Vietnam War Deluxe Edition

I did a search for bamboo in the graphics resources forum and found it in the middle of a thread about bamboo but it was a lucky find that no one else had taken interest in. It would be easier to swim down to the titanic, find a nice pearl necklace and swim back up than locate that bamboo resource again.
 
Work proceeds on this mod. It's playable but needs some tweaking, historical unit names and civ entries. I added in new wonders one of which is American Presidential elections where Nixon and the republicans takeover power. It uses the Congress pictures and reduces war weariness for awhile because people expected Nixon to bring a quick end to the war on decent terms. The rioting will start up again though with the war continuing on.

Here's the introduction briefing:

INFOINTR.jpg



NEWPTTAN.jpg

This photo shows the authentic new PT-76 tank, made by ripptide, sitting in Dien Chau. Offshore communist freighters report incoming B-52 bombers so targeted areas can be cleared in advance. The North Vietnamese AI is producing Viet Cong, NVA troops and workers at game start which is a good mix.

El pasta, I thinking about removing landmines from the game because they dont' cause damage, are easily destroyed giving unearned combat experience, and the AI knows where they are. Can you make them to cause damage?
 
First, let me say this looks like it is going to be a great mod to play! :goodjob:

As far as landmines being taken out..my two cents is that landmines/booby traps were one of the primary casualty producers in the Vietcong arsenal!
as a suggestion -- in my modded games (nothing near what you and many
others have done in quality and detail) I use landmines. I have there atributes
set as: invisible, with an attack value of 2, and a defense value 2 points higher than whatever the highest unit defense value used in the mod is. My
experience has been that they usually damage/weaken most units, not destroy them. And very rarely have the attacking units gained combat experience from encountering them. Landmines actually fit into my overall gaming well...the weirdest thing that has happened a couple of times is that
when I placed a mine at a chokepoint, the AI sent 15 plus workers trying to get through to build a road before it got the message to come up with a "Plan B"! Thanks in advance for all your great work on this one! :cool:
 
Are you sure that you should have the US and South Vietnamese as separate civs? It seems awkward to have victory require 46% of the population and start the US out with some small fraction of that. If combined with South Vietnam, they'd be further along in that goal.
 
I added in a heap of new sounds including rainforest backgrounds and even some monkeys to give an authentic Vietnam jungle feeling. Most of the units have some pretty radical sounds like full-on gunbattles, bullets ripping the air, screams of the dying, funky victory sounds, piping hot napalm (that was very hard to find), many new weapon sounds like the silencer pistol for spies etc etc. Unfortunately you won't be able to hear the evil laughter of the bad guys until I make a communist version. I'm hoping this will be the best sounding mod there is.


Echo 9 said:
I use landmines. I have there atributes
set as: invisible, with an attack value of 2, and a defense value 2 points higher than whatever the highest unit defense value used in the mod is. :cool:

Echo, can you tell me all the stats and flags for the landmine please? So you set it as a normal land unit instead of a bombard unit with zero range? With a high defence, doesn't the Ai just walk around them? My problem with mines is the Ai knows where they are automatically. But I guess your way makes it hazardous for the human player which is what we need. I'll try your advice. Thanks for that :)

Thundercow, I got the domination victory set up including coalition victory conditions which should mean the alliance between the US and S.Viet together make up the 46%. However, I'm still working on the mod and focussing on the units, techs and especially the sounds so later I might change the victory conditions to a point based one where if either Hanoi or Saigon falls there is a high chance of a victory being awarded. In short, I might make Hanoi, Saigon, and the US home bases in Okinawa and Guam worth a huge amount of victory points while no other cities on the map are worth any. The reason is that there is strong evidence that neither side would have given up even with major territory losses unless their capital was lost and unrecoverable.
 
El pasta, I thinking about removing landmines from the game because they dont' cause damage, are easily destroyed giving unearned combat experience, and the AI knows where they are. Can you make them to cause damage?

don't remove them just yet...if they're flagged as invisible the AI can't see/detect them. how do you figure that the AI "knows where they are"? i think i had them flagged as 1A/12D/0mvt, ZOC w/ a 0 bombard range and -5 HP so that they didn't become 'elite'.

i believe that they shouldn't necessarily destroy units; especially mech units. they could kill off weaker foot units though.

test it some. this has always been an iffy unit in civ3 but i'm sure that it can be used some way or another.
 
Okay thanks el salsa. I'll try that. By the way, the Ai always knows where all units on the map are, invisible or not. The concept of elite mines is kinduv funny. If I put them at -5 hp, they would net out -2 hp so I can't do that. For example, the marine sniper unit in the mod is set at -1 hp so they start out in the game with 2 hp. Gotta warm them up for awhile sniping rice paddy workers and badly wounded VC.
 
unscratchedfoot said:
Okay thanks el salsa. I'll try that. By the way, the Ai always knows where all units on the map are, invisible or not. The concept of elite mines is kinduv funny. If I put them at -5 hp, they would net out -2 hp so I can't do that. For example, the marine sniper unit in the mod is set at -1 hp so they start out in the game with 2 hp. Gotta warm them up for awhile sniping rice paddy workers and badly wounded VC.

don't remove them altogether itchmyfoot.

start them out at -3 Hp so that they top out at 0.

you know, there's another land mine concept out there...the 'movable' land mine w/ the worker anims digging a mine field. maybe you could try that out. i forget where the thread is but i know that it's in the Unit Library.
 
