WW2-Europe XXL

I meant rename the ANZAC rifleman to british rifleman, but nevermind the scenario works for me now:) I don't know what I was doing wrong the first time round but I just redid everything again and finally it works.
My first impression = very good:goodjob:
I am in awe at the detail! The wonders are very good touches.

Only weird things that have happened are the Ireland has declared war on me (the commonwealth) and I bombarded (with ships) an Italian city killing a plane...and enslaved it to make a transport! I know these can't be helped so I don't mind, besides givbes me an excuse to add the Irish cities to the empire and a free transport is always good:nya::nya:


Anyways, my thanks for making such a great scenario!
 
@Comrade: a pity you didn't keep a pic of that ship destroying the plane... might have made pic of the week on the main page... especially enslaving it to make a new ship..

that 's a huge problem with the enslaving option, it should not matter what you enslave with, but what you enslave...

I also always take down the Irish when I play as the british.,.. The Axis did try to get them to declare war against the british,,...
 
I started a game as the Germans as well, but I have noticed that the save game (on first page of this thread) is from before the update, so the Nazi's still use the colour blue rather than dark grey and the 66% number is still needed for domination victory.
One thing I did note was that the game is more fun to play as the Germans than the commonwealth (obviously cuz you get to invade lots of stuff:nya:, which helps as the long wait between turns made teh British a bit boring where with the Nazi's you at least get to do lots of stuff before the next wait).

Anyways I have made a couple of alterations to the victory conditions and am gonna try a game with victory point scoring, hopefully I have altered it enough so that the game will last long enough (I have put total up to maximum and reduced the number of point granted for conquests, plus have added some victory point locations with the point setting to 15), also adding America to the commonwealth side (not strictly historically true as game starts in 1939 obviously, but I am gonna see how it works out. My thinking was this way I can put coalition victory on, plus that way the Germans will try and sink US ships like battle of alantic). I'll tell you how it pans out!
 
except for the size of the size of the scenario, it feels like cheating playing any other ww2 scenario.
if someone could just post more start savegames with the 1.06b update.

thx a lot aeldrik.
 
ok, i started the russian savegame at the beginning of this thread.it was going relatively fine...i got the infantry and tanks in the tundra to start trekking towards the western frontier and started an assault on the baltics and poland.
in week 39, america allied with germany against danemark.
in wk 41 spain allied with the brits against germany and finnland and ireland allied with america against the danes.
in wk 42 the swiss allied with the french against rumania and then the strangest thing occured!
SOME UNSEEN YUGOSLAV UNIT STOLE 19 GOLD FROM CHERKASSY AND BURNT IT TO THE GROUND EVEN THOUGH I AM NOT AT WAR WITH YUGOSLAVIA.
when i tried to get the generated slave workers it said i am not at war with yugoslavia.

is this a bug?

i got demoralised after this and saved the game until perhaps someone can explain this.
 
ok, what happened is that one of the resistant units of the Yugoslavs attacked you... there are invisible and hidden nationality, so they'll attack everyone they don't like....
the point of this was to have the French and others able to go on fighting even if a peace treaty was signed.....
If more people think it should be changed, I will off course do it...
 
ok, so i suppose the only thing to do is to build infiltrators and place them at the border.....or i will need infiltrator units in every city to guard against this.

on another point, i left the scenario configuring for a few hrs and got 1 russian game configured at emperor with the 1.06b update...with a few changes in spelling (capitalisations) and more buildings reducing pollution because there was already too much pollution at turn 5 and i hardly have any workers.
 
aeldrik, I think you should leave the hidden Yugoslavs etc. in the game. They add a lot of fun to it.
Btw, Smoking mirror has just finished a partisan unit (he said, it should resemble a late WW2 partisan, I think). Might be something for your scenario.
 
thx for the hint, I'll have a look at it...
hmm, looks a little too military for me, the WW2 partisans were civilian looking... pity... but the unit is a real beauty for south american guerilla units...
 
