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A Scenario for Microprose Civilization II

software


A Scenario for Microprose Civilization II

"East Wind, Rain"

(The Pacific War -- December 1941 to September 1945)



Version 1.2.0, 1996 May 05 454m1218e

EASTWIND.DOC: Table of Contents

----- ----- --------- ----- -------

1. Description

2. Installation *** IMPORTANT - Please read about RULES.TXT! ***

3. Changes from version 1.1.1

4. Bugs

5. Proposed enhancements

6. Feedback

7. Acknowledgements

8. Bibliography

1. Description

----- ----- ----

This scenario covers World War II in the Pacific from December 1941

to September 1945. Japan is the protagonist, already involved in

an ongoing war with China. To win, Japan must conquer and hold a

large portion of the Southwest Pacific. The other civs must prevent

this.

This version represents a major improvement over version 1.1.1.

2. Installation

----- ----- -----

The file EWIND120.ZIP contains 4 files:

1. EASTWIND.DOC - the file you're reading now.

2. EASTWIND.RUL - alternate RULES.TXT file for this scenario

3. EASTWIND.SCN - copy to your CIV2 directory

4. EASTWIND.TXT - copy to your CIV2 directory

IMPORTANT: I recommend you use the RULES.TXT file provided with this

scenario in place of the RULES.TXT that comes with CIV2.

Backup your original RULES.TXT file and replace it with

EASTWIND.RUL. See the "Changes from version 1.1.1" section

for details.

Copy the files as instructed, run CIV2, and load the scenario,

"eastwind.scn."

3. Changes from version 1.1.1

----- ----- --------- ----- -----

-> Fixed the "No Pearl Harbor" bug. The computer Japan now attacks

aggressively on turn 1.

-> EASTWIND.RUL file has been added to replace your RULES.TXT file for

just this scenario. Changes include:

- leadership characteristics

- carriers have attack=0 to prevent futile attacks by the computer

- fighters and bombers emphasise naval superiority (*crucial*)

-> Northwest Borneo is now British.

-> "Charles de Gaulle" is spelled correctly. My profuse apologies to

the people of France.

-> Japan starts with mobile warfare, but still has mostly cavalry and

just a couple of tanks so far as in v1.1.1.

-> I have modified the treaties and attitudes between the civs.

-> Los Angeles has a manufacturing plant. (Duh!) I also modified the

capital builds of some other cities.

4. Bugs

-------

-> Plunder bug: all of a civ's money is plundered with the capture of

a single city. This only happens with my scenario, not the wwii.scn

released with the game, nor with random games. I don't know why but

when I find out it will be fixed and starting money altered.

-> Government switching forbidden bug: discovery of a new government

type allows the human player to revolt, even though government

switching is forbidden. I've never observed the computer taking

advantage of this, but I was able to when I played China and acquired

Communisim from the Russians. It should not be allowed to happen.

-> The Allies can win by retiring on turn 1; however, that is not the

point. The point is to see how well you can do in the long haul.

Aim for total victory, no matter which country you play. World War II

was a battle for the survival of entire nations and peoples.

5. Proposed enhancements for later verions

-------- ----- ------ ---------

-> I need to determine if any of French Indochina and French cities

were Vichy, and have those ones controlled by Japan initially.

-> What ships did the US Navy bring from the Atlantic after Pearl,

besides Yorktown? Have them in the far SE corner of the map at

the start of the game. (I think the battleship USS Washington came

with Yorktown, gotta find out.)

-> I need to change the picture of Sitting Bull to the Abe Lincoln

graphic but I don't know how. The scenario editor has restrictions

on what combinations of countries can exist at the start. Does anyone

know how? Let me know! (See Feedback.)

-> Needs more research on initial disposition of ground troops by all

nations.

-> Add the civilization advance, "Divine Wind," or something. It

would have "Flight" and "Fundamentalism" as prerequisites, and it

would allow construction of "Kamikaze Fighter" units.

-> Kamikaze fighters: att=15/def=0/move=10/no air-to-air/sees 2/like

a missile it is used up after one shot. Could only be built by

fundamentalist gov't. Anyone want to create a good icon for me?

6. Feedback

-----------

e-mail: Don Melsom <[email protected]>

All historical innaccuracies are entirely my own fault as I do not

have time to check everything in detail. If you e-mail me a known

innaccuracy, and I can verify it from a published source, I'll add

the change to a later version.

Write me about things not listed in this file: bugs, historical

innaccuracies in the setup, gameplay imbalances you observe, and

other helpful comments -- especially useful would be figures on

historical troop deployments or references to the same.

Let me know what country you played, what difficulty, the ending

date, what score you obtained (objectives and %), and briefly what

you observed about the initial setup and computer strategy that may

have seemed odd or wrong.

I'll also be monitoring "comp.sys.ibm.pc.games.strategic" regularly

while I'm working on updated versions and I will post new versions

to "alt.binaries.games."

Some of you may have helped playtest version 1.1.1 that was posted

to Usenet and uploaded to CompuServe. Many thanks!

7. Acknowledgements

----- ----- ---------

Production, Direction, Programming

Don Melsom

Research gophers

Don Melsom

Kal Skulski

Jim Douglas

Randy Trinh

Playtesting team

Don Melsom

Kal Skulski

8. Bibliography

----- ----- -----

-> Gerhard Weinberg, "A World At Arms," Cambridge University

Press, Cambridge, 1994.


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