The Hinge of Fate - Playtest/Release Thread

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Feb 11, 2012
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Hi John,

Here is the final update:

In Early March 1944, Washington's city fell and the American government was forced to move to Buffalo... only one more objective city to go!

upload_2022-4-17_14-58-55.png


The following turn, Pittsburg fell as well, with the ultimate prize just beyond the horizon...

upload_2022-4-17_15-2-45.png


Then came Cleveland...

upload_2022-4-17_15-3-48.png


and after some last minute regrouping the final drive netted the last remaining objective... the Motor City itself, Detroit!


upload_2022-4-17_15-5-35.png


19 of 19 objectives for an 'Ultimate' victory...:)


upload_2022-4-17_15-8-20.png


Though after capturing the 19th objective, I would have expected a message that the game was over, as we did in Napoleon, and that I had won an ultimate victory. Instead the game just keeps going... maybe that's something you would consider adding.

In case you are interested, I included the final save game of Early June, 1944 (turn 99), i.e. the turn just after I captured Detroit.

This was undoubtedly the longest playtest I've ever done but well worth the time and effort. Truly enjoyed the experience. Well done indeed!:goodjob::thumbsup:

As promised, I will try to get back to you as soon as possible in a private thread with my final overall thoughts and feedback.
 

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JPetroski

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I'm very glad you enjoyed yourself and will have to make things harder :lol: although I suppose your playthrough demonstrates what can be achieved if Sea Lion is successful early!

I'm looking forward to your feedback!
 

Civinator

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This was undoubtedly the longest playtest I've ever done but well worth the time and effort. Truly enjoyed the experience. Well done indeed!:goodjob::thumbsup:

... and I have enjoyed your reports and screenshots about this great scenario, too. :goodjob::thumbsup:
 

Dadais

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I'm very glad you enjoyed yourself and will have to make things harder
First, thanks @tootall_2012 for this demonstration !

About your difficulty concerns @JPetroski, why not

-leaving the scenario like that or with small balance adjustments for noobs (yes I am) ,

-and proposing at the beggining of a new game to "challenge the scenario" for pgm where you would increase the difficulty ,

then providing both categories of player a hardship ? :D
 

JPetroski

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I mean honestly I'd wait to see if Tootall found it fun because a June 1944 victory seems to have taken a realistic amount of time and isn't too bad :)
 

JPetroski

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Thanks Tootall - I skimmed it but will get back to you in more detail later :)
 

Civinator

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Just to update everyone, I'm making some changes based on Tootall's excellent feedback. Nothing too major but a few tweaks and bug fixes. More to come soon!

:bump:
 

countmc

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Dec 29, 2005
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Scenario looks great, but whenever I try and play it, the screen will flash for a second of the opening scene of the scenario and then kicks me totally out of civ ii. Anybody else having this same problem?
 

JPetroski

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I'm guessing it is a version issue since TNO only just added support for title screens. Are you sure you're working with his latest update?
 

JPetroski

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Version 1.02 is now released. You can find it in the downloads section.

Change Log:

-German AT gun now have 2 MP
-Artillery shell range = 2
-Allied flak to 0 MP - should make certain cities harder to take
-Scout car IZOC
-New Panzergrenadier cost = 180
-Doubled cost of Sdkfz
-Tripled cost of supply trucks
-when an artillery unit deploys from a transport, its movespent is set to 255. This means it can no longer be transported and fire on same turn.
-Add submarine unit in place of Montgomery for Allies.
-Submarines have random chance to spawn near Afrika Korps resupply lines starting turn 25 when Malta isn't neutralized.
-Germany starts with 2x Mobile Artillery units now
-Expanded paved road and regular road network in Italy
-Kampfgruppe now provide 3x Panzergrenadier and 2x Schutzen rather than 5x Panzergrenadiers
-Afrika Korps now starts with 1x Scout Car
-Adjusted Stalingrad event to make it more nefarious
-Increased speed of non-transport naval units (up by 50%)
-Made War industry nil prereq
-Made it impossible to build refineries or factories on any map but Europe so there won't be strat errors. Unfortunately this does mean you aren't going to be able to build up in the United States, but at that point in the game, I think this is acceptable.
-Fixed strat.cityCoordinate issues with refinery - it was looking for the wrong improvement which allowed fuel refineries to be built in places beyond simply industrial cities as desired.
-Fixed issue where fuel bonus wasn't being given.
-Added Melitopol, Voroshilovgrad, Poltava, and Kramatorsk.
-Fixed issue where flak 88 shells would not fire to the night map. The correct key is now 8.

Considerable thanks to @tootall_2012 for the considerable helpful feedback provided that allowed me to hunt down bugs, and to make the scenario (hopefully) more challenging.
 

Pablostuka

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Version 1.02 is now released. You can find it in the downloads section.

Change Log:

-German AT gun now have 2 MP
-Artillery shell range = 2
-Allied flak to 0 MP - should make certain cities harder to take
-Scout car IZOC
-New Panzergrenadier cost = 180
-Doubled cost of Sdkfz
-Tripled cost of supply trucks
-when an artillery unit deploys from a transport, its movespent is set to 255. This means it can no longer be transported and fire on same turn.
-Add submarine unit in place of Montgomery for Allies.
-Submarines have random chance to spawn near Afrika Korps resupply lines starting turn 25 when Malta isn't neutralized.
-Germany starts with 2x Mobile Artillery units now
-Expanded paved road and regular road network in Italy
-Kampfgruppe now provide 3x Panzergrenadier and 2x Schutzen rather than 5x Panzergrenadiers
-Afrika Korps now starts with 1x Scout Car
-Adjusted Stalingrad event to make it more nefarious
-Increased speed of non-transport naval units (up by 50%)
-Made War industry nil prereq
-Made it impossible to build refineries or factories on any map but Europe so there won't be strat errors. Unfortunately this does mean you aren't going to be able to build up in the United States, but at that point in the game, I think this is acceptable.
-Fixed strat.cityCoordinate issues with refinery - it was looking for the wrong improvement which allowed fuel refineries to be built in places beyond simply industrial cities as desired.
-Fixed issue where fuel bonus wasn't being given.
-Added Melitopol, Voroshilovgrad, Poltava, and Kramatorsk.
-Fixed issue where flak 88 shells would not fire to the night map. The correct key is now 8.

Considerable thanks to @tootall_2012 for the considerable helpful feedback provided that allowed me to hunt down bugs, and to make the scenario (hopefully) more challenging.
Can't wait to give it a go!!
 
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