SSFSX17
Posts: 182
Joined: 10/14/2001 From: California Status: offline
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I believe it is now finished enough to the point where I can announce it: http://www.advancedtactics.org/scenario.php?nr=58 Obviously, some ideas were gotten from other scenarios, but only the ideas - I did all of the Scenario Editor work for this mod by myself. In some cases, I went in a very different direction from other scenarios, such as the way I implemented trains. The download package comes with a test scenario called "Surprise!" which demonstrates the new landscape type and some of the new loctypes. This masterfile can be used with random games. It is reccomended, however, that it should not be used with games against the AI unless there are a lot of cities that the AI can access easily. The AI does not yet understand how to use the additional SFTypes effectively and thus may use up supply too quickly. --- CHANGES TO ORIGINAL SFTYPES --- Trucks can be upgraded, and become faster and more fuel-efficient at higher levels. Halftracks can be upgraded, and gain more hitpoints and weaponry at higher levels. Staff gain small bonuses to the amount of staff points they provide at higher levels, making the research more desirable. Engineers can be upgraded, but the research is as expensive as Staff research. If you are a fan of the forward fortress strategy, you may find the research to be worthwhile. Scouts gain greatly improved Recon and Hide abilities at higher levels. They also have much stronger antisupply abilities at all levels, although land antisupply does not seem to be working. Paratroopers now have 2 zone-of-control points per man and can be upgraded to increase their supply carry greatly. They also get smaller bonuses to recon and hide at all levels. The research path is through the Scout research. Mortars now only cost 250 production to train and are worth 3 power points per man. However, they only do three attacks per combat round instead of five. They are still "rear area," so they are still highly effective in attack. Armoured Cars are now upgradeable and gain more recon and speed at higher levels. --- NEW SFTYPES --- Trains - heavy, large, armored trains that are as tough as light tanks. One train can carry a whole medium tank. They are more efficient than trucks for landcap as well. Supply Crates - very simple objects that cost 10 production to build and require no supply. All they do is add 10 more supply carry per crate. The idea is that you could spend extra carrying capacity to carry more supplies in frontline formations. Be careful when you build them - they will absorb a *LOT* of an HQ's stocked supply. When formations with supply crates are ambushed, the crates will thankfully take a few bullets and bombs that were aimed at your regular troops. Hint: one heavy tank carrying a full load of supply crates will have roughly one additional round of supply. Landmines and Seamines - they are not strong enough to kill any significant numbers of units, but they don't autodestroy themselves. They are meant to take some time to clear out. Seamines also have some naval antisupply ability. Assault Rifles - rifles who also have the bonuses of SMGs. They cost 200 production to train and are worth two power points per man, so you should think twice before you use assault rifles as your general-purpose infantry. Long-Range Artillery - less efficient than an equal production amount of standard artillery pieces, but the extra range can be valuable depending on your playing style. For example, they can be effective in defending your shores from battleships and cruisers without being shorebombarded themselves. Flame Tanks - unlike most other armored vehicles, they specialize in fighting in thick areas, especially when assaulting fortifications and cities. They are not exactly general-purpose armor but they help all-tank armies assault entrenched enemies. They can carry five weight just like tanks. Self-Propelled Artillery - less efficient than an equal production amount of standard artillery pieces, but the mobility and armor can be valuable depending on your playing style. They can carry five weight just like tanks. Self-Propelled Anti-Air - less efficient than an equal production amount of standard flak guns, but the mobility and armor can be valuable depending on your playing style. Higher-level S.P. Anti-Air is also more effective against infantry and armor than standard flak guns. They can carry five weight just like tanks. Fanatics - basic cannon fodder who are expected to go stand in front and buy time for the real military units. They get power bonuses for defending in thick terrain. Torpedo Boats - very small and weak naval units that still hit hard enough to threaten larger ships. A gigantic swarm of torpedo boats can defeat unescorted battleships. --- NEW STUFF FOR SCENARIO DESIGN --- New Loctypes - for restricting the types and quantites of subformations that can be built. In particular, supply and political points are considered different itemtypes, making it easier to control political point production. Each of the factories and the office complex have 20,000 production points while the smaller workshops have 5,000 production points. The small office building only produces 1 PP per round and is meant to provide just enough PP to create new formations. Dense Urban Landscape - as difficult to move through as low mountains, and much more treacherous for non-foot units. Any subformation types that don't like urban terrain will *definitely* dislike dense urban - for example, tanks have an attack modifier of 0.25 for dense urban. It provides 250 natural hide points, meaning that you need green-level recon in order to see anything. If you try to charge your tanks through, they have a high risk of being ambushed by hidden bazookas and scouts. You will find standard rifles and SMGs to be useful for house-to-house fighting. --- VERSION HISTORY --- v1: initial buggy release with improved scouts, improved paratroopers, supply crates, assault rifles, l.r. artillery, s.p. artillery and s.p. anti-air v2: added many more sftypes and changed some of the original ones v3: added some stuff for scenario design, rearranged some of the itemtypes, rebalanced some sftypes, fixed some bugs
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