October 23, 2003, 16:00
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#1
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Chieftain
Local Time: 12:08
Local Date: November 2, 2010
Join Date: Apr 2003
Location: Milan
Posts: 77
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Help for a new WW2 scenario
Hi to everyone.
I'm making a WW2 scenario; it doesn't pretend to be an outstanding one (like Red Front or Battle of Bulge), just a nice and humble hack'n slash scenario. I'm wandering if a collection of tips and concepts exists. I'd like to find an explanation of concepts like "Fuel" (Gotterdammer, Battle of Bulge), "Fortify" (in Gotterdammer motorized units cannot fortify, but create a fortress terrain instead) and so on. Any help would be much appreciated.
B.T.W How can I create a working anti-tank gun?
Thanks in avance for your help
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October 24, 2003, 06:49
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#2
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Emperor
Local Time: 21:08
Local Date: November 2, 2010
Join Date: Feb 2000
Posts: 3,057
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Re: Help for a new WW2 scenario
Quote:
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Originally posted by Justinianum
B.T.W How can I create a working anti-tank gun?
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IMO, you can't 
Use combined arms formations instead (ie, battalions which included infantry, machine guns, mortars and AT guns).
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October 24, 2003, 08:57
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#3
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Chieftain
Local Time: 12:08
Local Date: November 2, 2010
Join Date: Apr 2003
Location: Milan
Posts: 77
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Re: Re: Help for a new WW2 scenario
Quote:
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Originally posted by Case
IMO, you can't 
Use combined arms formations instead (ie, battalions which included infantry, machine guns, mortars and AT guns).
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I've read that the X2 bonus vs. horses works only against units with 1 HP (and probably with a movement factor of exactly 2). I'm testing it, but I don't think I can make a balanced scenario with tanks with only 1 HP  . Actually the AT gun in Red Front was intended as an offensive weapon.
Thanks anyway
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October 24, 2003, 09:31
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#4
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Warlord
Local Time: 12:08
Local Date: November 2, 2010
Join Date: Jan 2001
Location: Hannover, Germany
Posts: 227
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If you use max move 2 units how long does the scenario last if you go from one side of the map to the other side.
Even you can use higher roadmovement multipliers (for instance 1/10) to compensate the movement problem, another following problem will not solved.
AI attack units will attack even the remaining movementpoints are 1/10, that means the attack factor is ridiculous. If you allow railroads experienced players, I have seen specialists building a 20 square RR (within Wartime!! 1000 km in reality) to the Capital of the enemy within 1 turn and make a rush
You should create units the "AI" can also handle.
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October 25, 2003, 07:10
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#5
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Chieftain
Local Time: 12:08
Local Date: November 2, 2010
Join Date: Apr 2003
Location: Milan
Posts: 77
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Quote:
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Originally posted by Thoddy
If you use max move 2 units how long does the scenario last if you go from one side of the map to the other side.
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Not so much, but slow units aren't funny
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You should create units the "AI" can also handle.
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Do you know which kind of units the AI can't handle? I've noticed that a Torpedo Bomber doesn't work (the AI trys to bomb cities instead of ships).
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October 27, 2003, 03:54
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#6
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Warlord
Local Time: 12:08
Local Date: November 2, 2010
Join Date: Jan 2001
Location: Hannover, Germany
Posts: 227
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I think the best AI solution is using a airunit with sub and rocket flags.
the sub flag prevents this unit from being used against land units. The rocket flag allows AI to attack every possible target within range from every city even this unit is not positioned in the nearest city to this target.
The rockets "warps" from every city to target and attacks.
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October 28, 2003, 20:41
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#7
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Chieftain
Local Time: 12:08
Local Date: November 2, 2010
Join Date: Apr 2003
Location: Milan
Posts: 77
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Quote:
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Originally posted by Thoddy
I think the best AI solution is using a airunit with sub and rocket flags.
the sub flag prevents this unit from being used against land units. The rocket flag allows AI to attack every possible target within range from every city even this unit is not positioned in the nearest city to this target.
The rockets "warps" from every city to target and attacks.
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Nice idea; I'll make some test. Thanks a lot for help
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October 31, 2003, 06:29
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#8
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Prince
Local Time: 19:08
Local Date: November 2, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
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Re: Help for a new WW2 scenario
Quote:
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Originally posted by Justinianum
I'd like to find an explanation of concepts like "Fuel" (Gotterdammer, Battle of Bulge), "Fortify" (in Gotterdammer motorized units cannot fortify, but create a fortress terrain instead) and so on. Any help would be much appreciated.
Thanks in avance for your help
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he used settler units for tanks but forbid you to improve terrain or build new cities via 'house rule'.
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November 1, 2003, 09:26
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#9
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Chieftain
Local Time: 12:08
Local Date: November 2, 2010
Join Date: Apr 2003
Location: Milan
Posts: 77
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Re: Re: Help for a new WW2 scenario
Quote:
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Originally posted by kobayashi
he used settler units for tanks
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Actually I guessed it, but I thought that it was only possible to have settlers in the first 2 unit spots
Quote:
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but forbid you to improve terrain or build new cities via 'house rule'.
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I thought it was possible to disable some menu options via game.txt: am I wrong  ?
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