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INTRO
STRIKE CRAFT
FRIGATE/CARRIER
CAPITAL SHIPS
LAND FORCES
MISC
CREDITS
INSTALLATION |
This scenario requires Fantastic Worlds. To use it, after unzipping, move the folder "SWins" into the civ2/scenario folder. If the sound folder(s) comes in a seperate zip file, it(they) must be moved into a "SWins/Sound" folder. SW:Ins is multiplayer compatible and three players can play the same game. However, Civ MGE is required.
CODES UNDER MILITARY ADVISOR |
Codes for Space Units |
Codes for Land Units |
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Hld x |
x number of holds for ground units |
iZOC |
Ignores Zone of Control |
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SR |
Short Ranged Strike Craft |
ISHLD |
Ignores Local Shielding |
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Kill SR |
Can Intercept Short Ranged Craft |
Orb |
Orbital (Amphibious) Attacker |
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C-2 |
Can See 2 Spaces |
Force |
Force enabled attacker (para) |
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Sml |
Small Ship (sub qualities) |
Mob |
All Squares are Roads |
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Carrier |
Can Carry Strike Craft |
x2vsMob |
1.5x Defence vs Fast Units |
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x2vsSR |
1.5x Defence vs Strike Craft |
f |
No Support Needed under Warlord Feudalism |
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Sensors |
Can Spot Small Ships |
HOUSE RULES |
There is a stupid bug in the game engine which allows you to take any advance the AI player has after the AI has agreed to trade a specific advance with you. Do not choose any advance other than the one offered - this is considered cheating and besides it will spoil the game.
Do not rename any of the original cities as some of them are required for events to occur.
If you are familiar with the scenario, you must not anticipate events that will occur when playing with other players.
KNOWN BUGS AND DIFFICIENCIES |
The ion cannon has no movement allowance. You will not know when a planet completes the building of a unit and the planet will continue to build more if you do not monitor the progress. Also, you cannot fortify them even from the planetary screen so their defense factor is deceivingly high.
I can't find where to change some menu items, so for example you still have to choose airlift or press 'L' to use the Hyperspace Gate.
At some point there may be an AI generated message saying that the war between the other two major powers has ended. This is not true.
You may see a network of purple nav beacons slowly appearing in open space. This is intentional and created purely for its visual effect. They cannot act as roads for your ground units.
Some units do not have a shield, like the minefields and force-enabled units. That is meant to be. You need to guess what their health is. Others like the battle-stations and energy modules have a small window which is green, yellow or red.
STAR WARS ENTHUSIASTS |
For someone who knew absolutely nothing about Star Wars I think I have done quite a decent job. Yes many parts of the scenario are not accurate. The scenario was made before the release of Episode II so none of the units are from that era. Instead, many less familiar units derived from the Star Wars Rebellion game released by Lucas Arts are used.
I have had to make changes to the unit stats to balance the game. There is no way to make the Executor 11 times more powerful than an ISD II and the Republic cannot be left with mediocre ground forces etc. etc. I have also twisted some other SW names to suit the scenario. For instance the Shadow Academy has actually got nothing to do with Darth Vader and the Second Imperium was actually a plot to use holographics to impersonate Palpatine.