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pzgndr

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Everything posted by pzgndr

  1. Not this: http://plusonepr.com/category/media/wastelands-interactive-media/
  2. I did a Tactics II mod quite a while back, maybe for SC2-PDE? Didn't follow through with any updates. It's easy enough to play with the editor and create a custom campaign for Red and Blue... Good exercise!
  3. I'd like to see stacking but I also understand the programming difficulties involved. In lieu of stacking, the corps/army relationship kinda works OK in SC, where armies are essentially stacked corps. That's fine, but it's only for infantry and should also be extended for tanks too. If Hubert could work out a mechanism for splitting/merging units, then that would be great. If not, then providing some mix of corps and armies in the force pools would allow players to tailor their forces and deploy armies where mass is needed and corps where economy of force is needed. It's doable. Certainly some more units could have ranged attacks to allow combat from other than adjacent positions. More innovation with how unit APs are used could help too; ie, allow players to come back to units with unused AP to continue move/attack until APs are exhausted. In lieu of stacking, players would then have more opportunity to "shuffle" units in and out of key terrain for maneuver and combat. Also, the whole idea of Zones of Control (ZOC) could be reconsidered to better handle the gaps between units. IMHO, the editor could allow units to exert an editable movement penalty on adjacent positions, either for movement into a ZOC or out of a ZOC or possibly both. Additionally, the editor could designate which unit types have ZOC; ie, only tanks, or only certain unit-types, or all units. This would be consistent with most traditional boardgame rules.
  4. I did not provide any custom 3-D unit sprites with this conversion. Deselect the 3-D Units option at startup and you should get the custom military sprites. As close to the original boardgame units as possible. See http://www.boardgamegeek.com/image/1249207/advanced-third-reich?size=large
  5. A little more info might help? I don't have any problems with the editor. Are you perhaps editing a custom .cgn file, saving it as a different campaign, and not copying the custom localization.txt file into the new campaign folder? If not, then you'll get the default localization settings which - lo and behold - are probably a lot different.
  6. OK, with the release of the v1.01 patch, I have uploaded the latest A3R campaigns for GC GOLD. Enjoy!
  7. I am interested in following along with this, although to be honest I doubt I would get into editing the code and compiling .dll files to use. But still, it's interesting to see what's under the hood and perhaps better understand what parameters are being used. Could you maybe provide a 'mid-level' summary of EOSAI getting into which algorithms (in which files) do what? At first look, things are not very intuitive. But I'll keep looking and trying to make sense of it!
  8. Hey I just looked. The main repository is for Global Conflict. Inside is a link for Global Conflict GOLD, but no files posted there yet. Soon though.... Huhr, check your PM?
  9. The bad news is that the GC version of A3R will not work with GC GOLD. The good news is that I am very close to releasing a GC GOLD version of A3R, pending release of the v1.01 patch. Here are some What's New notes:
  10. Nuclear weapon design information is classified for good reasons!
  11. I don't want to completely spill the beans, but let me say that Hubert has made this latest conversion process a little easier than before. There is still some effort required to do it, moreso with complicated customized mods like my Advanced Third Reich campaigns. But as always it is doable. :cool:
  12. Yeah, looks like I forgot to update the description line in the campaign data. Just ignore that? Good news is, in a few weeks it won't matter too much with the new GOLD version update. I am in the middle of campaign conversion. I HATE this part! But good news is Hubert has made it a little easier this time around.
  13. The traditional Zones of Control (ZOC) rules work pretty well in boardgames, where usually only armor and mechanized units exerted ZOCs that either stopped or slowed movement. The same concept could work well in SC, for both unit movements and tracing supply.
  14. OK here are the final changes that went into the latest updates that I just posted to the repository and should be available soon for download: Since Global Conflict GOLD has been announced, let me say that I am moving on to convert A3R to the GOLD version. Once that's done, I should then be able to easily port it over to the WWI game. :cool:
  15. Did you try toggling F4 during the AI's turn? That should return control to you. It's been a while since I've used it that way and I don't have access to the game right now to verify. Hubert could maybe chime in and clarify things.
