|Getting the units right from the beginning by Kobayashi|
Getting your scenario to function correctly includes accommodating for the special effects of unit slots, their sounds, and other features.
After learning my lesson the hard way, I have decided that a good scenario has its foundation in the unit.gif file. This is assuming that you wish to do a full potential scenario by:
After your initial thoughts about the general outlay of your scenario, the first thing you must do is set up the units according to a set of guidelines (one version of the guidelines is given later). If you randomly put your units in the unit.gif file, then work on the tech tree and unit prerequisites leaving the sounds till the end I can almost guarantee you that you will be in for a rude shock and lots of extra work at a later stage. Then when you begin testing your scenario and barbarians run amok, therell be a second round revisions. Trust me, for my Star Trek: BAQ scenario, I had to do a major reshuffle twice. To save the first timer some grief, this paper will attempt to explain some of the intricacies of creating the unit.gif file.
Your aims are the following:
|Special and Semi-Special Slots|
I have divided the possible barbarian units into two groups based upon information from the definitive resource for barbarian activity, The Barbarian Paper by William Keenan.
As far as I can tell, the only side effect from doing this is it avoids the two rounds of selling obsolete barracks.
There are other combinations where only some of the Group B barbarians are eliminated. For the purpose of simplicity, it is assumed from here on that you either keep all the Group B barbarians or eliminate them totally. Note that if you have pirate barbarians, the three naval barbarian units will appear in the sea, so it is best to leave them as naval units.
There are 62 unit slots plus one left over for the barbarian leader. After avoiding the musketeer and knight slots as I mentioned above you will be left with a total of 60 slots. In my opinion, this is the trickiest part of the entire process as several slots use the same sound and changing the sound for one slot will affect related slots. For easy analysis, I have grouped units together by the sounds that they make.
Group 1 Partisan, Alpine and Rifleman
Group 2 Marine, Fanatic, Paratrooper and Mech' Infantry
Group 3 Horseman, Chariot and Crusader
Group 4 Elephant
Group 5 Dragoon and Cavalry
Group 6 Catapult
Group 7 Armor, Cannon, Artillery and Howitzer
Group 8 Destroyer, Cruise, AEGIS and Battleship
|Generic Sound Files|
11 other wav files:
Last but not least, there are other sounds which
you cannot change from the unit editor menu, these include the spy sound
and the freight sound. I will leave these out as they do not affect the placement
of units in different slots. This gives us a grand total of 27 different
sounds which can be matched to the correct units.
|Putting it All Together|
Groups are given in different colors and special slots are given a red border. There are also three black slots indicating that you should avoid using them. Potential Barbarian units are labelled as either Barbarian(A) or Barbarian(B). Please note the orange border demarcating the sections used for Aeroplane and Jetplane sounds.
Step by Step Procedure
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