Updates of Kobayashi Scenarios

kobayashi

Deity
Joined
Feb 15, 2001
Messages
2,709
Location
Singapore
Dear everyone,

I have updated STBAQ to version 2.1 and ZWK to version 1.3. They can now be downloaded from civfan. I'll list the changes here and you can decide if its worth your while to update any versions you have at the moment.

*****
Changes in STBAQ version 2.1 - Mostly added stuff which I developed for ST Dominion War.

a. updated several units icons from STDW

b. BAQ now uses the shield icon for fortified troops

c. LCARS type city.gif added

d. people are now starfleet people.

e. interface screen look has been improved and is no longer blue.

f. my e-mail has been changed

g. starting units are not fortified so you will jump to your starting city at the start.

h. fixed some references to the original improvements and typos in the pedia.

i. The advice files have been updated so they work properly.

*****

Changes in ZWK from version 1.1 to version 1.3 - Some rebalancing of units and tribe advantages. Changes are more substantial than for STBAQ.

VERSION 1.2 CHANGES
-------------------
a. Gave the Polish back the cities of Vilna and Lwow.

b. Disabled city capture (bribing) by Commandoes and enabled the Informant network (embassy) option.

c. Added a ADSIC/Sonar message to replace the Railway message.

d. Withdrew suggestion that single player play as Axis.

e. Allies now begin researching War Adjustment so the Allied AI will have AA guns earlier.

f. Soviets and Minor Allies (i.e. Poland) at at war at the start.

g. Capital ships can now attack aircraft to solve the problem of the invulnerable battleship.

h. Moved two U-boats off the coast of France into the Med Sea.

i. Added Coastal Battery and AA Battery to 3 British cities in the South-east of Great Britain and London.

j. Decreased the research penalty of the Soviets again, to 40%.

VERSION 1.3 CHANGES
-------------------
a. AA Battery role changed from Air superiority to Defend.

b. Gave city fortification to Kiel and Brest as there is where the free torpedoes appear. Changed the mechanism for giving the Axis free torpedoes to make it more random.

c. Neutrality Wonder expires with War Adjustment.

d. Allies must now have Lightning (Twin Fusulage) before they can research Mustang(Advanced Piston).

e. Added Industrial Estates to Vologda, Kirov and Dnepropetrovsk.

f. Added a new Allied city, Inverness, in northern Great Britain and added a transport corridor to the North.

g. Axis free support for units reduced from 5 to 4.

h. Fixed 'farmland' message you get when you discover Large Airframe.

i. Changed winning condition for Axis to capturing both London and Moscow.

j. Reduced the defense factors of the heavier tanks and increased the attack factors of the more advanced bombers to increase the pace of the game in the second half.



[This message has been edited by kobayashi (edited May 07, 2001).]
 
Hey, Kobayashi, any new scenarios planned? Just wondering, you know...
wink.gif
 
Since your talking updates, I've been playing ZWK with the new terrain and specials, and it really improves the game. A few things to add: The Mustang should have better range and endurance, or it is no better than the 190, and that is not right. It couldn't go the distances of a p-38, but it could come close. Also, you didn't correct the Gloster Meteor thing, is still reads Glouchester. Still it's a load of fun, and your units add a lot to the game.

------------------
<IMG SRC="http://forums.civfanatics.com/ubb/blast.gif" border=0><FONT size="4"><FONT COLOR="blue">All knowledge begins with the Phrase:</FONT c><FONT COLOR="red"> I don't know</FONT c></FONT s><IMG SRC="http://forums.civfanatics.com/ubb/ninja1.gif" border=0>
 
Originally posted by xeven_god_of_helsibahr:
Hey, Kobayashi, any new scenarios planned? Just wondering, you know...<IMG SRC="http://forums.civfanatics.com/ubb/wink.gif" border=0>

Thanks for asking. I've just been sulking a bit (and visiting the chess forum). ZWK didn't really take off and I've been wondering if there was something fundamentally wrong with it or that there are just too many WWII scenarios out there.

Seems that 'looks' do matter and I've learned that a lot of people look at the terrain in great detail for some reason. I have never been a 'terrestial' scenario designer and I never realised that. I've been spending my time giving ZWK one last try by giving it a face lift.

So I have made changes in response to the comments by some of the old timers. Since, I've already gone rapidly from 1.0 to 1.1 to 1.3, I don't think I'll release the next version yet cause suggestions for changes keep popping up once in a while. When I am satisfied nothing else needs changing, I will release the final 2.0 version.

In the meanwhile, if anyone has previously downloaded vesion 1.3, I would be happy to e-mail the few 'facelift' files. Just e-mail me or leave your request (plus e-mail address) on this thread.


As extracted from the readme:

9.05 VERSION 2.0 CHANGES
------------------------
a. I have moved some of the terrain and added two two new terrain types, grove and beach.

b. Most of the terrain bonuses have been changed so that they are more appropriate.

c. Trade items have been changed to different basic minerals and elements.

d. The look of the transport corridor (road) has also been adjusted so it will not be mistaken for railroad.

e. Tanks over forty tons (Panther, Tiger, Tiger II, Stalin and Pershing) can now ignore city fortifications.

f. Created advice files so that the advisors are more effective and explain what units and improvements are for.

g. Both Soviet and Axis AI are more likely to declare war as the scenario progresses.

h. The game doesn't say that Hess was planning to defect any more.

plus the things that AlcibO has suggested above.

[This message has been edited by kobayashi (edited May 20, 2001).]
 
Yes, Kobayashi...

I must admit, the time of the scenario which captured imagination and theory of mind has finally given way to the presentation...it's now a competitive world out there for scenario and modpack graphists, sound mixers, and designers...without meaning to be...

Sadly, it may limit the number of "well designed" scenarios to an elite authorship...

On the other hand, you may be right about the number of WWII scenarios out there...a lot of different takes on that scenario...

John
 
Back
Top Bottom