Jump to content

pzgndr

Members
  • Posts

    2,255
  • Joined

  • Last visited

Posts posted by pzgndr

  1. I think that one of the features lacking in the current system is stacking and a possibility of dividing bigger units into a smaller ones.

    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.

    How about something a little more innovative than just "stacking"?

    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.

  2. 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.

  3. 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!

  4. 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:

    What's New in A3R GOLD

    Besides having an epiphany moment to return to the original Advanced Third Reich force pools prompted by the new garrison unit-type that may be used for the original Replacements counter, this conversion effort to the Global Conflict GOLD edition prompted a wholesale relook at the Combat Target Values related to air, naval and strategic warfare. In general:

    -- Fighters are less effective against ground and naval units, and primarily intended for air-air combat

    -- Tactical bombers, being more numerous now in lieu of artillery, are slightly less effective against land units so as to be not too overpowering

    -- Strategic bombers are less effective against ground and naval units, and primarily intended for Strategic Warfare

    -- Only strategic bombers and German rockets (variant) have strategic attack capability

    -- Carrier air is less effective against land-based air and ground units, and primarily intended for a naval combat role

    -- ASW and submarines are less effective against surface naval units, and primarily intended for Strategic Warfare

    -- British, US and German transports have slightly increased defense values and their unit counters display a shadowed escort (kudos to Desert Dave)

    The various script template changes necessitated a rather comprehensive review of most all scripts. Besides spotting a few more minor errors not caught before over several years, several notable AI performance improvements were now possible:

    -- Careful use of the new #RANGE parameter allows not only faster AI performance but also better selection of assignable units to plans

    -- Based on suggestions from Hubert, most continuous offensive plans now have #BUILD_LENGTH=0 and #LENGTH=1 for continual reassigning of fresh units to a plan each turn rather than every 3-6 months as before.

    -- Various adjustments and re-adjustments made to amphibious and transport scripting to improve Allied AI performance in the Mediterranean front. (Note: this has been an ongoing challenge!)

    Several map changes are introduced. In an abrupt deviation from the previous longstanding decision to make the map as faithful as possible to the original boardgame map, some minor changes were made to smooth out river lines and national borders to improve appearance and make the map slightly more accurate. A few hedgerows were added to Normandy France to not only enhance the historical D-Day experience but also to provide a few more terrain locations for relevant partisan activity. Also, an Ardennes forest was added to Belgium for some historical flavor. In the future, perhaps a few more special terrain features could be added but the intent is to maintain the essential simplicity of the original mapboard. Another change is the addition of several enhanced port defenses via strength event scripts (kudos to Desert Dave) representing mines and patrol craft to deter enemy naval units.

    Research and diplomacy have been improved slightly. With the elimination of artillery and rockets, those research areas are also eliminated. Anti-aircraft artillery and AA upgrades of resources and units have been eliminated. Research chits are now consummable and must be repurchased for further advances. Based on this change, research costs are now slightly reduced and players do not get any refunds upon achieving the maximum levels. Diplomacy costs are also slightly reduced now, with the expectation that players will engage in more diplomacy and counter-diplomacy throughout the game; the AI certainly will. ;)

  5. 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:

    =================================================================

    Advanced Third Reich for SC-WWII Global Conflict v1.06

    =================================================================

    DATA CHANGES

    - set new CTVs for Interceptions to 1 (default, no change) for all Fighters and Carriers

    - slightly reduced naval build costs for Cruisers (300->250), Battleships (350->300), and Carriers (400->350)

    - reduced artillery upgrade costs from 50% to 25%

    SCRIPT CHANGES

    - revised De Gaulle unit event to ensure no Axis units within 2 tiles of Paris upon placement

    - slightly reduced trigger for Siberian Transfer unit event from 80% to 75%

    - added German garrison scripts for Algeria, Morocco, Syria and Tunisia if Vichy France not created (1939 only)

    - added transport_minor scripts for German and Italian reinforcements to Syria if Vichy France not created (1939 only)

    - added German offensive script for Spain if Vichy France not created

    - added British offensive script for Syria if Vichy France not created (1939 only)

    - fixed territory event for Cyprus variant to be default (1939 and 1941 only)

    - added unit events for German and UK garrisons in Bergen for pro-Axis or pro-Allied coup in Norway (1939 only)

    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:

  6. 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.

  7. Alright, here's what I have so far for an update:

    =================================================================

    Advanced Third Reich for SC-WWII Global Conflict v1.06

    =================================================================

    DATA CHANGES

    - set new CTVs for Interceptions to 1 (default, no change) for all Fighters and Carriers

    - slightly reduced naval build costs for Cruisers (300->250), Battleships (350->300), and Carriers (400->350)

    SCRIPT CHANGES

    - revised De Gaulle unit event to ensure no Axis units within 2 tiles of Paris upon placement

    - slightly reduced trigger for Siberian Transfer unit event from 80% to 75%

    - added German garrison scripts for Algeria, Morocco, Syria and Tunisia if Vichy France not created (1939 only)

    - added transport_minor scripts for German and Italian reinforcements to Syria if Vichy France not created (1939 only)

    - added British offensive script for Syria if Vichy France not created (1939 only)

    - fixed territory event for Cyprus variant to be default (1939 and 1941 only)

    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.

  8. v1.06 updates:

    • Improved AI and turn speed

    • New Submarine and Destroyer rules for better handling of surprise enemy contact, diving and naval combat

    • New Fighter interception modeling with double intercepts of enemy Bombers and Tactical Bombers.

    • Air units can now move at 50% of available action points when located on a snow, rain and sandstorm tile

    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!

  9. I had it come up when playing the mod advanced third reich 1939 scenario

    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! ;)

  10. 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:

  11. 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.

×
×
  • Create New...