December 29, 2003, 03:10
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#1
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King
Local Time: 10:17
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Playtest - Atomic Eagle: Part 1
Atomic Eagle: Part 1 - Hand of the Reaper
Yep, it's finally ready to be tested, scrutinized, and disassembled.
If anyone wants to playtest please post your email address or contact me and I will get the files to you someway.
Please read the Readme.txt file included with the zip format to get a feel at what I want to touch on.
Let me know of any problems, suggestions, or bugs you have found!
This scenario still has some growing to do, so please provide some insight on how to make it better!
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December 29, 2003, 03:21
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#2
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Prince
Local Time: 10:17
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Minneapolis
Posts: 610
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Gimme!
__________________
-rmsharpe
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December 29, 2003, 03:25
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#3
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King
Local Time: 10:17
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Check your PM box
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December 29, 2003, 03:26
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#4
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King
Local Time: 10:17
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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I'm going to bed, but feel free to post stuff. I'll have a look in the morning.
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December 29, 2003, 05:15
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#5
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Warlord
Local Time: 16:17
Local Date: November 2, 2010
Join Date: Nov 2003
Posts: 130
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December 29, 2003, 09:57
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#6
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Moderator
Local Time: 16:17
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Be back with some feedback soon!
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December 29, 2003, 10:19
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#7
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Warlord
Local Time: 16:17
Local Date: November 2, 2010
Join Date: Feb 2001
Location: G. D. of Luxembourg
Posts: 197
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Hi Harry, hi all fellow playtesters,
after starting the scenario as the Axis (I was still an atomic eagle-virgin...), I guessed that it was meant to be played by the Abwehr (which is logical). Make sure to get this into the starting screen, pointing you in the right direction would be a + for first-timers (you only "really" know after the "sexual orientation" screen ).
Before continuing the testing, I've got a few questions:
Am I supposed to play the nowarm.sav or the .scn? Global warming happens quite often.
Is it the Axis civ that is supposed to take Georgetown then Caracas?
After many try-outs in emptying first Georgetown, the Axis never occupied the emptied town, but once managed to occupy Caracas after I emptied it before G-town.
Not being a scenario-designer (but an avid player), I can only suggest placing strong Axis units in the tiles around before mentioned cities at this point.
Thus, I couldn't yet finish the 2nd mission...
This was played at the initially proposed level of Oberst.
The Ore-mission wasn't a breeze but very playable:
At first I was getting my stacked units killed by Fireflies (3 restarts ).
Once Khartoum had 2 inhabitants (probably because I took my time getting there) and thus was not destroyed. It was occupied by my opponents (because I needed my boys elsewhere...) and the game was lost.
By the way, the title.gif is awesome and the units look really crisp.
If you want help finding the right sounds, just yell.
Hoping for other feedbacks in this thread soon (in order to be able to finish the 2nd mission ), I am leaving you because I need to stock up on booze n'candiez for NY's Eve. I still can't believe nothing's left from Xmas...
Cheers,
__________________
Ceteram Macedonicus
(got the 'Macedonicus' part as a title for playtesting Bernd's Imperium Romanum)
Last edited by Ceteram; December 29, 2003 at 10:48.
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December 29, 2003, 11:39
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#8
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Moderator
Local Time: 16:17
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Harry,
Firstly let me congratulate you on a totally great-looking scenario, even at beta level, this just rocks so much!
The compact terrain graphics really remind me of those superb strategy war games on the PC from the early 1990s!
I was sucked in as soon as I started to play, the 'no city till you sieze one' commando system you are using is truly inspired.
Psst!
A typo to fix; "Sleep is for the Weak - Advance!"
Anyway!
I can back up the things that Ceteram discussed.
Yes I will agree, this is VERY playable, and is nail-biting fun to wait for the enemies moves!
I love the event when a certain famed SS paratrooper appears!
I think the event controlled capture of Caracas might be made easier by a unique unit (perhaps a leader if possible) that triggers a crop of nazi/axis units to appear?
Would this be do-able?
