|
Author
|
Topic: Everyone's Fav. Scenario Current Date/Time:
April 11, 2000 03:19:02
|
Coug ACS html editor From: Bergen, Norway or Stirling, Scotland Registered: b.02-15-99
|
 |
posted February 03, 2000 17:00
 
|
 |

|
My very own Africa scenario  |
Captain Nemo Prince From: USA Registered: b.02-15-99
|
 |
posted February 03, 2000 18:21
 
|
 |

|
Xin Yu: You are correct and I was aware of it... My problem was always to prevent the Japanese from destroying the entire Chinese Civ very quickly after 1941 because the Chinese are so weak. My easy-fix solution was to set them back a bit... But when I redo 2194 Days of War I plan to remedy this along with several other shortcomings! |
Puaxant Tuvip Prince From: USA, southwest division, 36th state, largest city Registered: Nov 1999
|
 |
posted February 03, 2000 18:25
 
|
 |

|
OK, I got the red front scenario. I was thinking I needed MGE to play, glad I didn't. That's the scenario I wanted to play.I am hurting though. I'm close to losing caucasis, but I'm doing good up north. So far it's been a fantastic scenario. One question? Do the hordes of Germans ever let up? I'm at the end of 1941 (it takes quite a while to play), at this rate I won't be able to hold moscow for another year. I may have to play at a lower level. I love the units, and sounds. And of course the events. I can't believe I lost minsk though.  |
Captain Nemo Prince From: USA Registered: b.02-15-99
|
 |
posted February 03, 2000 22:45
 
|
 |

|
Yes, the Germans slow down in the winter (After you load the winter events/units), come back strong in the summer of 1942 then slow down again in the winter of 1942-43. By the summer of 1943 they don't get much help from the events anymore and your position, research and production will determine if you can beat them back to Berlin...or just survive until 1945. The real "turn-around" is usually the fall of 1943 when lots of newly produced Soviet armor hits the front and face the last Panzers of operation Citadel near Kursk/Voronezh...Quite historical, but it requires that the human player has spent the time from 1941 building up the Soviet industry/infrastructure to produce all the extra units. If you take a pure wargame approach you will lose. BTW losing Minsk, Kiev, Smolensk, Vitebsk, Kharkov, Tallinn, Odessa, Sevastopol, Rostov... is pretty much unavoidable. Start worrying if you lose Leningrad, Moscow, Stalingrad, Maikop, Grosnyy, Baku or Gorkyi, then you are really in trouble. Good luck. [This message has been edited by Captain Nemo (edited February 04, 2000).] [This message has been edited by Captain Nemo (edited February 04, 2000).] |
Xin Yu Prince From: Seattle, WA, USA Registered: b.02-15-99
|
 |
posted February 04, 2000 13:13

|
 |

|
Captain Nemo: Found a strange thing in 2194days. Because the German has neither Mysticism nor Monotheism, the Mich's Chapel (Neurenberg Rally?) doesn't have any effect, and I have one gold from the church. So each city only gives me 3 or 7 golds (church 1, J. Bach 2, Theatre 4). It looks like a mistake since I can't build cathedrals.If the church only gives one gold, I'll choose to sell it for 40--the game will end in 40 turns! So perhaps you should give German Mysticism to let players keep the church. Lowering the shield for church is another option. Monotheism (MT) is 'Japan or USA' in your tech tree. Japan has no problem in its income: 2 from church, 2 from Oracle, 3 from Cathedral, and 4 from Theatre. [This message has been edited by Xin Yu (edited February 04, 2000).] |
Captain Nemo Prince From: USA Registered: b.02-15-99
|
 |
posted February 11, 2000 00:54
 
|
 |

|
You are finding all the mistakes I uncovered when I created Red Front... I had never noticed the problems with 2194 Days of War but in RF losing "Socialist Pragmatism" (Michelangelo's) was supposed to cause unrest in the Soviet Union but didn't because the Soviets didn't have MT... So I made a number of changes to allow the Soviets to have MT. Same thing with the temples: They will not function without "Cer". |
Xin Yu Prince From: Seattle, WA, USA Registered: b.02-15-99
|
 |
posted February 11, 2000 19:03

|
 |

|
Cool. Can't wait to play RF 1.4. When you revise 2194days I suggest change Chiang Kai-shek's title from 'General' to 'Generalisimo' (can't remember the exact spelling but that was what he was called by his men). |
Field Marshal Klesh Warlord From: Massachusetts, USA Registered: Jan 2000
|
 |
posted February 12, 2000 12:29
 
