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Bill101

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Everything posted by Bill101

  1. Hi RR81 The % chance of a retreat is hard coded into the engine, though you can adjust the distant a unit might be likely to retreat if that would help? If so, open up the campaign, go to Campaign -> Combat Data and in the bottom right is Retreat Range (# Of Tiles). Set that to a higher number, press OK and save your campaign (if it's a default campaign then you'll need to use File -> Save As, and give it a new name). Bill
  2. Hi Medium Bombers can only inflict damage on resources if the resources are unoccupied, otherwise their attack will strike the unit occupying the resource. Essentially, Strategic Bombers are the only unit that can be relied on to damage resources, as their attacks will strike the resource with a % chance of hitting a unit (if one is occupying the resource) as a bonus. When they bomb a resource, there will be a message/explosion showing that the target has suffered damage, and you can see the new strength value of the resource after your attack. Bill
  3. Hi I've just checked the 1939 World at War campaign in Global Conflict Gold, and it appears that the Soviet naval forces in the North Sea start in low supply, so probably getting them to port asap and avoiding combat before doing so is the answer. Elsewhere, the Allies have more upgraded naval units (e.g. in Japan) so they will have an advantage there. Bill
  4. Hi Avarice Wilkommen! There is no Global WWI campaign, only WW2. I don't know if there is a German translation, but you will find other German players not only here but also at: http://www.si-games.com/forum/forumdisplay.php?f=117 Bill
  5. Hi The youtube user Jamper O has done a series on Global Conflict Gold, of which this is the first. Plenty to see!
  6. Hi Attila They will arrive at the following locations: 174,60 172,60 176,60 Bill
  7. Hi Stratos Yes, this is included in our WWI Breakthrough! expansion as part of the Russian Civil War campaign. So the campaign itself focuses on all the fighting in Russia, with lots of Red and White armies, Makhno, Allied interventionists, and of course the conflict between Poland and Russia as part of this greater whole. Bill
  8. Hi Monty The crucial thing is where the engineer unit is, as a fortification cannot be built on a resource, and the city is a resource. Move it to a hex that doesn't contain a town/city/mine/oil/capital and you should be able to set it to work. BIll
  9. Hi Monty You are on the right track, but there are a few further requirements, in that the Engineers can't be adjacent to the enemy, must have supply of 5 or more, and fortifications cannot be built on resources. Hopefully it was one of those preventing the fortification from being started? Bill
  10. Hi Scott Merry Christmas to you too! This came up a while back and so hopefully there might be a solution for you in this thread, a little way down: Bill
  11. Hi It may be worth uninstalling the game and then reinstalling to a folder such as C:\Games\Strategic Command Before doing so, make a copy of your amended files so that you can paste them into the new Campaigns directory when you reinstall. You will have to patch that version too. If this doesn't work please post back or raise a ticket. Have a great Christmas too! Bill
  12. Hi Stratiotes The Carrier features you mention are in all three, as they were introduced for the Pacific game and the others came afterwards. The essential difference is that the Pacific game concentrates 100% on that theater. The Global and AoD/AoC games being more recent do have more features that have been introduced since, but their focus is much wider. If I were planning on playing all three, I would definitely start with the Pacific game. If you're not sure, why not try out the Demos and see which grabs you the most? http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=0&Itemid=318 Bill