Although this is early days, Atomic Eagle will take it's place as one of the truly innovative scenarios!
It's really that cool!
I'll play some more and check back in soon!
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December 29, 2003, 11:43
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#9
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Moderator
Local Time: 16:17
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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The transport ships could have a nice shield.
Also, the allied 'para shield' is clipped in some views.
The nazi cruiser's blue dots that control the shield placement need alligned.
Love the units, best WW2 jets ever.
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December 29, 2003, 11:47
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#10
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King
Local Time: 10:17
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Quote:
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Originally posted by Ceteram
Hi Harry, hi all fellow playtesters,
after starting the scenario as the Axis (I was still an atomic eagle-virgin...), I guessed that it was meant to be played by the Abwehr (which is logical). Make sure to get this into the starting screen, pointing you in the right direction would be a + for first-timers (you only "really" know after the "sexual orientation" screen ).
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Ack! I forgot the Atomic Eagle.txt file that is supposed to give a history and instructions! I'll upload it now.
Quote:
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Originally posted by Ceteram
Am I supposed to play the nowarm.sav or the .scn? Global warming happens quite often.
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Darn, I thought the hex editing would carry over from the save. I'll have to give rmsharpe a ring.
Quote:
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Originally posted by Ceteram
Is it the Axis civ that is supposed to take Georgetown then Caracas?
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Yes the Axis Allies. If the Abwehr took the cities they would exist come Chapter 2, which is not supposed to happen. Mainly this is a "help the AI" mission. Be sure to take Georgetown first, then Caracas. The airbase you have your units based on should be far enough away from Caracas to make Georgetown an easier target.
Quote:
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Originally posted by Ceteram
After many try-outs in emptying first Georgetown, the Axis never occupied the emptied town, but once managed to occupy Caracas after I emptied it before G-town.
Not being a scenario-designer (but an avid player), I can only suggest placing strong Axis units in the tiles around before mentioned cities at this point.
Thus, I couldn't yet finish the 2nd mission...
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Ok, will do, I was afraid of that. I've only been through it a few times to make sure the events worked right.
This was played at the initially proposed level of Oberst.
Quote:
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Originally posted by Ceteram
The Ore-mission wasn't a breeze but very playable:
At first I was getting my stacked units killed by Fireflies (3 restarts ).
Once Khartoum had 2 inhabitants (probably because I took my time getting there) and thus was not destroyed. It was occupied by my opponents (because I needed my boys elsewhere...) and the game was lost.
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Hmmm, ok, I will have to stunt that growth. Or possibly just eliminate it altogether.
Quote:
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Originally posted by Ceteram
By the way, the title.gif is awesome and the units look really crisp.
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Thank Mr. Sibling for his awesome art work! Curt really went all out to meet my initial design.
Quote:
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Originally posted by Ceteram
If you want help finding the right sounds, just yell.
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Definately! I am putting together a folder right now, so send what you want to contribute.
One thing I do remember leaving out is that I need to add more money to the civs and make researching tech easier. I will update the files in my upload folder and post when they are ready!
Thanks everyone!
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December 29, 2003, 11:50
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#11
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King
Local Time: 10:17
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Curt,
Gotcha, I'll see what I can do! Let me contact rmsharpe and fix a few things then I'll upload again.
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December 29, 2003, 11:52
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#12
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Warlord
Local Time: 16:17
Local Date: November 2, 2010
Join Date: Feb 2001
Location: G. D. of Luxembourg
Posts: 197
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Yeah Curt! Can only agree (btw: YOU better stop stealing my time with your scenarios, or...nevermind, they're GREAT! ).
I guess gfx are the last thing you fix in a scenario, but some shields look strange, amongst those mentioned by Curt, the naval transport.
*pshhh*:
It's L eipzig and W ehrmacht.
Keep the party going...
__________________
Ceteram Macedonicus
(got the 'Macedonicus' part as a title for playtesting Bernd's Imperium Romanum)
Last edited by Ceteram; December 29, 2003 at 12:29.