|
 |

|
Captain Nemo, I find that RedFront is impossible! I've tried it on 3 different defficulty levels and I get wrecked every time. The concept of moving the refugees East is great, but I can never build the Ural region up fast enough. I've used the cheat menu at different points to see just how much the Germans had....and they had a ton of arms. There was no way(even with T-34/85's being produced i per turn) that I could make my way into Germany. I'm usually able to take back most of my territory, but I don't have enough turns to capture German lands. I'm pretty decent at Civ, so I feel like a fool when I get beat down every time. I have gone as far as to manually(cheating of course) build some cities way up, but the german onslaught kept coming and coming and coming. During winter the Germans slow down, but they hide in their cities so you've got to expose yourself whilst you wage a frontal attack. I want to beat RedFront legit. but it is a real challenge. My college education is now on the backburner as I've become engulfed in this scenario. I am glad it isn't too easy though, yes certainly not too easy! Oh, I've got a small thing you may want to add to 1.4, when the Soviets capture Berlin and Hitler kills himself (p**sy) It would be cool if their leader name changed hands too. that is, after the fall of Berlin, the foriegn minister still reports that Hitler, rather than Grand Admiral Doenitz is in control of thr Reich. I don't know how to build scenarios, so I don't know if it could be done.....but it would add to the realism a bit. So, don't keep us waiting... when will we get our hands on RedFront 1.4? |
Seeker King From: Canada(UWO) Registered: b.02-15-99
|
 |
posted February 12, 2000 12:40
 
|
 |

|
The trick is to be on TOTAL defense until winter. Don't build any planes. Build lots of T-34s, but just have them sit in Moscow and Stalingrad. Then, when winter comes, hurl your huge infantry force to it's death to get all kinds of super partisans. You should be able to liberate smolensk and dnepropetrosvsk this way. Then wait for next winter... |
Captain Nemo Prince From: USA Registered: b.02-15-99
|
 |
posted February 13, 2000 01:31
 
|
 |

|
I'll just give you a few hints to help out: I've played 3-4 full games on Deity and I have always achieved decisive German defeats by the early spring or summer of 1945. That means the Germans are down to 20-30 objective points (Italy, Norway and Western Germany)1. I don't mass-pillage the roads because I need them to get back to Germany when the roles reverse. I just remove a few segments around Moscow, Stalingrad and Leningrad to protect the cities. 2. I build barracks in all cities that will produce units. Only veteran units are useful. 3. I withdraw everything of value from the Western region. Especially AA batteries, tanks and motorized infantry, if I can. 4. I build a massive number of veteran AA guns in Leningrad, Stalingrad, Moscow, Rostow, Tula, Voronezh, Serafimovitz, Sevastopol. I move all available NKVD units to those same cities + veteran motorized infantry + T-34s... When the Germans attack I want them to suffer massive losses and only wound my units so they can get repaired by the barracks before the next turn but this requires at least 20-30 tough units per city. It's better to have 30 units in one city and none in the next than 15 in each! To get enough AA units to defend Moscow, Rostov and Leningrad I need to speed build them so I sell everything I can in the Western cities from the beginning of the game. I end each turn by going through EVERY Western city still in my hands and seeing what I can sell...Refineries, Railroad terminals, steelmills, powerplants, banks, hydroplants, universities...sell, sell, sell! 5. I add Katyusha launchers to the cities to kill the wounded attackers after each strike. 6. I move all refugees + labor brigades to the East and put them to work converting plain squares to industry ASAP. I may found a few new cities also where there are very good ressources. But priority number one, before growing the cities is building industry. Typical improvement order: granary, kollektiv farm, steel mill,(ammo-plant), barracks, units 7. In general I let them build industry until a city has 4-5 industry squares, then merge a few to the city to get it to size 7 or 8. The rest move on to build industry around another city etc... I usually build up 15-20 cities in the Urals to produce 50+ shields, with at least 6-10 in the 80-100 shield range. 8. In the winter of 1941-42 I counter-attack only to inflict maximum damage, not to conquer cities, except to keep the supply road open to Leningrad. I usually attack stacks of tanks, planes left out in the open (Infantry can kill those) and infantry outside cities. I always try to attack, kill and withdraw to a city within the same turn so as not to lose the attacking unit. 9. I continue to stack veteran AA batteries/NKVD/T-34s in the cities forming the main line of defense Leningrad-Kalinin-Moscow-Tula-Voronezh-Serafimovitz-Stalingrad-Rostov. 10. In the summer of 1942 I try to hold the line and inflict damage with counter-attacks against units that stop next to my cities. I build mostly AA batteries, T-34 and Katyushas. When KV-1s become available they are the best defense units coupled with the AA batteries. 11. If I can hold Rostov through the summer of 1942 I start counterattacking in the winter of 1942-43 against the Southern German army in front of Stalingrad. 12. By the Summer of 1943 I usually have large numbers of T-34/85s and Katyushas. The key to win is to strike with mass force... I try to lose very few units, which means sometimes withdrawing a unit after one strike even if it has a full turn left so as not to leave it open to counter-attack. City are best attacked with Katyushas first(To take out the toughest units) then with planes, T-34s and Red Guards. Better attack 3 cities in a turn and take them than attack 6 cities and only weaken them (And have German wounded units be repaired by their barracks). 13.I build the electrification wonder first so I get a "free" powerplant in every city. (And I sell the ones I have) Also build Civilian donations and Labor Front to help the economy get into the black, but building trade routes to Baku, Gorkyi and Maikop has more effect than the wonders. I hope all this helps... I know the strategy works! |
Captain Nemo Prince From: USA Registered: b.02-15-99
|
 |
posted February 13, 2000 01:46
 
