March 30, 2001, 16:20
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#1
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Prince
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Red Front
Posts: 556
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Something new this way comes
First there was:
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March 30, 2001, 16:22
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#2
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Prince
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Red Front
Posts: 556
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Then came:
[This message has been edited by Captain Nemo (edited March 30, 2001).]
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March 30, 2001, 17:07
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#3
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Prince
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Red Front
Posts: 556
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And then:
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March 30, 2001, 17:09
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#4
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Prince
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Red Front
Posts: 556
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And now, coming in April:
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March 30, 2001, 17:14
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#5
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King
Local Time: 23:15
Local Date: October 30, 2010
Join Date: Mar 1999
Location: El Paso, TX USA
Posts: 1,751
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As they say here in Texas.....YEEEHAAWWWWW!!!!!
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March 30, 2001, 17:52
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#6
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Guest
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This scenario better allow me to play as the axis...
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March 30, 2001, 23:52
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#7
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Emperor
Local Time: 22:15
Local Date: October 30, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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How do you get these things done so fast?
I need to write a Convert-Nemo-Scenario applescript
dont forget the fanatics
[This message has been edited by Smash (edited March 30, 2001).]
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March 31, 2001, 00:18
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#8
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King
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Sep 1999
Location: Australia
Posts: 1,515
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April ??!!!
Thats only a couple of days away, right??!!
Way to go Captain N!
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March 31, 2001, 03:12
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#9
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Emperor
Local Time: 07:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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March 31, 2001, 08:29
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#10
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Emperor
Local Time: 08:15
Local Date: October 31, 2010
Join Date: Mar 2000
Posts: 8,278
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Wow! What about a first screenshot?
And Henrik, "Hope I will be able to play it easier than Second Front" was also what I thought...But I´m not very optimistic
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Civ2000 hosted by CivII Universum
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April 3, 2001, 23:24
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#11
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Settler
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Salt Lake City, UT, USA
Posts: 17
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As they say in Flashdance,
"I'm so excited, and I just can't hide it . . ."
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April 19, 2001, 09:03
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#12
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Prince
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Red Front
Posts: 556
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Bump!
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April 19, 2001, 09:07
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#13
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Prince
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Red Front
Posts: 556
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Update: There is trouble with the testplay... The AI is incredibly stupid at handling air units which isn't good in a Battle of Britain Scenario... Boosting the number of German planes by events is causing the "Too many units" bug. Release may be delayed a few weeks. Sorry to disappoint you.
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April 19, 2001, 09:48
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#14
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King
Local Time: 23:15
Local Date: October 30, 2010
Join Date: Mar 1999
Location: El Paso, TX USA
Posts: 1,751
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Let's see......what three words will I NEVER use in the same sentence?
How about "Captain Nemo", "scenario". And of course, "disappointed"!
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April 19, 2001, 17:00
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#15
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Guest
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Nemo, why don't you make the AI as the Allies?
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May 11, 2001, 01:25
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#16
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King
Local Time: 14:15
Local Date: October 31, 2010
Join Date: Sep 1999
Location: Australia
Posts: 1,515
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Heh. I hope bumping this topic didn't give anybody any false hopes.
Apologies in advance if it did.
Any (good?) news on this front yet?
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May 11, 2001, 06:14
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#17
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Prince
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Red Front
Posts: 556
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I am sorry to say that the outlook is bleak because the stupid AI is not able to use units properly... Many testplayers have given me the same feedback, either the number of units overflow as you kill piles of 40-50 German bombers stacked outside the UK cities which are replaced immediately by 80-100 new ones or the AI just stalls and falls down on the job never threatening the UK...
I am trying to change parameters to prevent the "stacking" and still make the Germans effective.
It is too bad because the scenario is finished in all other regards, except for this playability issue.
If I fail to improve it I will release it just because the artwork, ideas, map etc. are worth a look.
On the other hand, I would hate to dissappoint the Civ2 community with a bad scenario.
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May 11, 2001, 08:24
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#18
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Prince
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Mar 2000
Location: formerly known as the artist
Posts: 785
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If the only reason is dumb AI, why not release it as a multiplayer only????
Of course I don't know exactly what you're up to so mabey thats not a good idea?
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May 11, 2001, 08:31
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#19
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Prince
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Aug 2000
Location: Hermosa Beach, California, USA
Posts: 523
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It'd be like releasing Red Front or Second Front as a multiplayer game...
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May 11, 2001, 08:43
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#20
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Emperor
Local Time: 08:15
Local Date: October 31, 2010
Join Date: Mar 2000
Posts: 8,278
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Oh, this is sad news...
But perhaps you can save the idea for Civ3, hopefully with a better AI?
Or, if the scn includes only Air operations, why not make the planes land units (with airplane graphics)? This would require perhaps a lot of changes, and has also many disadvantages (e.g. these "planes" could take cities then), hmm just an idea...
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Civ2000 hosted by CivII Universum
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May 11, 2001, 10:34
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#21
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Emperor
Local Time: 07:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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I don't know how important fortresses are in your scenario but you could use them as stackable terrain (only one plane at a time is killed) like in John Ellis Bonaparte scenario...
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May 11, 2001, 10:48
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#22
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Warlord
Local Time: 07:15
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 172
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If the AI is loosing horribly stacked units outside British cities, have you considered surrounding at least the most usuable "stacking points" with forts? (If you want to see the effect for land and sea units, see John's Bonaparte scenario where he covered most of the map)
Or you think this could derange the game, because Xin would -as always- find another application for those forts? 
Or do forts already play a decisive role?
EDIT: Grr, I'm typing not very fast, so Henrik has had exactly the same idea - just faster
[This message has been edited by SCDARS (edited May 11, 2001).]
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May 11, 2001, 14:26
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#23
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Emperor
Local Time: 07:15
Local Date: October 31, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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May 11, 2001, 17:23
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#24
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Guest
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Hey Nemo... I know a way to fix the problem...
MAKE THE HUMAN PLAYER THE AXIS!!!!!!!!
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May 12, 2001, 13:03
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#25
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Prince
Local Time: 06:15
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Red Front
Posts: 556
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I think the stackable terrain idea may work... Especially if I make a house rule about not allowing pillaging. I am also working on making the German "hero" units single turn fighters so they don't get taken out by RAF counterstrikes in the first week of the battle(ie they go home after each turn)
Making the Germans the Human Player is not an option for several reasons:
Many of the ideas (Production, tech development, unit promotions etc...) are built around the RAF not the Luftwaffe.
The Germans are much too strong and would steamroller the RAF unless I switch the stats around.
Typically ALL scenarios with an AI are best set up with the stronger and less complex side to play as the AI and the weaker side as the human player. This one is no exception.
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May 14, 2001, 00:20
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#26
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King
Local Time: 22:15
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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Stacked land square would be a perfect place for a human player to setup bomber-AA combo. AI bombers would just stuck next to them and they would never reach the cities.
Maybe you can try giving AI bombers the 'all as road' flag? Partisans act differently and they tend to spread out.
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June 21, 2001, 16:44
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#27
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Prince
Local Time: 00:15
Local Date: October 31, 2010
Join Date: Apr 2001
Location: in an undisclosed strip club
Posts: 737
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I am *bumping* this for Sun Tzu. I didn't know if he had seen it or not.
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"Guinness sucks!" -- Me
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