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December 29, 2003, 12:13
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#13
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Warlord
Local Time: 16:17
Local Date: November 2, 2010
Join Date: Feb 2001
Location: G. D. of Luxembourg
Posts: 197
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Btw, You included a describe.txt. Are you going to use it? If that's the case, I've got some corrections and things to add (in accordance with your scenario and techtree).
__________________
Ceteram Macedonicus
(got the 'Macedonicus' part as a title for playtesting Bernd's Imperium Romanum)
Last edited by Ceteram; December 29, 2003 at 12:24.
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December 29, 2003, 12:26
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#14
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King
Local Time: 10:17
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Ok, this scenario file needs to be hex edited. I didn't know if the scenario file needed to be edited after the root save file was to. Whoops! Don't download it unless you can hex out the global warming flag to stop global warming from happening. I have PM'd rmsharpe about it.
And a big thank you, again, to rmsharpe for his help!
As soon as I get the updated scenario file I will upload a new zip with the immediate past changes.
@Curt - I'll work on the hero unit for Caracas. The events file is a bit stuffed, but I think I can work something in.
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December 29, 2003, 12:28
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#15
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King
Local Time: 10:17
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Quote:
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Originally posted by Ceteram
Btw, You included a describe.txt. Are you going to use it? If that's the case, I've got some corrections and things to add (in accordance with your scenario and techtree).
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I'm going to try and use it. Problem is I'll have to sit down and think of something to write! If you have anything you'd like to add please be my guest!
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December 29, 2003, 12:29
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#16
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King
Local Time: 10:17
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Limey! I'll send you the link after I get the second batch of files in order.
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December 29, 2003, 13:19
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#17
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King
Local Time: 10:17
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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found another mistake. When Signal 5 is killed British units are created in South America. Rogue units are supposed to be created so that the Brits just don't capture the city. Also, it seems that only about 6 rogue units can be created upon killing Signal 5, so I'll have to change the Signal 5 kill to Georgetown capture. Odd.
I will also have to distinguish the Abwehr units from the Axis as they are the same units. I have room.
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December 29, 2003, 13:28
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#18
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King
Local Time: 10:17
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Ok, solution to timing problem with Caracas and Georgetown. Upon the destruction of the ore factory a rogue air units will be created around Caracas. These units will have zero movement and can only be destroyed by a unit that can attack air - an Abwehr special unit. This special unit will be created upon Axis capture of Georgetown.
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December 29, 2003, 13:41
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#19
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Warlord
Local Time: 16:17
Local Date: November 2, 2010
Join Date: Feb 2001
Location: G. D. of Luxembourg
Posts: 197
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Whatever you say, Master!
Just give me the files!
(But don't forget that the Axis units get lost somewhere in South America instead of taking those damned cities.)
[IC:]
Geehrteste Gertrude,
I' ve been sent off to duties elsewhere. My men are really eager to help the causes of the Great Reich, but many dangers are on the road ahead. I can only say this: We will be fighting the King of the Savanna as much as the Jaguar hiding in the deep 'Regenwald' of the Amazonas.
Hopefully I'll be back in time to see the fruit of our love be born...
Mit groesster Liebe,
Roland
[/IC:]
__________________
Ceteram Macedonicus
(got the 'Macedonicus' part as a title for playtesting Bernd's Imperium Romanum)
Last edited by Ceteram; December 29, 2003 at 13:59.
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December 29, 2003, 14:10
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#20
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King
Local Time: 10:17
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Ok, that problem is fixed. For some reason the Rogue units didn't want to be created in the city of Caracas. I just had them appear outside of the city. And if your wondering, the Axis Fallshirmjager will continually be replenished whereas the Rogue units will not.
There is a bit of a time contraint for the Abwehr missions. As you are working your way through the map the Americans are researching the techs leading up to the creation of the Breeder Reactor. The Breeder Reactor wonder allows for the US Atomic Bomber to be built. The bomber is exceedingly expensive and I do currently have an event that creates a new bomber every 20 turns, but I'm sure the AI will manage to float some over to you. If this turns out to be to much of an advantage then I will figure out a way to curb the production.
