Typhoon of Steel - WW2 in the Pacific - Version 4

eric_A

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Typhoon of Steel - Version 4

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WW2 in the Pacific scenario by Eric_A.

INSTALL INSTRUCTIONS:

1) Download Tos_v4.zip from here:

http://www.civfanatics.net/downloads/civ3/scenarios/Tos_v4.zip

-This file is the Tos_v4 folder which contains all the art and text files, it is
big, about 90 megabytes.

2) Extract the folder to your CIVIII\conquests\scenarios directory.

3) Next download the scenario (.biq) files you wish to play from one of the
following posts. There are different files for single player or multi-
player games and for Allies or Japan.

4) Check post #8 for any patches and install as per instructions
in that post.

Screenshot, Map:
 

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Version 4 features a new map which was cropped out of El Menecy's 362 by 325 world map. This
map extends from Ceylon in the west to the Panama Canal Zone in the east.

Some of of the new units added:
Japanese SNLF
US Modernized Battleships
Devastator Torpedo Bomber

Download and read the text file in post #6 for a full description of TOS4
 

Attachments

  • NG1.jpg
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There are three files in the Zip. One for Japan, one for the major allies (USA or the CW) and
one for the minor allies ( China or The Dutch). The VP levels may still require some tweaking and
I expect it will be pretty much impossible to win with the Dutch, but that was the historical
situation.

Extract the files to your conquests/scenarios folder.

NOTE: The single player games use MONTHLY turns but ships have more movement points.
I was finding the war would alway progress too quickly when playing against the computer.
 

Attachments

There are three files in the Zip. One for Japan, one for the major allies
(USA or the CW) and one for the minor allies (China and the Dutch).
The VP levels/locations may still require some tweaking.

Extract the files to your conquests/scenarios folder.

NOTE: The single player games use MONTHLY turns but ships have more movement points.
I was finding the war would alway progress too quickly when playing against the computer.
 

Attachments

Here are the multiplayer game files, in the zip there is one file for the short game and
and one for the long game. Extract the files to your conquests/scenarios folder.

In the multiplayer games each turn is 2 weeks real time.
 

Attachments

Unit Animations by:
Wyrmshadow
Riptide
Micaelis Rex
recon1591
Akula
TVA22
BrBro
vingrjoe

Testers:
AKSully

Map & map cropping:
El Menecy
Loulong

This is the text file which describes this scenario:
 

Attachments

Typhoon of Steel (TOS) is the title for my WW2 Pacific theater scenario for Civ III
Conquests. Version 4 features a new map which was cropped out of El Menecy's 362 by 325
world map. This map extends from Ceylon in the west to the Panama Canal Zone in the east.

Time Scale, Civilizations and Alliances

Turns represent 2 weeks in real time in the multiplayer game and one month in the single player
game. The short game covers the period from Dec., 7, 1941 until mid-1943. The long game and
covers the entire conflict period. The civilizations in order of play are:

1. Japan
2. America
3. Nationalist China
4. Commonwealth
5. Netherlands
6. Communist China

The Communist Chinese are not playable, they intended for AI control only.

Locked alliance #1 (USA, Commonwealth, China and Netherlands) at war with alliance 2.
Locked alliance #2 (Japan) at war with alliance 1 and 3.
Locked alliance #3 (Communist Chinese) at war with alliance 1 and 2.

Screenshot, the China front North of Canton.
 

Attachments

  • china.jpg
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TOS V1.03 Release Notes

1. Fixed cost of Dutch sub, was 0 now 60.
2. Added upgrade button for US BBs, was missing in MP versions only.
3. Japan SP short game, added extra allied VP locations, was too easy for Japan.
4. Feudalism gov. - changed unit rushing to paid labor.
5. MP versions - removed 2 corps from Japans starting forces in China.
6. Added some extra starting units to Chinese foces, including a leader
in Sian, more artillery and a US inf Div.
7. In SP games, cut the time for worker jobs to match monthly turns.
8. In MP games changed the player order as per Luthors suggestion.


