for fear of Russian reprisals on Turkey's territories in the north should Soviets come out victorious). This can however be reproduced via events (i.e. simulating circumstances without using non-european civ).

Even occupation of Vladivostok can be reproduced via events (e.g. using RandomTurn, you can have certain historical events take place randomly, which can trigger other events that affect the main map (such as preventing troops from appearing that woudl otherwise appear had the event not triggered).

Another, more relevant example would be an event where French General Foch's proposal for a major assault into Russia is accepted (rather than rejected, as was the case historically). If accepted, then troops appear. If rejected, troop spawn point blocked.

If you go with a euro-only map, then my suggestion for civs would be the following:

RSFSR (Russian Soviet Federated Socialist Republic)
Ukraine [seperate from Whites so you can make seperate peace]
Baltic States [seperate from Entente so you can make seperate peace]
Poland [seperate from Entente so you can make seperate peace]
Whites [Siberia, northern Russian territories, Caucuses]
Entente [incl. British, Germany, ect.; no negotiation?]
Neutrals [everybody else--allied to everyone/no negotiation; events]
(Barbarians) [use for event purposes mostly--no cities; Rebels?]

About neutrals: You could use this slot for a belligerent civ but it means that there can be no air-to-air combat (i.e. you can have bombers but no fighters) in the game; you could then represent neutral states as impassable lines of Barbarian immobile air 'border' units that could not be attacked--place Barb cities inside borders for looks only.)

Not sure if air combat played any significant role (i.e. a role that could not be simply represented by giving land units belonging to belligernets that did use aircraft some advantage over other units).

BTW, it might be cool to start during WWI and focus on the Bolsheviks rise to power, culminating in the civil war; have different factions in the USSR that you must ally with and eventually dominate. But then you would have to limit the number of non-Russian civs.


Governments:

Why use the boring default govts?

For example: RSFSR could have Soviet Socialist Republic (leader: Central Committee).


Units:

First, be sure to get the numerical proportions right so that the scen is historically accurate.

You should reserve a slot for 'Impassable' unit--used for events purposes.

Also consider using immobile 'garrison' units to defend cities; ensures that AI adequately protects cities it captures and the AI won't reset the homecity, as it does with most (mobile) land units.

You should also make use of diplomatic units (e.g. converting cheap but powerful units).

Artillery - one thing that works for me is to give them the suicide ability so that they can only be used once but give them a very high attack factor so that you get your money's worth.

Armored Train - Difficult because there's reall no easy way to distinguish between the movement of a regular land unit and a train.

In ToT it's easy:

- Make all terrain impassable expect your 'RR' terrain.
- Have all untis override impassable except trains.
- Give trains huge movement.
- Trains will be able to move very far in a turn but only on RR terrain.

But that doesn't help you if you're using MGE.

The other thing is that land-based train units can't hold units.

But if you make them sea units...hear me out, this is not as stupid as it sounds.

This is what you do:

- Create Train sea unit with huge movement but small hold.
- Place Ocean terrain between each non-coastal city.
- Edit Railroad graphics to look like land terrain.
- Cover the Ocean terrain with Railroad.
- Create Trains only in those cities connected by RR.

The result will be that you will have trains seemingly running on land carrying land units between most of your cities. (The reason why I don't use some other unused terrain overly like Pollution or Airbase to act as land while placeing regular RR on those squares is because in Cvi2, Road and RR are always beneath each other type of overlay, except of r Irrigation/Farmland--but these disappear when you switch the tile to Ocean.)

The problem with connecting port cities should be obvious: you don't want trains sailing into the sea! You can make up for this by having seperate 'port' cities (small cities used only for ships bearing the name of the actual city; e.g. Leningrad/Leningrad Port). Or you can just be content with only having RR connect non-coastal cities and leave it at that.


Where Russian ships are concerned, you can make them buildable but block off the ports with Impassable units and clear the blocked squares when historically appropriate. (I got the idea trying ot simulate the freezing of Russian norther ports for a WW2 scen.)

A good way of producing unit via events without making them appear randomly or according to a strict timepline is triggering their appearance via cities being captured and unit being killed.