So the one fact of the Abwehr missions is that you need to hurry and get them done so you can move on to the Nazi part of the scenario. There is peace between the Allies and the Nazis until you finish the Abwehr missions, but the AI will be building units in the meantime. Don't fret, the Nazi civ is doing the same. One more thing, the Nazis can only research Future Tech until the Abwehr missions are done. So there is a definate bonus in finishing the missions early.
Adds a bit of randomness into the scenario too.
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December 29, 2003, 14:14
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#21
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King
Local Time: 10:17
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Ceteram,
I moved the Axis Fallshirmjager from the Amzon to just outside of Georgetown. Hopefully this will make them take the city quicker. If they don't I'll have an invincible, no move Abwehr unit in the Amazon to direct the Axis to better corral the units.
Oh, and if you want to put any new stuff in the describe etc, files then go right ahead. Send the edited files to me and I'll put them in the next upload. Just let me handle the Events text as I want to keep a storyline feel to things.
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December 29, 2003, 15:24
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#22
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Moderator
Local Time: 17:17
Local Date: November 2, 2010
Join Date: Apr 2002
Location: Helsingborg, Scania
Posts: 1,253
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December 29, 2003, 15:43
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#23
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Moderator
Local Time: 16:17
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Man!
I just love watching a CIV2 legend being made!
@Harry, if you have the time, feel free to drop me off a zip with any new content to my usual email.
I'm addicted to this scen!
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December 29, 2003, 16:03
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#24
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Warlord
Local Time: 16:17
Local Date: November 2, 2010
Join Date: Feb 2001
Location: G. D. of Luxembourg
Posts: 197
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Yeah!!!!
Let's roll, then!
Gentlemen, in order to respect the Creator, we've got some work ahead.
(tomorrow after my "Kater")
__________________
Ceteram Macedonicus
(got the 'Macedonicus' part as a title for playtesting Bernd's Imperium Romanum)
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December 29, 2003, 16:25
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#25
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Moderator
Local Time: 16:17
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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@Harry if you need me to help neaten up any unit shield layouts or such, just say the word!
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December 29, 2003, 19:52
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#26
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King
Local Time: 15:17
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Constantinople, Queen of Cities
Posts: 1,563
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December 29, 2003, 23:19
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#27
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King
Local Time: 10:17
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Ok, still waiting on the hex edit. In the meantime I have added shields to the generic units and legs to the AA gun. Also I have included a trench unit for the Caracas mission derived from a civ3 unit I picked up. It fits in. Besides that, just twiddling my thumbs and thinking of another scenario idea...
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December 30, 2003, 06:22
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#28
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Warlord
Local Time: 16:17
Local Date: November 2, 2010
Join Date: Feb 2001
Location: G. D. of Luxembourg
Posts: 197
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Looking forward to test the new files.
The differences I was able to notice with the new .scn:
The Americans opened the diplomatic channel twice (1st I refused, 2nd was their discovery of "Breeder Program").
Every turn or so, the Axis would discover Future Tech, of course telling me so. It's a tad annoying and Out Of Character, imho.
Looking forward,
__________________
Ceteram Macedonicus
(got the 'Macedonicus' part as a title for playtesting Bernd's Imperium Romanum)
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December 30, 2003, 11:38
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#29
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Moderator
Local Time: 16:17
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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I would suggest making Future Tech into "European Reconstruction Phase 1"...etc...
Just an idea!
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December 30, 2003, 12:44
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#30
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King
Local Time: 10:17
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Ok, I will cut back on the tech research and make it harder. The tech paradign will be set at 800. This should make the Americans research at about 16 turns per tech and the Nazis at 14 turns per tech. Since the American tech tree is shorter this should be no problem. Plus no more annoying popups
Hmmm, as for diplomacy that should be turned off. The Americans called me up and stuck their new Plutonium bomb research in my face to gloat, but there has been no acts of war the regular diplomacy stuff.
And no new files have been uploaded yet. I will announce their upload when it happens.
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