one_man_assault
Dir-tay Uno
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THE REVOLUTIONARY WAR BETA v1.0 USING TRIPS EAST COAST MAP! (THANKS TRIP!)
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Compiled by: One_man_assault/Flame
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INSTRUCTIONS
---------------------------------------------------
Copy Revolution.bic into your civ3 scenario directory within the civ3 folder. copy the units (From the units folder in the zip) from both Revolution.zip and Revolution2.zip to the units folder in the civ3 folder. Then copy Pediacons.txt into the text directory within the civ3 folder. Start up and play, REPORT ANY GAMEPLAY ERRORS OR COMMENTS ONTO THE BOARD!
copying any of theese files will not interfere with your regular game
Revolution part one
Revolution part two
Features
++++++++++++++
unit strengths
1,000 Riflemen (standard rifleman)
10,000 Riflemen
25,000 Riflemen
100 cannons
500 cannons
++++++++++++++
Special Units
++++++++++++++
Man-O-War(British)
Minute Men-(Americans)
(PLANNING)Redcoats to replace riflemen in next version for England
++++++++++++++
This is a very crude scenario at this point. But the only reason I posted it up on the board was to ask if u think my idea of unit strengths is good for gameplay. I implemented it so the player would have to think more about there actions like do I really want to attack that 10,000 Riflemen with an army of 3 1,000 riflemen? Heres why I choose it
Ups
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1. Not all battles were fought with an even amount of troops (one on one)
2. It would make the light numbered troops more faster and mobile but cause less damage and have more heavy slower troops.
3. Force player to overpower and out manover opponents.
4. It also opens up a variety of flexibility in having a various number of troops handeling certian jobs.
5. No clutter of having 50 men running around (welll maybe)
Downs
-------
1.TROOP STRENGTHS REMAIN THE SAME. This is the one that bugs me alot, no matter if ur down to one hp on your 50,000 riflemen he still has the fire power of a 50,000 riflemen at full hp when he should only have the fire power of a 10,000 riflemen. I doubt this will ever be fixed =(
2. In terms of realism numbers dont always meen u win, superior training and equipment are usually key to victory.
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welp if dat dont work then Ill just stick to the original.
by the way some citys might not be in the right place if u see a city that seems outa place post it. or if u see a city that was occupied by a diffrent side post it also. I tried to balance troops and stuff so I added the powerful units opposite of each other. ENJOY!
come see my FUTURE SCENARIO COMPLETE WITH MECHS!
FUTURE SCENARIO
THE REVOLUTIONARY WAR BETA v1.0 USING TRIPS EAST COAST MAP! (THANKS TRIP!)
==========================================================
Compiled by: One_man_assault/Flame
----------------------------------------------------------
INSTRUCTIONS
---------------------------------------------------
Copy Revolution.bic into your civ3 scenario directory within the civ3 folder. copy the units (From the units folder in the zip) from both Revolution.zip and Revolution2.zip to the units folder in the civ3 folder. Then copy Pediacons.txt into the text directory within the civ3 folder. Start up and play, REPORT ANY GAMEPLAY ERRORS OR COMMENTS ONTO THE BOARD!
copying any of theese files will not interfere with your regular game
Revolution part one
Revolution part two
Features
++++++++++++++
unit strengths
1,000 Riflemen (standard rifleman)
10,000 Riflemen
25,000 Riflemen
100 cannons
500 cannons
++++++++++++++
Special Units
++++++++++++++
Man-O-War(British)
Minute Men-(Americans)
(PLANNING)Redcoats to replace riflemen in next version for England
++++++++++++++
This is a very crude scenario at this point. But the only reason I posted it up on the board was to ask if u think my idea of unit strengths is good for gameplay. I implemented it so the player would have to think more about there actions like do I really want to attack that 10,000 Riflemen with an army of 3 1,000 riflemen? Heres why I choose it
Ups
--------
1. Not all battles were fought with an even amount of troops (one on one)
2. It would make the light numbered troops more faster and mobile but cause less damage and have more heavy slower troops.
3. Force player to overpower and out manover opponents.
4. It also opens up a variety of flexibility in having a various number of troops handeling certian jobs.
5. No clutter of having 50 men running around (welll maybe)
Downs
-------
1.TROOP STRENGTHS REMAIN THE SAME. This is the one that bugs me alot, no matter if ur down to one hp on your 50,000 riflemen he still has the fire power of a 50,000 riflemen at full hp when he should only have the fire power of a 10,000 riflemen. I doubt this will ever be fixed =(
2. In terms of realism numbers dont always meen u win, superior training and equipment are usually key to victory.
----------------------------------------------------------------
welp if dat dont work then Ill just stick to the original.
by the way some citys might not be in the right place if u see a city that seems outa place post it. or if u see a city that was occupied by a diffrent side post it also. I tried to balance troops and stuff so I added the powerful units opposite of each other. ENJOY!
come see my FUTURE SCENARIO COMPLETE WITH MECHS!
FUTURE SCENARIO