NKVD
Cossack
yeah If you need help just tell me...as long as it is with USSR..lol no really I dont know much of the other battlefields in WWII...
Paasky said:Which is exactly why we need to come up with a simple yet effective way to depict that.![]()
No, it just means that the max for civs ingame is 18. You could have over 40 civs to choose from, but the max civs per map is 18. They must have something to sell the expansion packs withCrash757 said:But interesting is the fact, that u are not able to add more than 18 civs. Devs said that Civ4 will be very modable... So this proves they lied ?![]()
Yeah, there are many things that are so simple to do now, as long as they are included in the original files.wotan321 said:I think that is gonna be a real problem for lots of the folks trying to bring Civ3 scenarios to Civ4. It took years and years for them to evolve, like yours, the TAM mod, and others. And modding in Civ4 is much more involved.
Just be patient and start off small and let folks help. Even the scenarios that shipped with the game barely scratch the surface of the things Civ4 can do, so there is a lot of learning to be done.
In any case, what you have so far looks great.
Have you played the new(ish) Sid's Pirates? That was the kind of combat modifiers I had in mind: simple, yet effective (hills give a defensive bonus agaisnt melee, forests give against gunpowder, flank attacks are devastating).Nuh Uh said:Well, I'm on your side there Paas.
Here is some analysis:
Civ is unique in many ways, but as far as its war venue (which I think we both agree needs serious help), there is an added dimension that units must occupy the same space in order to engage in combat. This makes sense to me when dealing with large areas and armies.
First scale has to be determined. But, working from the notion of a division and corps level game 10,000-20,000 and 50,000-100,000 manned infantry units, then we should know that the size of the tile should be 10-25 miles give or take, and turns should be 1-3 months each.
So for arguments sake, lets say the depiction of WW2, by Civ standards, is determined to run at 20 x 20 mi. tiles on a division level at one month turns. Then begin to make abstractions regarding tactical advantages upon that premise. If the scale is set at 20+ miles, then I would think that at least a few simulations with regard to tactical encirclement could be depicted with the combat modifiers in place. Ex. if the defending unit(s) ARE NOT mechanized or cavalry, and if the attacker has a 2 to 1 or greater advantage with only those units under the attacker's possession that ARE mechanized or cavalry, then there should be a substantial combat modifier to depict encirclement, and only if the defending unit(s) does not have comrade units flanking it - IOW, does not have defending units in the neighboring tiles on both sides of the defending unit(s) in question. Not being a moder par excellence, I don't know if its possible for the AI to determine if a given unit has neighbors. If it is, then we can easily build a simulation of more elaborate levels of tactics. Then you could depict say 'strategic encirclement', for the lack of a better name, virtue the entrance point of the attacking army. If a given unit is then attacked at 180 degree angles, there would be a significant combat modifier.
Supply would be a system that, unless in place, would cut the unit's combat and movement in half (rounded up). Verifying supply would be the ability to trace a path of tiles back to a city under friendly control that was uninterrupted by the presence of an enemy unit. Zones of control wouldn't exist for all units, but the need for an unit to stop and be fired upon by range weapons/armor when entering an opponent's neighbor tile would be appropriate; and zones of control for purposes of determining supply would need to exist for range weapons/armor alone such that one couldn't trace a supply path through a tile neighboring enemy range weapons/armor.
Wow... That's a bit hard to understand (especially if you've waken 20mins earlierDarthCycle said:Here it is, the first version of my regimental design document
Please read and provide feedback, especially Paasky since you've been expecting this for a while now.
I'm pretty happy with the first draft, looking forward to hear from all of you.
SF&B could be thought of as a mod for SOE, or SOE lite, as I started my scenario from it. Although after I was through, the only thing that remained the same were civ colourswotan321 said:I'm looking at DarthCycles flowchart and I am thinking.... what a great effort to put that together.... but what happened to Small Fast and Beautiful?
Whatever happened to Storm Over Europe, btw? That was one scenario that was truely impressive in size, detail, and workload on the people who did it. It was also unplayable. Even if you had the supercomputer required to run a turn on it.... it just was not fun because it was gigantic. I know the folks who worked on it created a monumental masterpiece, the biggest, the best.... the most historically, militarily accurate.... but I just never got it to be playable. Did SOE 5 for Civ3 ever come out?
Construcive criticism is the best info you can give for a modder. Although the "excellent job, you pwn!" are nice comments tooPlease keep this scenario SF&B. I have no right to criticize ANY of the scenarios others have made, or to even make suggestions on this one, but I sure don't want you taking on something so big and complex that it never gets done.
I don't think so. Not yet, until we can make promotions buildable in factories. Then it will be a major breakthrough in civ4 modding, and all will be well in the kingdomDarthCycles flowchart is impressive , shows a great knowledge of the era, and shows a lot of work to put it together. Thanks for doing that. But can it go in the game right now?
Paasky said:Have you played the new(ish) Sid's Pirates? That was the kind of combat modifiers I had in mind: simple, yet effective (hills give a defensive bonus agaisnt melee, forests give against gunpowder, flank attacks are devastating).
Paasky said:As for the supply lines: It could work in the same way as resource routes: as long as there's a road/sea connection into a city which has ammunition, or some other resource, you get to heal.
Paasky said:As for the supply lines: It could work in the same way as resource routes: as long as there's a road/sea connection into a city which has ammunition, or some other resource, you get to heal.
NKVD said:Would it be possible that to replace the heal with movement ? lets says tanks are not connected with a city with oil they cant move for a turn or two like it happened so often in WW2
DarthCycle said:A few notes:
1) Read the attached word document prior to looking at the chart. All the information you need in order to interpret the schema is there. If you don't read it, good luck! (You're just guessing on how to interpret this)
2) The purpose of this flowchart is to show how units and technology relate to each other and how one evolve into something else. How do you go from Pz II to Pz IV for example.
3) Once the flowchart is adjusted based on all your feedback, then I will start putting names like 'light tank', 'medium tank gun', 'early war doctrine', etc...
4) With this new naming convention, I can then modelize the other countries. Where do we plug medium tank, heavy tank and other units
5) Am I going over the top here? Is this too complex for what you want to achieve with this mod? Should I simplify?
6) Lastly, read the word document !!!![]()
Paasky said:No, I'm saying that they were in pirates
But maybe it's possible to add them, in a few years time...
Paasky said:Gee, thanks for the positive comment...
Paasky said:Anyway, a scenario (even if war-based) can be playable without flank & rear attacks & supply lines.
Paasky said:ATM I think I've got the supply line problem solved with the Antihealth Promotion & Troop Supplies Improvement. Although it's not perfect, it's simple and very easy to do.