El Justo said:
don't remove them altogether itchmyfoot.

start them out at -3 Hp so that they top out at 0.

you know, there's another land mine concept out there...the 'movable' land mine w/ the worker anims digging a mine field. maybe you could try that out. i forget where the thread is but i know that it's in the Unit Library.

I concur with what El Justo suggested as far as hit points to prevent them from getting "elite". The stats I use currently are attack 2 and defense of 10.
(10 because I also want to damage armor...AT mines!)
It only destroys those insidious spearmen that are still around by the time the tech tree gets to landmines, but damages other units. And the unit I use is the one El Justo mentioned, with the engineer "laying" them. If the AI "sees"
invisible units, then it is even dumber than I have always thought it was.. as
I said in my earlier post, I have played games where the AI sent 15 or more workers to their death trying to get to an oil field I had mined!
 
another issue regarding land mines:

since they're flagged as immobile, the issue of how they can be produced and transported crops up; especially w/ the AI.

in my mod, i had the land mine unit autoproduced & flagged as 'Cruise Missle' (as well as all that other crap) and the Viet Cong unit flagged as 'Transports Cruise Missle Only' thus making the VC dude the only one who could move the land mine unit around. it worked nicely when i played as n vietnam. but i didn't see how the AI handled it. i presume that the AI just won't use it.
 
Justo, the Ai does not use land transports because there is no Ai strategy for that.

These new sounds are pretty cool. The neighbors in my apartment building are probably getting urked at the sounds of gunfire and screaming. Also, I'm removing global warming to preserve the jungle.
 
For the tech chart above, and the coming N.Viet chart, the techs all go in simple lines left to right with no forks. This way, the player must carefully choose which tech line to research cause its unlikely to finish all of them in one game so which is best: snipers, civil engineering, tanks, jets, special forces or ships? I designed it like this because the original civ tech chart is fatally flawed in that you don't need to think about which tech to research cause they all interconnect as prerequisites for each other and all civs have the same chart. With this chart, if someone goes for tanks first then he's hooped for endless rioting and will be starved by luxury expenses, but if he goes for civil techs first to keep people happy, he'll be hooped for fighting ability.
 
El Justo said:
don't remove them just yet...if they're flagged as invisible the AI can't see/detect them. how do you figure that the AI "knows where they are"? i think i had them flagged as 1A/12D/0mvt, ZOC w/ a 0 bombard range and -5 HP so that they didn't become 'elite'.

i believe that they shouldn't necessarily destroy units; especially mech units. they could kill off weaker foot units though.

test it some. this has always been an iffy unit in civ3 but i'm sure that it can be used some way or another.

What about a stealth attack against all the allied foot units.
 
unscratchedfoot said:
Justo, the Ai does not use land transports because there is no Ai strategy for that.

These new sounds are pretty cool. The neighbors in my apartment building are probably getting urked at the sounds of gunfire and screaming. Also, I'm removing global warming to preserve the jungle.

I thought a little on that land mine thingy.You could have a unit whch replaces the land mine.When that unit attacks, it digs a land mine where the enemy unit stands and the land mine explode.It could have mostly the same stats as the land mine, but it could be flagged as cruise missile, have a stealth attack against all the allied (foot) units, the attack stats would be 10-12 and it isn't immobile.

What do you think guys??
 
what a great mod is growing there :eek:

but I have a question : do you use coast-terrain for the river mekong ? So then it would be possible to use small riverboats (like in Apocalypse Now). But I guess, there will be the problem, that also the big carriers would be able to swim the mekong along. :confused:
but maybe there could be a special river terrain (some LM terrain or so), on which only Riverboats are able to swim ;)
 