Previous release, V1.02

Changes:
Reduced tech costs by about 20% in all single player games.
Corps are no longer buildable in single player games.
Adjusted combat strength of AA cruiser to 9-7-6 (attack-def-bombard).
Some minor order of battle changes.

Patches:
The wonder splash for the Kamikaze Flight School is missing. This will
cause the game to crash if you build the wonder. This pediaicons.txt
file will fix the problem by using the military academy splash. Unzip the
file to your conquests\scenarios\tos_v4\text folder and replace the
existing file.
 

Attachments

This is certainly a great improvement over V3. The inclusion of the western section of the US should make for a greater challenge for the Japanese Empire. Looking foward to playing it later when its all up on the forum. Keep it up!
 
Did you remove the .biq's? I was able to download the media zip, but didn't see the scenario files.

Cheers,
Xatokuom
 
Did u not read the first post. # 3 will tell u his plans. It just looks like he ran out of time to post them today.
 
Did u know that this is not a chat site?

Sorry know offense I just can't help it...

I'll be sure to check this one out.
 
Wasn't sure if I was missing something, the posts were from early this morning. I've been checking ever few hours since then. TOS is worth the wait! :)
 
Yes Eric has done a great job in past and i'm sure this one will be just as good.
 
Xatokuom said:
Did you remove the .biq's? I was able to download the media zip, but didn't see the scenario files.

Cheers,
Xatokuom

Xatokuom
The first .biq files have now been posted. It will take me several
days to get everything posted, thanks for your patience.
 
I just played the short version and WOW. This great stuff. The choice to build a division or a brigade added a new element to combat. Having the choice to focus on many VPs with a lot of brigades or focus on capturing a few well defended VPs a couple of divisions. Looking foward to the Long Version biq. file.
 
otacon_22 said:
I just played the short version and WOW. This great stuff. The choice to build a division or a brigade added a new element to combat. Having the choice to focus on many VPs with a lot of brigades or focus on capturing a few well defended VPs a couple of divisions. Looking foward to the Long Version biq. file.

Otacon_22:
Glad you like it,feel free to post any reports on your game here.
The single player long games will be ready in a couple more days.
 
I played a little more today and I noticed something that greatly decreases the late game challange for the US. I'm not sure if its a bug or the AI messing up but, after Japan attacks Pearl Harbor, the destroyers and crusiers all head back to Japan but all the carriers just sit right off the coast of Hawaii within range for the fighter-bombers on Midway and Pearl Harbor. Also, if you could, add a few more bombers to the Japanese strike force. Non-lethal sea bombard if you could to ramp up the accuracy and challange of the scenario. The AI barely scratches most of the ships in Pearl. These are the my only problems I have encountered when playing so far. I don't mean to sound negative and I'm sorry if I do but this might add that extra bit to the game.
Great Work! Anxiously awaiting the long game files.
 
otacon_22 said:
I played a little more today and I noticed something that greatly decreases the late game challange for the US. I'm not sure if its a bug or the AI messing up but, after Japan attacks Pearl Harbor, the destroyers and crusiers all head back to Japan but all the carriers just sit right off the coast of Hawaii within range for the fighter-bombers on Midway and Pearl Harbor. Also, if you could, add a few more bombers to the Japanese strike force. Non-lethal sea bombard if you could to ramp up the accuracy and challange of the scenario. The AI barely scratches most of the ships in Pearl. These are the my only problems I have encountered when playing so far. I don't mean to sound negative and I'm sorry if I do but this might add that extra bit to the game.
Great Work! Anxiously awaiting the long game files.

Otacon_22:
The problem with the carriers hanging around is a flaw in the AI, it just
can't seem to handle a large stack of carriers. If you try bomdarding them
with just cruisers and destroyers (which do not have lethal bombard) it
may send the damaged ships home.

In the multiplayer game the battleships start out one tile south of Pearl so
they can be attacked separately. But the AI will not bomb them outside
the city. So what I did in the allied single player games was remove the
Arizona and Oklahoma from the start forces, they are considered already
"sunk" at the start of the game.
 
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