[SCENARIO] Battle for East Asia

At what point do the US start to get reinforcements? Im playing a hotseat game vs my self (...) and the Chinese are quicly overrunning Russia even whit my best effort of saving it.
 
keep playing.
More US reinforcements as Taiwan and russia falls
Eventually you have more transports than you can use.

Might I suggest the addition of Guam, or sending some US reinforcements through the philipines? (unless theres a reason that the US should only have captured cities and no cities representing its bases.)
So its not such a Korea-centered combat zone.
 
I have an error its something abojut xml someone help plz?I just extracted then copy and copy it in mods folder can someone help?
 
I had a problem with the language. I installed CIV4 in spanish (V 1.61), and when load BFEA scenario, all the countries and entries show SPANISH and not America, american, China, chinese, etc, and civilopedy entries too.
 
I think this scenario is really unwinnable as the Japanese. I've captured Shanghai and the city to the north only to be kicked out after about 8 turns. This happens every time. Is it possible to win as Japan?

Roger Bacon
 
Playing this right now as China, and it is quite fun. I am marching on Seoul and sending an army into Laos. :D
 
I'm trying to add a mod of my own in to this scenario but I'm havign a problem. I believe the problem is that you set each city's script data in line 296 of CvBFEAEvents.py

Code:
# Set default script data manually since we need defaults for all values in the array
		aScriptData = [iCityCount, self.iCitySpawnUnitCounterDefault]
		pCity.setScriptData(pickle.dumps(aScriptData))

Later on I need to set up the city's script data as a dictionary, but your code has already defined it as an array.

Code:
	def __init__(self):
		self.dataTable = {}
		self.modTable = {}
		self.modID = ''
		self.pEntity = None
		
	def initStorage(self, ModID, pEntity):
		try:
			self.dataTable = pickle.loads(pEntity.getScriptData())
		except:
			self.dataTable = {}
		if (not self.dataTable.has_key(ModID)):
			self.dataTable[ModID] = pickle.dumps({})
			pEntity.setScriptData(pickle.dumps(self.dataTable))
		self.pEntity = pEntity
		self.modID = ModID
When it gets to the if statement I get the error that says that dataTable doesn't have element 'has_key'. I think that is because your code already set the scriptData for that city as an array.
What do you think is theeasiest way to solve this problem?

Roger Bacon
 
sikandar323 said:
I had a problem with the language. I installed CIV4 in spanish (V 1.61), and when load BFEA scenario, all the countries and entries show SPANISH and not America, american, China, chinese, etc, and civilopedy entries too.
It's because BFEA is English only. Swith to English in the Options menu, and yoy'll get the expected entries.
 
Drogear said:
At what point do the US start to get reinforcements? Im playing a hotseat game vs my self (...) and the Chinese are quicly overrunning Russia even whit my best effort of saving it.

It takes a few turns -- generally Russia does lose 2-3 cities at the start then the U.S. gets massive amounts of reinforcements every few turns: generally 2 aircraft carriers complimented with six air units, a few destroyers, and 10 or so ground units. I've been playing a game on prince and the might of the U.S. is almost too overwhelming.

Also when you take a previously held Russian city you have the option of returning it to them.
 
Trip said:
Hmmm... really?

Well, this wasn't how it worked back in the day when I actually made these scenarios.

I think this option was avaible in Civ 3 (I remember it being used in the Conquest scenarios) so I'd just assumed you guys would program it in again. :)
 
Started the scenario as Japan. I focused on building a strong fleet and investing massively in research&wonders. Halfway through, I've reached the tech peak and started an invasion of Taiwan. I'm second in the points.

How can I get to start producing ICBMs. I want to nuke China's heartlands as I start the mainland invasion, I can't seem to be able to develop Nuclear Proliferation.
 
Nuclear Proliferation is granted once one side starts losing quite a bit This is meant to represent how neither side would truly be willing to use nuclear arms until things become desperate.
 
jlocke said:
keep playing.
More US reinforcements as Taiwan and russia falls
Eventually you have more transports than you can use.

Might I suggest the addition of Guam, or sending some US reinforcements through the philipines? (unless theres a reason that the US should only have captured cities and no cities representing its bases.)
So its not such a Korea-centered combat zone.

I was going to recommend the same thing. Guam would be a good addition and so would Okinawa. With the largest Air Force base in the Pacific and more than 20,000 marines, Okinawa would play a huge role in a scenrio like this. Since it is set slightly in the future, some of the Marines should be stationed on Guam (since the U.S. and Japan recently agreed to move about half of the 3rd MEF to Guam).

The U.S. Navy is a little light too. The 7th Fleet would decimate the cities in China with Air raids and cruise missile attacks. In the event of a full blown war like this, the 3rd fleet should arrive after a few turns to reenforce.

In all, I think that the Americans are a little under represented in this scenario. The countries in this region depend on American support. With no American bases and such a small force available on the map the Americans are both unrealistic and not fun to play.
 
the other issue I have is that Japan end the open borders agreement with the us several turns before china declares war on her. I don't know why this is. (although it makes US reinforcements spawn in Korea instead of Japan, which is adventageous to US player)
 
That scenario is really great! I enjoyed it very much! :)
However, I was a little bit disappointed that only two turns after building ICBMs was allowed I was told that I had already won by points (played the U.S.). There were 28 turns more to go, but the game was already over - and I had taken over only a few cities.
I thought winning by points is only possible if you play until the last turn. However, it seemed that the game stopped as soon as the U.S./Russia/etc.-Alliance topped the scores of the other nations (with respect to points). Is there anything you can do about that?

CellKu
 
You can change the amount of points for victory by opening up the civ4worldbuildersave file insidea EastAsia/publicmaps using notepad, then changing the beginning of the file where it says:
MaxCityElimination=0
TargetScore=**** Enter desired victory score
StartYear=
 
im playing as china and i found it to be extremely lopsided towards me. Russia was no problem at all, they never attack and have small amounts of troops. UK has even less, the 2 cities on the philipines are totally empty as are more of their cities. Ive only encountered a few American ships. South Korea wasnt even that much of a challenge, and they actually had a good amount of troops. Is it supposed to be like this?
 
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