|
 |

|
I would love to change the leader name after Hitler commits suicide, but that isn't possible via the events... I could ask the player to save the game launch a hexedit subroutine and reload the game (Similar to the change of season sequence) but that seems too cumbersome just to change the name and title of the leader...About the above post, the general rule to win RF is to "inflict 3-4 times more damage than you take". Never trade 1 for 1 always 1 for 3 or 4, then you'll win... |
Field Marshal Klesh Warlord From: Massachusetts, USA Registered: Jan 2000
|
 |
posted February 14, 2000 19:16
 
|
 |

|
Captain Nemo, Perhaps you could make the fall of Berlin more of an event. It would be worth the saving and reloading if other things happened, not just the leader change. Maybe there could be some units that represent high German officials. You know, to simulate the rush to capture the war criminals. I suppose you have filled all of the unit spaces, but like the change of winter/summer units there could be space. It would be nice to capture Goering, Speer, Keitel, ect. Then perhaps turn-based events such as "Goebels has his guards shoot him..." or "So and So takes poison ..."or "General such and such escapes to South America in a u-boat..." These would give a sense of urgency to rounding up the High Comand before they could escape justice. I suppose adding all this would delay 1.4 so maybe for a later version. I don't want anything to hold up it's release. Can't wait. |
Captain Nemo Prince From: USA Registered: b.02-15-99
|
 |
posted February 15, 2000 14:27
 
|
 |

|
The only ways to change a leader name is: Enter cheat mode and change the name or edit the name in the RF.sav file, which can be done manually or via a C program that searches and replaces the name string in the RF.sav file. It's complex and will take some time to implement... Version 1.4 has enough new stuff to make heads spin. I am currently testing the American AI's aggressiveness to make sure there truly is a race for control of Eastern Europe when Germany falls. Also for those who have trouble winning the game the US offers very powerful help especially in 1945 when massive numbers of GIs, Tanks and Jabos start entering Western Germany. If the Soviet player isn't fast enough Berlin may fall to the Americans!!
|
Xin Yu Prince From: Seattle, WA, USA Registered: b.02-15-99
|
 |
posted March 23, 2000 16:05

|
 |

|
Bump for 'The Art of War' Site |
Andz83 Warlord From: Cottbus, Brandenburg, Germany Registered: Mar 2000
|
 |
posted March 24, 2000 09:24

|
 |

|
My favourite scenarios are: WWI (from CiC, but with my own upgrades) The Mongol-Scenario V 3 MIDGARD (from FW)Most of the WWII-Scenarios are quite boring because they all are showing the same historical background (surely the WORST of all is the wwii-scenario that came with Civ2) |
The ANZAC Chieftain From: Registered: Jan 2000
|
 |
posted March 31, 2000 18:47
 
|
 |

|
Redfront Kicks!!!!!!!!! | |