Scenario preview: Vietnam War

Is this going to be a good scenario?

  • Yes

    Votes: 24 46.2%
  • Maybe

    Votes: 20 38.5%
  • No

    Votes: 8 15.4%

  • Total voters
    52
Thanks again The Osu.:goodjob:

Tomorrow I can't be reached because I'm going to be in a party.So just work on and try to fid a solution for the game balance.
 
Finally got the scenario working :D Couple questions. I havent been on the boat with you guys from the beginning so I dont know for sure exactly how you want this scenario to work out. My vietnam history is a little hazy. Been a long time since I studied that, but 1965 was about the time when things were getting really heavy in Vietnam, correct?

If im correct then you would want to have some serious battles. I started as the americans and I noticed thier cities are really weak. Most were producing like 10-20 shields. A city toward the end of a epic game can produce 100-200 shields so there is quite a bit of room for adding there if you want. To take care of the happiness in the american city or cities you coould add an improvement like liberty and have it give 5 or whatever happy faces. By boosting thier production you and with accelerated production on you could realy churn out some units

Ideas on bombers, fighters, and B52
fighters 2 rof, bomber 3 rof, and B52 5 rof to symbolize the different payload sizes and amount of area they are able to destroy. The reason your B52 wasnt working is because you have the rof for it set at 0. Rof is how many times the unit can hit unit it is attacking. Unlike how it sounds it does not let you repeatedly bombard in one term. No matter what you set it at you will still on get one chance to bombard it will just allow it to hit a unit more than once. For example like radar artillery's 3 rof symbolizing firing off multiple rockets.

EDIT: if you tag B52 as footunit you can prevent it from landing on aircraft carriers which would be a lot more realistic.

Wasnt the sabre outdated by the Vietnam war? The F4 phantom I thought had pretty much taken its place doing a terrible job at first with its lack of gun, being the first jet to try and rely on inaccurate missles alone. Later in the war a gun was eventually added to the phantom
 
good to see you got it up and running:D
the americans sent the marines to vietnam in march 1965 i think. the army had been there for some time, operating under the guise of 'consultant' to the s vietnamese. they were there as early as 1961. kennedy sent them there. the first real battle of the vietnam war was that mel gibsoin movie "We were Soldiers". i forget where it occurred exactly (na trang valley?) but it was one of the only times outside of the Tet Offensive where US forces battled the commies in conventional, head-to-head fashion. that's why we should emphasize the 'invisible' and 'stealth' flags for the N Vietnamese.
i hadn't even thought of the ROF thing. thanks. i'll switch it in my biq to reflect your suggestions.
the added production thing is cool too. maybe we could cut the US cities down to 2 or 3 with that.
the initial air unit for the US is the Sabre but eventually they can build the Phantom. i'm not much on the specs of the planes but i do know that the F100s were in Nam early on. there are actually a couple of others that aren't in the scen. A10 thunderhawk (?) and another one i can't remember right now. napalm bomber is in there after 'incendiary tactics' is researched (US only).
 
I also tagged the Huey with the explore flag. If you dont have any flag tagged the AI will just sell the unit.

Im gonna have to get used to infantry having to movement, I do like how it speeds the game up a little; I reduced the road bonus to 2 instead of 3 and gave huey movement 4 with all terrain as roads, which basically gives it a movement of 8.

And of course these are all just suggestions. Take what you like leave watcha dont
 
Originally posted by Osubaker
EDIT: Oh just thought id mention in case any of you might be interested. Ive been working on a huge mod by myself for months now and could use some help if your not sick of modding by now

yeah, i'd like to help after we get this one going
 
What if we could be a scenario making team after this and then we can make many scenarios and mods.I have some problems with the NLF Infantry, but I shall try to fix it.Your suggestions are great Osu.
 
I've also got it working:D, but it was some problems I met.I think I must DL the Art file on xdrive (if I can open it) because I was missing some civilopedia icons.When I tried as the N Vietnamese suddenly it came a blackout and I was back on the writing board.I haven't playd any yet, but I will.
 