  16. I can't say I've got any AARs for the latest Global Conflict version? There are the articles I wrote for Wargamer.com at http://www.wargamer.com/articles/strategy-and-tactics-article/artificial-intelligence-part-i-using-strategic-command-2-ai-to-play-advanced-third-reich-2526.html and http://www.wargamer.com/articles/strategy-and-tactics-article/artificial-intelligence-–-part-ii-an-ai-versus-ai-after-action-review-for-advanced-third-reich-2527.html; however, the screenshots did not seem to get transfered when Wargamer updated its site. But you can still get a pretty good idea of the action from reading along. And that's from the old Patton Drives East version. FWIW I played a round as Allies this past weekend. I have concluded that Expert +1.5 is just too much (for me) and my Axis AI was brutal to say the least. There was the invasion of Spain in 1940, Sealion in 1941 AFTER Barbarossa started (in May), and then invasion of Turkey in 1942. The Battle of the Atlantic just kept going and going. I ended up fighting an interesting campaign through Spain with Bradley and Eisenhower. But by mid-1944 Allies were just slogging to get anywhere; I kept advancing but it was clear that victory would not come until late 1945 if then. I think the final straw was after the Brits finally took Libya and were pressing on to Tunis (in 1944) and Italian airborne dropped into Tripoli behind me. I mean, that's just enough, not to mention how many transports I lost throughout the game. It was brutal. From now on, Expert +1 should be fine. It's worth sharing this little story 'cuz there's still folks who swear no AI is worthy of playing, but I beg to differ. For my v1.06 update, I'll likely add a correction for artillery upgrades (50% is too high) and do something to reduce strategic bomber losses from targets without AA. I'm still pondering a few more things. As always.
  17. It's been there since like SC-WAW? Press F4. You can toggle this at game start for an AI-AI game. If you toggle during your turn it transfers to AI control, and vice versa.
  18. Alright, here's what I have so far for an update: In my playtest game as Allies versus Axis AI I experienced the no Vichy France choice and noticed several weaknesses worth correcting. And a few other minor tweaks. I don't think the double intercepts had much effect but given no compelling reason to change I prefer to keep the default single intercepts. I'm not exactly in a rush to get this out. Still looking for any comments if anybody has some. And I may get in another playtest game. So early November maybe.
  19. v1.06 updates: The latest changes from v1.05 and v1.06 should not affect the mod. I verified that single intercepts still work OK by default. Question is whether to make some CTV changes to allow multiple interceptions for Fighters and Carriers? I intend to playtest a game soon with the major powers having 2 intercepts and see how it goes. My thought is that this may be too much of an advantage for Axis in early years and then for Allies in later years, at least for this WWII game. Curious what others who may still be playing this might think and whether there are any other suggested changes to consider. Thanks!
  20. huhr, I need to run through my A3R mod with the latest v1.06 update, which should run OK now, but I'm curious how the latest game changes may affect things like play balance. If you or anyone else has comments, let me know and I may adjust things if needed. It's been so long since I've played my own mod that I kinda miss her!
  21. The new research model deserves a fresh assessment. The practical test is whether the average tech advances to the highest levels are too fast and too predictable, in which case the percentages could be reduced and Lady Luck given a freer hand. There was something to be said for some of the wild-ass research results that used to occur. For every disappointment there was some other surprise. I still vividly recall one SC1 game where the German AI invaded Russia in 1941 with L5 tanks. :eek:
  22. Brit, what about you collaborating with others under Battlefront NDA to continue with some EOS development? As an example, Matrix/Slitherine has a group of modders who have released a custom mod Grand Strategy 2.0 for Commander Europe At war. They apparently have access to the source code for some editing to enhance the scenario editor capabilities, thus provide some additional features to their custom mod. Apparently all done with the approvals of all concerned. Just a thought.
  23. I've often suggested a limited Strategic Redeployment ability (a la Third Reich) and an operational movement where units could get double AP as long as they're not adjacent to enemy before, during andafter movement. Too many Op Moves across the entire map too often just doesn't feel right at times.
  24. I miss those SC1 days too. KISS = fast & fun. I have some ideas...
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