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Downloads Home » EE - Utilities » Pacific Map WW2 - with buildings

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Pacific Map WW2 - with buildings

Author File Description
FrancoisPhilidor A continuation of my first map (which was geography only).

This time with all the buildings that I intend to use in my scenario.

No resources, no units placed yet, no triggers.


MY FUTURE PLANS

BASES
The flags demarkate the bases that you will have to capture in my scenario.

- Once a unit moves near a flag and no enemy unit is near, all buildings of that base will turn neutral.
- Once all 2-4 bases around an island group are captured, you will gain control over the archipelago's airport, docks and hospitals.

ISLAND DISTANCE
The distances are vast, and the airports and especially docks and hospitals are scarce. You will have to plan well which islands you capture first, to be able to heal and replenish your units.
(What can be more punishing for a player for losing a unit than having to recruit and transport it again all the way from Los Angeles over a 400x400 map. On this map you'll definitely forge a tight bond with your men, whether you want or not:-D)


UNIT UNLOCKING
Better units will only unlock as you capture more and more bases. Medics will unlock only second-last. The B-29 last.

ISLAND DESIGN
The coastal defenses are strong (bamboo towers are not too tough, but they are real ship-killers), so you will be encouraged to use infiltration strategies with UDTs (SAS commando), marine raiders (partisan) or paratroopers.

I intend to give naval mines lots of HP, and they'll be removed when a UDT defuses them.

PLAYER SETTINGS
This time already set in the scn.

My plan:
Player 2 (passive): USA, allied. Will be sending convoys from west coast to Port Moresby. For each ship arrived you'll get resources.
Player 3 (passive): allied with everyone. For civilian buildings and other buildings that shouldn't be attacked (barbed wire).
Player 4 (passive): Japan. For garrison troops and naval patrols; so that I can put them in defensive or patrol stance and the AI doesn't mess with it.
Also, will be sending Japanese convoys to several major bases. For sinking them, you will also get resources (to represent the shifting balance of power over time).
Player 5 (active): Japan. Will be sending naval invasions.
Players 6-10 (active): Japan. For some airports. Will be used to create AI military groups and make the planes patrol certain areas or raid captured islands. (You guys should try this AI trigger if you haven't)




I'm happy about any suggestions,

Thanks
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
FrancoisPhilidor
File Author
Guys I'm basically done.

I have the battles of
1. coral sea
2. Midway
3. Port Moresby
4. Guadalcanal
5. Convoy protection
6. Convoy assault
7. Philippine Sea
8. Leyte Gulf

And some smaller surprises.

Plus music and voiceover.


It used to lag because of too many trigger loops, and I was desparing, but I have solved it through switching off those triggers after certain events.


But one problem remains:

When I play through the whole thing to test it, the further into the game I save the game, the more often it crashes.


PLEASE
does anybody know what might be causing it?

I finally want to play through the whole goddamn thing and call it finished :-D

I know there are many experienced scenarists out there.

Thanks for any ideas


jankutac@outlook.com

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Downloads:42
Favorites: [Who?]0
Size:493.27 KB
Added:10/25/22