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Hopper

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  1. I'm down, never played HvH. Non-competitive and one turn a day sounds perfect. Send the first turn to nikhopper@gmail.com or if you want allies message back with your email.
  2. The issue with teleporting MPP’s has always bugged me. Take Iceland for example, once they go Allied all of their MPP’s are magically teleported to England and their IT is at 100%. So Iceland’s capital (10 MPP’s) is out producing Manchester (8 MPP’s). Huh? If any country’s IT should be 100%, in 1940, shouldn’t it be England’s? Shouldn’t there be a convoy script set up with Iceland? Not only would this solve the teleporting MPP’s but would also make another target for U-boats, which would better simulate the difficulty of protecting ALL of England’s convoys before the US enters the war. Now I’m not just picking on Iceland, Iraq is fairly easy to go Axis only this time if there isn’t a land bridge through Turkey or Egypt those MPP’s teleport back to Berlin. If no land bridge exists shouldn’t the Axis player be forced to control Syria as well and have a convoy script set up? This would show how the MPP’s are getting to Europe and give the Allies opportunities to bomb or bombard the port and disrupt the flow of MPP’s. Also I think Italy should have a convoy setup in North Africa in addition to the Malta Effect, only this will show the MPP collection of existing an conquered territories. Now I realize SC2 is abstract in the supply and MPP’s model but I really think a few tweaks could make a much more realistic and strategic orientated game. Of course the flip side is you’ll have a thousand convoy routes running all over the map… Any thoughts?
  3. So...weather plays no role at all in amphibious landings? Shouldnt it?
  4. Great job Timskorn! Between the MASSIVE air attacks in France and limitless manpower in the East I gave up around June '44 England had 10+ air units destroying a corps nearly every turn. Nearly all the cities/ports in France were at 1 strength, had to pull back to behind the Rhine and wait for the allies there. The East was even worse, after having such a great initial drive; I started making/rebuilding subs and ships in fall/winter of 41. But then in the spring of '42 with Russian infantry and tanks stacked 3 rows deep around Moscow they countered, I had to fall back and fought a defensive war for the next 2 years. In the end they had IW 3 AT 2 HT 3...all more than me! Also my fighters in France were able to spot a UK transport that would load and then sit in the channel. When attacked it would retreat back to England and unload, this cycle repeated itself since summer of '40 till the '44. I would not attack the transport port for several turns to “see” where he was heading but he just sat there. Also the UK sent Monty by transport in '42-'43 to Africa and was intercepted by the Italians near Tunisia. Took the fog of war off after I resigned, the US had 1 bomber and fighter stuck in the desert east of Casablanca, no headquarter support with the torch landings and was able to drive them back with the Italians.
  5. One thing I noticed was the lack of axis air power in North Africa. There is always that bottleneck west of Alexandria, some planes could help soften up ground units. The AI doesnt attack then move then attack again with other units. Great job!! Much improved keep up the good work.
  6. Thanks rclawson007 got the mod working, great job on the mod Normal Dude! Sealion attempts in April '42 (landed 6 corps, 1 tank), Spain joined (Winter '40-41), Germany sent numerous troops to North Africa (Axis HQ, 3 armies, 2 corps), Italy had 4 armies with HQ in North Africa, AI took Norway. The AI can really be surprising! Keep up the great work. Thanks!
  7. I unzipped the file into the Campaign Folder, then I load SC2, when I select the "Enhanced_Axis_AI..." campaign that message appears. No I didnt alter anything, are these AI files only? Do I need to put them into an existing campaign?
  8. Anyone else having trouble loading this mod? I'm getting this message... "Could not find _Enhanced_Axis_AI_V _1.00_ (Patch_1.02)Campaign.ini Campaign will be loaded without customization"
  9. Those changes sound great Timskorn! Cant wait to play them. I will be playing your mod again this weekend and will provide more feedback the first part of next week.
  10. Great mod Timskorn! The Russian front a.i was noticeably better; they conducted more research and upgrades and positioned their defenses better. In North Africa the US headquarters got stuck in the mountains and the armies and corps fell quickly without support. Couple of options for the Med: have you thought about “editing in” a port in North Africa that is closer (maybe just east of Gibraltar), or just remove some of the mountains (clear a path) just for the purpose of letting the headquarters get through? Or just launch a direct attack on Sicily, making sure to cut off reinforcements and supply from the mainland. Or of course you could save everything for a massive D-day! Anyway thanks and keep up the great work!
  11. Sounds great! Can't wait to play it Timskorn.
  12. uhh..I think you missed the entire point of what tomato is saying. The vast majority of people that play virtually any type of game wants and expects a worthy a.i., from RTS, RPG, to FPS. If a game comes out and receives horrible reviews it won't sell. Period. That combined with the fact that most people don't even care about playing online. One of the most IMPORTANT aspect of any wargame is the a.i. And that is the beauty behind THIS game because the entire community has the ability to alter/edit what they want. What could be more perfect? So quit bashing people that might have a different opinion than yourself and go play online. Nice...how old are you?
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