yeah, I think that is why somebody suggested to give him a cigar and to name him Fidel. ;)
 
i usually leave my core cities without military units and that explains why the invisibile yugoslav unit was able to burn down my city. i am gonna leave one infantry in each city to make sure this does not happen.

additionally, the infantry at cernauti is russian infantry but the city is romanian. i have gone thru the editor and i dont know how to change that. could someone tell me how to do that?


there has been a lot done to simulate the resistance and exile govts of nations conquered by the nazis... i dont know how to implement this but if its doable pls consider it.

for historical accuracy one might take it as given that france, poland, danemark, belgium, etc did fall to the nazis and therefore one can start the scenario after these events.
taking france as an example, this would mean northern france would be under the nazis and southern france would be a weak nation permanently allied with the british. it would have enough prebuilt frenchy infantry (2/36/1) in its cities to discourage the nazis from easily conquering it. this french infantry has almost no offensive capability but it's defence rating is so high the nazis would not easily take them out - perhaps 3 in each southern french city and 5 in vichy. i dont want the french to build anymore than the prebuilt ones but i did see something like that in the ww1 scenario with the special forces unit.

vichy would also have a wonder (french resistance) that confers barracks to every continental city (to heal the infantry when bombed) and that produces a FREE SUPPORT resistant unit every X number of turns. the resistant unit would be invisible but not have hidden nationality.
 
refining the idea further, in fact france would only have vichy...but vichy would be defended by these super-infantry units and the wonder, french resistance, would be producing FREE SUPPORT but relatively weak tanks every 2 turns. these free french tanks can only be generated by the wonder.
this way it solves the question of the fact that french cities were in fact inadvertently helping nazi production at the time. when and if allied reconquest happens, a skilled french player can come along with the allies retaking the cities once the allies reduce the nazi defenders to 1 or 2 hitpoints.

this would happen with the eastern european nations as well to prevent russians from taking over their cities when and if they triumph over the nazis.

the only drawback is that the AI would not know to wait till it has accumulated enuff Free French Tanks to attack and would be constantly and uselessly throwing them against the nazis in small numbers. it would also not be smart enough to let the allies do the hard work while it goes in last to take out the last defender. on the flip side, the nazis might throw everything they have at the super-infantry but i doubt this as the AI usually avoids attacking highly defended targets.
 
I chose to set this scenario before the conquest of France by the nazis because it should not be taken as granted, and also because just these conquest were the masterpieces of Warfare of the Nazi Regime....
Also, the Germans did invade southern France at the end of the war, and before that, the Vichy regime was not allied with the british, that would be taking too many breaks from history...
Theses Ideas for defences are good, but however, the AI will always attack the easiest available target, and would in this case fist take down every improvement in France, and would spend to much time and ressource on that part of the game...
 
there is still the little problem of russian infantry at cernauti. even though the city is romanian, the infantry is active for the soviets and has to be removed and brought back to the soviet union.
 
one other problem:
did anybody notice that if naval units trip over ur submarines war is declared? i dont know whether this is an editor problem but i remember it was there on the first civ3 and was fixed. i was playing as the americans and i didnt plan on going to war until mid-1940 but i sent some submarines to europe to observe. on the way, an english cruiser tripped on a submarine and they declared war.
i started another game as the germans and i moved near the coast of greece with a submarine. they tripped on a submarine and declared war.
 
Aeldrik,

I would like to edit some other parts of the scenario myself but whenever I try something new it results in drastic changes...
1) i removed all the unnecessary civilizations like Maya, Hittites and China and that resulted in a different assignment of players. Bulgaria moved into the British isles, Baltics moved to the USA,etc
2) i removed all the unneeded units like spearmen, warriors, swordsmen, modern armor (and made light and/heavy tanks upgrade to none) and that resulted in a different assignment of units.
a lot of the infantry disappeared and was replaced by emon de valera (king unit).

Could u point me in a direction to help me learn how to make these changes?

Thanks
 
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