Transports - you coudl always do what I do which is to eliminate transports so players aren't able to land just anywhere and trigger unit appearance near coastal targets (e.g when coastal units destroyed, spawn land offensive units there).


Buildings:

Since its just a name change (i.e. abilities are fixed), there's not much to talk about here.

One thing is the walls: you could have walls be ignored only by artillery, thus giving artillery more of a siege role.



Start:

If you don't want certain civs to build units for a time, give them immobile units to protect their cities but don't give them tech with which to build other units until the historically relevant time (or have them research the tech).


Tech:

(See above.)

If you have a number of possible paths, then research will be determining factor in the direction the scen takes.

A lot fo this stuff can be done via events; no need to necessarily research it.

Best to combine the two, where you have events triggering only once a tech has been researched.


Notes:

If you can't build fortresses (I assume you're referringto the tile improvement) so that they are pre-placed and you want to simulate White defensive advantage (i.e. civ specific defence--not all can use), then I suggest you just use a 'Fortress' unit and reserve the tile improvmeent for some other purpose.


Cities:

Not much to say here except that the default Barbarian city style will be the same as that of the first (white) civ's chosen style. (Or something like that, I can't remember exactly now.) Not sure if there is utility that can change this.


Timeline:

This is really where the vent come into it. Basicallyt it means setting up triggers for each major hitorical circumstance that can arise. Thsi takes time and planning. And since it's a game, everything has to come with a price; no heading stright for the finish. Game balance is crucial to making the scen interesting.

For example, if the USSR captures enough White cities in the north soon enough, the Entente units won't make a landing.


Hope you find something in that jumble useful.
 
No sense reinventing the wheel. Why not have a look at the Test of Time scenario I made on this subject a few years ago. It's amazingly like the one you're describing. It pioneered the rail line system Yoshi described. In fact, I think it's still the only scenario to use it.

It's available on my site: http://www.tecumseh.150m.com/Red October.html It would be great if you can improve on it. :)

(edit: I see that you mentioned the scenario in your first post, so you are obviously familiar with it. The only big problem with your approach is the armored trains. You can't keep them on the tracks, which is why I went to ToT)
 
I adored both your first scenario and the ToT version I did not get to play. My goal was to put a little bit of "Russian" specific into this excellenetly designed scenario.
I do not have ToT Civ so I'll be making this one for Civ Gold. IT would be great if I could use some of your graphics and data :).


@yoshi: responces are coming....
 
Sorry techumseh, but I haven't tried playing your scen. I'll DL it and have a look.
 
Gelion said:
I adored both your first scenario and the ToT version I did not get to play. My goal was to put a little bit of "Russian" specific into this excellenetly designed scenario.
I do not have ToT Civ so I'll be making this one for Civ Gold. IT would be great if I could use some of your graphics and data :).


@yoshi: responces are coming....

Gelion, you're welcome to them. Just credit your source(s). You can downlopad a free trial version of ToT here: http://www.download.com/3000-2119-10132032.html?tag=lst-2-9 For $10 US you can keep using it after your 10 minutes of free time is up. If you like making and playing scenarios, it'll be the best ten bucks you ever spent!
 
Dear "Comrades,"

Please tell me if these are things wrong with my computer, or if they are supposed to be that way in the scenario. I have the Classic Version of the game, + Conflicts in Civilization + Cedric's Fantastic Worlds Update. No other patches.

I can't find the interale.wav or "Extra1.wav" files that Tecumseh mentions in his readme file. Where are they? They aren't in the Civ2 main folder either.

I can't build cheka, railway workers/engineers, or transport boats to take over the white base. In Moscow, there is at least one more unhappy citizen than "rich" citizen. But there is no unrest! Is this because of the communism, or the Cheka?

-Rako
 
Ok I was just reading the happiness thing wrong. And I have to get the "secret" of transportation from the Allies.

But still, I can't build the railway worker unit or find the sound files. I have the problem in other Civ2: Conflicts in Civ games like WW1, where they won't let me build certain units. Or for example, I am Russia, and can't build Russian Revolution. Does anyone else have this problem? Thanks.
Rako
 
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