  13. When that happens, you have them beat, at least in this area of the map. Feels good to push them back doesn't it!
  14. Hi Chris That's fine, if you have more questions we'll always do our best to answer them. The problem here is that as the island has only just been taken, the strength of the resource at Truk is only 1, and to be able to operate in an air unit it will have to have repaired to at least 3. Providing the Japanese don't bomb or shell the port, then that should happen within 2 turns and you'll be able to Operate those Fighters there. This makes newly landed forces more vulnerable to counter-attack, and is why sometimes you'll have to keep your Carriers nearby until the Fighters can operate there, despite the risks that can entail. Bill
  15. Hi Chris Another big factor is the mountain immediately SE of the infantry unit. As there is no road over it, the cost of crossing it is so much that it isn't possible. The beauty of this being that it creates bottlenecks which have to be taken, rather than bypassed, as the frontline was around here for most of the war and it was difficult for either side to push the other back. Bill
  16. Hi Chris It might be best if expecting opposition to send one Carrier in first set to Mixed Mode, this way it can escort its own strike. Carriers that move cannot Escort friendly air strikes, but they can Intercept to defend friendly units during your opponent's turn, providing they are set to Auto or Intercept. If you want to attack an enemy held island, and have your air strikes protected by Carrier based fighters, the way I play is to set the carrier that will launch the Fighters to Fighters (Combat Air Patrol), move it towards the target and launch one or two strikes with it. If the enemy are going to intercept, they will intercept these strikes and hopefully if your fighters are good they will damage the intercepting fighters in the air combat. Unless the enemy have lots of fighters present, you can now send in subsequent Carriers in Naval/Tactical Mode. Or play it safe with another set of Fighter strikes, or with the next one in Mixed/Mode Bill
  17. Hi Furchtlosundtrew Ok, if you could send me a saved turn that would be great. I'll also need both yours and your opponent's passwords (they can always email it to me separately) at Bill.Runacre@furysoftware.com Thanks Bill
  18. Hi If the British Battleship is shelling the city then that would explain it, could that be the case? Bill
  19. Hi I've run a quick test and the strength of Greek resources including Salonika is rising above 5 correctly, so I wonder if there might be anything happening in your game, such as the presence of enemy troops, Yugoslav partisan activity further north, or bombing raids? I presume also that the Yugoslav resources under your control are at strength 8, or at least higher than 5? Bill
  20. Hi Bob As time goes on, if the Germans don't keep inflicting significant punishment on the Entente forces then the latter will be able to buy up offensive weapons like artillery which will ultimately tip the balance away from your forces. There is only a narrow window of opportunity during which the Germans will have the initiative, and how long that lasts will depend on the success of your offensives. That's why it is crucial to launch the most effective offensive right from the start... and is why Ludendorff was probably right to aim for Gough's British Army like he did. The same applies in the air, where the balance swung away from the Germans as time went on, despite their good quality fighters. As to the reserves coming from the east, these are reflected in terms of the reinforcements you can provide, in the starting strength of the German army, and some reinforcements that do arrive early in the campaign. What was left in the east was mostly second rate and not at all keen on coming west, with large numbers (about 10%) deserting en route. The best role for the Bomber is to strike at a Town that the Entente are using for communications, in conjunction if possible with their Airship and if it's close to the front line, their Rail Gun, in support of the overall objectives of the ground campaign. Bill
  21. Hi Bob The AI doesn't get a cheat factor, but as it has some income bonuses which increase with the level of difficulty then it may simply be that they are reforming destroyed units at a fairly rapid rate. The loss of resources will not affect research, except to the extent that it reduces income for research. Playing in Hotseat, even if just a few turns, should help a lot with understanding what each side has to play with, I'd definitely recommend doing that. Bill
  22. Hi The key to the German artillery's superiority is that they can deploy three full strength, fully upgraded artillery units with 10 shells wherever they wish. This enables them to blow a hole in the Entente line in one area, but requiring time to regroup afterwards and restock shells before launching subsequent attacks. It wouldn't necessarily be wise to upgrade them all because many are just helping guard sections of the front from diversionary Entente offensives, but it should be possible to badly damage or destroy some Entente artillery units during your initial offensive. While I'm not sure why Belgium's National Morale wasn't falling further, it wouldn't actually trigger a Belgian surrender in this case. The reason being that this campaign is fought for Objectives, and capturing these is what determines victory or defeat. The countries involved will fight on even if their capitals fall... with France being the big exception, as capturing all of Paris would result in a Central Powers victory. In terms of the large number of Entente units mentioned, the French Reserve Army deploys 10 divisions around Paris in the first 10 days of the campaign, and two US units will also arrive there. If you're playing the AI then it does receive more income than a human player would, depending on the difficulty level, so I suspect the many Belgian units you mentioned are going to be rebuilt units which are cheaper than new units. Ypres itself is a fairly tough nut to crack, whereas if the initial offensive were to be launched at Gough's British Army where Ludendorff did first attack, or possibly aiming instead for Soissons or Reims then maybe more of a damaging blow could be inflicted on the British or French for less cost. It's true that the French Reserve Army would then have to be fought on ground more to its liking, but the National Morale benefit of having German forces near Paris is not to be overlooked. I remember struggling hard to save Verdun when one opponent chose that as a goal for his second offensive. It was a very hard fought campaign and really hard to get sufficient reinforcements there at the same time as blunting his continuing offensive on Paris. Back when this campaign was being beta tested, two of our testers did produce an AAR that you might find interesting: http://community.battlefront.com/topic/106431-1918-ludendorff-offensive-aar/?hl=ludendorff Bill
  23. I think in this case the unit is too far away, because the mountains cost a lot of Action Points to cross, and it is the same calculation that is made to see if a unit is in range of a HQ. So in this case I can understand why your unit isn't attachable, but like you I'm not really sure with your first example. Bill
  24. The campaign can be edited to do that, but the effect it will have on balance would be quite extraordinary, particularly as the bad guys can use interior lines in a way that the Allies wouldn't be able to.
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