Jimcat
Culture Vulture
For some reason this posted twice. deleting the duplicate.
hi D'Artagnan59.D'Artagnan59 said:I've got a problem.
PediaIcons Stadium error.
howdy Daien. welcome backDaien said:One thing I want to point out is the absolute inefficiency of Air Warfare. Was this done because of historical accuracy? (...since the use of air power, at this time, was at its beginning...)
or is it because, Japan, has only two Air units in the scenario? (...building a huge stock of Chlorine gas shell is far more effective...)
...I'll find out if Germany's Air power is better in my next quest...
hello Jimcat and welcome back to the forumsJimcat said:El Justo: first of all, many thanks for creating this game. Years ago (as far back as the mid-80s) I'd wanted to create a resource-development and war game based on the age of colonialism and imperialism, and I'd done some research over the tears, but never took the time to seriously create the game. So, congratulations and thanks again for actually making the game that I've wanted for twenty years!
Now, having started a few games just to get my feet wet, a few questions.
1. What's with the explosive city growth? The food requirements for growth don't seem to increase to keep up with city size, so I'm ending up with size 50-plus cities by 1900. Is this a bug or a feature?
Playing the Americans, I noticed some odd things about their early battleships:
2: The Civilopedia says that you can't build Indiana-class BB's, but I found them in my build list after researching Pre-dreadnoughts I.
3: Since I could build both Indiana-class and Kearsarge-class BB's, I compared the statistics, and found someting interesting. Indiana class has an attack value of 18 and costs 150 shields, Kearsarge class has an attack value of 16 and costs 200 shields. Umm, so why would I ever build a Kearsarge if I can build an Indiana? Of course this becomes moot if the Indianas are really unbuildable.
4. I couldn't upgrade all of my old Indianas to Virginias once I got Pre-dreadnoughts II. The USS Oregon, on the west coast, stubbornly refused to upgrade. Ditto with the one Indiana that I built myself. On the other hand, the USS Indiana and USS Massachusetts upgraded with no problems. (Don't remember what happened to the Texas and the Maine; they were casualties of my Spanish-American war.)
5. What, if anything, do the Atlanta-class cruisers upgrade into? The Civilopedia doesn't say.
6. What can I do with a Wright Flyer? They seem to have only one mission, scouting, with a range of only one square. Given that they have to be built in an American city, and all American cities are surrounded by American territory of at least a one-square radius, they would seem to be utterly useless. There is no re-base option that I can find. Was that intentional or am I missing something? Do I just accumulate them and then upgrade to better biplanes?
7. Why does the Strait of Panama exist in the game? This bit of geographic license seems to mess with history in a couple of ways. First, the Panama Canal wasn't built until 1914, so for most of the time covered in this scenario, everyone had to send their ships around South America. Second, it cuts off trade between the US and the South American nations. Historically, this was an important part of the economies of both Americas in the late 19th and early 20th centuries.
The only other country I tried playing so far was Argentina. A couple of questions from there:
8. What's the deal with the two battleships that start in Buenos Aires? They seem to have a movement rate of 1, but I can't get them to budge.
9. If Argentina captures the Malvinas -- er, sorry, I mean Port Stanley -- from the British Empire, could they obtain colonial resources from there?
I've also got a few nitpicks with city names and Civilopedia entries, but I'll post them separately so this post doesn't look like a litany of complaints. Really, I love the game and am quite impressed with the amount of work and attention to detail that went into it. And hey, it got me to de-lurk on these forums after a hiatus of several years.
El Justo said:the CivP entries need some work as most of them were drafted prior to a large scaled naval revision we did this past summer (prior to public release). so this will need to be cleaned up i reckon.
El Justo said:i would have to look at the Indiana-Kearsage issue you've raised. unfortunately, i don't have my civ files here at my work PC. however, my first thought is that Kearsage has a higher defensive rating than the Indiana. i could be wrong as i don't have the #s in front of my right now. but i tried in earnest to make each and every unit 'worth' building. i've been known to miss things in the past. so this wouldn't be a big surprise
El Justo said:as for the upgrade issues you're having...do you have the requisite city improvements in the west coast cities? iirc, you need at least one of the following 3 city imp's or sm wonders: naval base, naval shipyard, or Naval Academy.
El Justo said:the Wright Flyer is the only true 'fluff' unit in the game. by that i mean that it's purpose is practically nill. however, she can upgrade to the JN-4s once you've discovered the appropriate tech (and assuming you've built the Army Air Corps sm wonder in the same city b/c of the lack of rebasing abilities ont he Wright Flyer). the more i think about this set-up though the more i want to axe the Wright Flyer from the scenario. i'll have to chew on it some and kick it around w/ the fellas.
El Justo said:as for the panama isthmus being open - well - this is another area which i took a little creative liscencing in order to help the AI w/ sea shipping and to lessen the voyages for everyone invloved. in other words, i wanted to make it easier on all invloved in this area of the map.
El Justo said:as for keeping central; and south america connected like that - this would throw a monley wrench into the whole schem of keeping the colonialism resource isolated to south america.
El Justo said:by that i mean that if the isthmus was connect, the colonialism resource could theoretically be sent to Wash DC and the Yanks (and the Brits in Canada) would be able to buiold all of the colonial goods on the continental US. and that we certainly do not want. so in sum, the canal is 'open' to boost and enhance sea shipping and to 'isolate' the colonialism resource![]()
El Justo said:the Argentinian ships you refer to are 'king' units which will later be able to upgrade to a beefier BB unit later in the game (can't recall the exact class off the top of me-head but it's a US BB).
El Justo said:Argentinia can not, i'm afraid, build a colonial empire. this is restircted by a free and unresearchable tech in the editor.
El Justo said:excellent comment mate and it's nice to see another NJ dude around these parts
Jimcat said:Out of curiosity, would it break the game to give her this tech?
Stazro said:South america is a colonial area, so they could get "raw materials from the colonies" out of their home lands... I'd say: Yes, it would break the game.
Here are the stats for both:
Indiana: Attack 18, Defense 20, Bombard 15, Rate of Fire 2, Range 1, Move 4, Cost 150.
Kearsarge: Attack 16, Defense 20, Bombard 15, Rate of Fire 2, Range 1, Move 4, Cost 200.
I'm not enough of a naval historian to know whether the stats need adjusting, or if it'd just be a good idea to make the Indiana more expensive (or the Kearsarge less so).
eric_A said:This scenario crashes when I click on the industrialization Icon on
the units civilopedia screen.
MarineCorps said:There are to many units that require the resource for the game to handle so it crashes. Solution is simple: Don't click on it.
eric_A said:That's easy enough to do but what about the other crash? I can't
continue the game because I have no idea what is causing it.
Drendor said:Sorry, didnt find, what is the minimum computer requirement you need to play this mod?