Here's one for Thailand
Kingdom of Thailand
Archaeological evidence indicates almost continuous human occupation of Thailand for the last 20,000 years. Tai-speaking peoples migrated southward and westward from China around the 10th century AD. During the 13th century two Tai states emerged. The Sukhothai kingdom was founded about 1220 after a successful revolt against the Khmer kingdom. Chiang Mai was founded in 1296 after the Tai people defeated the Mon state of Haripunjaya. In 1350 the Tai kingdom of Ayutthaya (Ayudhya) succeeded the state of Sukhothai. By the early 15th century it had absorbed Sukhothai and devastated the declining Khmer kingdom.
The Myanmar (Burmans) were the most powerful rival of the Ayutthaya kingdom, and in 1569 they defeated Ayutthayan forces, occupied their capital, and ruled the kingdom for 15 years. In 1767 the Myanmar again occupied the Tai capital and ended the Ayutthayan rule.
The Chakri (Chakkri) dynasty came to power in 1782 under the leadership of Chao Phraya Chakri (Rama I). In the early years of the new dynasty the capital city was moved across the river to Bangkok. The Chakri ruler Rama III (1824–51) extended the Tai empire south along the Malay Peninsula, north into Laos, and southeast into Cambodia. During the 19th century Western influence increased in the country as Tai (Siamese) rulers granted concessions and political relations to European countries. In 1867 Siam relinquished its claim on Cambodia to France. During the reign of King Chulalongkorn (1886–1910) a policy of Western internal reform was implemented. Siam ceded its vassal state in Laos and Cambodia to France in the late 19th and early 20th centuries. In 1917 Siam entered World War I on the side of the Allies.
During the reign of King Prajadhipok (1925–35) a coup d'état put an end to the absolute monarchy and established a constitutional regime with the king's support. In 1939 the country was officially renamed Thailand instead of Siam. During World War II Thailand reluctantly became an ally of Japan. The dominance of the military carried over from the 1932 coup into the 1950s and beyond, as Thailand's stability was successively undermined by the Indochina and Vietnam wars and Vietnam's postwar incursions into Cambodia. From 1932 on, there were a series of governments that were either overtly military or strongly influenced by the military. The role of the monarchy was limited.
 
And for Cambodia (before the civil war)
Kingdom of Cambodia
At the Geneva Conference convened in 1954 to reach a political settlement to the First Indochina War, Sihanouk's government was recognized as the sole legitimate authority within Cambodia. This decision prevented the Viet Minh from gaining any regional power in Cambodia, as they did in Laos.
While they recognized Sihanouk's role in gaining Cambodia's independence, Democrats and communists alike opposed his increasing authoritarianism. Unable to govern unopposed, Sihanouk abdicated the throne in March 1955 in favour of his father, Norodom Suramarit, and formed a mass political movement, the Sangkum Reastr Niyum (“People's Socialist Community”), whose members were forbidden to belong to other political parties. The effect of the move was to draw thousands of people away from the Democrats, who had expected to win the national elections scheduled for later in the year. When the elections took place, amid widely reported abuses by Sihanouk's police, the Sangkum won every seat in the National Assembly. From then until he was overthrown in 1970, Sihanouk was the central figure in Cambodian politics, sometimes as prime minister and—after his father's death in 1960, when no new monarch was named—as head of state. Overt political life was strictly controlled by the prince, his colleagues, and the police. Cambodian communists, a marginal group of fewer than a thousand members, operated clandestinely and enjoyed little success. In 1963 Saloth Sar, a schoolteacher who also was secretary of the party, fled Phnom Penh and took refuge in the forests along the Vietnamese border; from there he built the organization that later would be known as the Khmer Rouge.
Until the mid-1960s, when opposition to his rule intensified, Sihanouk was widely revered in Cambodia. He saw Thailand and what was then South Vietnam as the greatest threats to Cambodia's survival. These two countries were allied with the United States, which the prince distrusted. At the same time, Sihanouk feared the eventual success of the Vietnamese communists in their war against South Vietnam and the United States and was worried by the prospect of a unified Vietnam under communist control. To gain some freedom to maneuver, he proclaimed a policy of neutrality in international affairs. Convinced, however, of American involvement in two South Vietnamese-backed plots against the Cambodian state in 1959 and encouraged in his anti-Americanism by the French president Charles de Gaulle, whom he idolized, Sihanouk broke off relations with the United States in 1965. Soon afterward, he concluded secret agreements with the Vietnamese communists, who were allowed to station troops on Cambodian territory in outlying districts as long as they did not interfere with Cambodian civilians. The secret agreement protected Sihanouk's army from attacks by the Vietnamese but compromised his neutralist policies. After 1965, when the war in Vietnam intensified, he also edged toward an alliance with China.
Cambodia's internal politics after 1965 developed in a complex fashion. Elections in 1966, the first since 1951 not to be stage-managed by the prince, brought in a majority of National Assembly members who owed little or nothing to Sihanouk himself. Although the prince was still a revered figure among the rural populace, he became increasingly unpopular with the educated elite. Conservatives resented his break with the United States and his seemingly procommunist foreign policy, while Cambodian radicals opposed his internal policies, which were economically conservative and intolerant of dissent. A rebellion in Batdâmbâng province in 1967, manipulated by local communists, convinced the prince that the greatest threat to his regime came from the radical sector, and without hesitation he began using severe measures—including imprisonment without trial, assassinations, and the burning of villages—to impose his will.
By 1969 Sihanouk's grip on Cambodian politics had loosened, and conflict between his army and communist guerrillas, especially in the northeast, had increased. Some anticommunist ministers led by Prince Sirik Matak and General Lon Nol plotted to depose Sihanouk, whose credibility with radicals had evaporated following his renewal of diplomatic relations with the United States. Sihanouk's elaborate policy of juggling major powers against each other had failed. Matak and Lon Nol worked closely with anticommunists in South Vietnam, including Son Ngoc Thanh, whose Khmer Serei movement had gained recruits among the Khmer-speaking minority in Vietnam.
 
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