Originally posted by Luddi VII
Also we should make a separate Units_32 file for this sceanrio.

i agree. how is that done anyhow? open the master units_32 file in paintshop and cut/paste onto the blank spots? or is another program needed?

yes luddi, that Icons file on xdrive has ALL icons in the game lined up. well, those that actually came with the custom graphics. many did not and i used existing civ3 graphics that were close
 
I dont have paintshop so im not sure if that would work. I use GIMP which you can download for free from thier website. Im going to be really short on time for a little while, been procrastinating ALOT, ive got to get this stupid 10 page economics paper done.


About that mod ive been working on, just so you have an idea what it is. Ive been working on it an hour or two here and there for like the past 4 months, ever since i bought conquests. It started out as just a few rule changes to make the game more fun but has grown pretty huge. I dont think civ has enough strategy so my goal is to try to add depth. So far ive added 103 new units, 40 new techs, 4 new resources, 10 new buildings which is the main area that still needs work, and extensive changes to all the unit stats. I really like it so far and went ahead and replaced the original civ rules with this so whenever i start a new game this scenario is applied. Like for example I added boomers so now the game has attack subs and specialized missle subs. So instead of relying on just the ICBMs you can park a boomer off the coast of your enemy loaded with 10 tactical nukes, :lol: I also added chemical weapons, but its too bad theres not a "piss off all ai flag" like when you use nukes.

PS F@%$ the FCC, leave howard alone!
 
hey, i like that mod! i agree that civ3 needs more depth. once we finish this one, maybe we can team up on it. is it ancient to modern? or just modern-future?
i made those changes to the air units and playtested some w/ it as the US. let me tell ya, i was bombin' em back to the stone age:eek: the napalm bombers are vicious w/ a ROF of 5 and bombing 25. i think we should reduce the ROFs. instead of 1-3-5 (fighter-fighter-b52/napalm), maybe 1-2-3? i also need to look at the ROF for the artillery units.
i am also in the middle of a 15 pg history paper :mad:
 
its ancient to future
I also added 4 new specialists alchemist, banker,philosopher, and beurocrat

maybe napalm could be rof 5 but low bombing to represent good at hitting alot of infantry but not as good at destroying fortifications/tanks etc, while B52 would have maybe 2 or 3 rof but high bombard

what about giving the north vietnamese one extra movement point so they can hit and run?
 
I got sick of my paper so I was playing around with the americans a little and the american bombers can pound the commy out of communism :lol: So we should probally either make the VC more powerful or tone down the americans. I vote for VC, cuz bombing the crap out of them is just too much fun!

BTW who made the map its great! vietnam looks so realistic :goodjob:
 
yeah more mvmt for the N vietnamese couldn't hurt. i'll take a look at it. the bombing is cool. though that napalm .wav is a little annoying. maybe i'll look for another sound file and post it in the thread.
i also had some problems with the Escorted Worker unit. the creator forgot to put a certain .amb file into the unit folder. i think it was 'workerforestwhatever.amb' that it was looking for but couldn't find:mad: so i made the 'forest' wav. the same as the 'jungle' one. no biggie. also, the escorted worker finishes building the 'highway' in 1 turn. i think it should be higher. maybe 2 or 3 turns to complete. no?

the map was made by El Mencey and it is nice, isn't it?

btw, I finished my paper:crazyeye:
 
here's the corrected Escorted Worker INI ...you guys should all DL it and replace the ini file you already have...also, Change the unit folder name to Escorted Worker (w/ the space) and the 'PRTO_' entry in the biq from "PRTO_EscortedWorker" to "PRTO_Escorted_Worker".

i also vote to make the n vietnamese units more powerful also. i'll play around with it later.
 
Agreed with all of your suggestions and funny historys.Could you attach the BIQ with all the changes you have done because I'm to lazy to do it.:pThe mod sounds interesting.:)
 
changes for version 1.5:

changed ROFs for american air units from 1-3-5 to 1-2-3 (fighter-fighter-bombers)

added another mvmt point to each n vietnamese foot unit. NVA Infantry and SA-7 grenade launcher each has 2 mvmt now and the VC and NLF guys are 3 mvmt. this should accurately capture the hit-and-run/guerilla tactics they really used.

changed build time of 'paved highway' for Escorted Worker from 1 turn to 3.

gave the huey and cobra the 'explore' flag and altered it's mvmt costs so that it treats all terrain as roads.

i think that's it. later i'll try and find a better .wav for the Napalm Bomber. also, preplaced are all of the American airunits so that they can be playtested from turn 1. we'll remove the more advanced units later.
 
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