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Bill101

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Everything posted by Bill101

  1. Thanks for taking a look, and I'm glad it finally happened in your game, but that is very odd as I've always previously known it to fire in 1915.. I will double check the scripts again to see if there could be anything I've missed.
  2. Ah, if it's a question of game balance then I'm all ears, and will be willing to consider changes as necessary. Possibly by tweaking other things, so if the game seems to have a pro-Central Powers balance then please let me know and we can discuss what might need to be done. Perhaps starting a new thread might be best too.
  3. That is odd, and I am currently playing a game with someone using 1.03 and it did fire in that, so I don't think the problem is likely to be script related. Please can you check for me that the script hasn't somehow been deselected somehow? If when you start the game you go to Advanced - Scripts - Decision, there should be 9 pages of Decision Event scripts, and DE 121 should be at the top of page 2. Hopefully it's got a white cross showing against it? If there aren't this many Decision Events showing, then I would recommend a fresh instal. Thanks Bill
  4. Hi Micha Here are a few thoughts on keeping your units in good morale and readiness: Keep them in good supply Have a HQ commanding them, the best available if possible Reinforce units after they have suffered casualties to the maximum as soon as possible Strengthen with Elite Reinforcements if available After reinforcing, especially from serious casualties, rest the unit for a few turns before committing it to combat again. It can be wise to take battered units out of the line to rest them, because if they remain under shell fire or attack then they will struggle to recover. The liberation of friendly countries that had been conquered, and the loss of friendly countries that surrender, will provide temporary bonuses or penalties to unit morale and readiness. So try to liberate anywhere that falls, and not to lose any allies!
  5. Hi Ancient Demon I've never known it not to fire, and the conditions for the Decision to pressure Venizelos to allow Salonika to be used as a base are that: London is in Entente hands. The UK and France are in the war, as is the Ottoman Empire on the other side. Greece is pro-Entente but neutral. Could any of these not be being met, e.g. have the Central Powers used diplomacy to swing Greece? Bill
  6. I see what you mean, but I prefer the variable chance as otherwise the Central Powers player will know that taking Russia out of the war automatically leads to war with the USA, whereas this way it is a very variable contributor to US mobilization which won't necessarily lead definitely to war. Admittedly if that was the only factor triggering the US to mobilize, then war with the USA would be very unlikely before France is also knocked out, but I wouldn't want to penalize Central Powers players who have used some unrestricted naval warfare and then pulled back from carrying it too far. Especially as Russia alone would not have been enough to make Wilson enter the war. I am an aggressive user of unrestricted naval warfare, and I do tend to pull back from actual war with the USA, so that might be influencing my thoughts here. I like the risk involved, and the current set up keeps things slightly unpredictable too, because there is a chance of war with the USA due to my unrestricted attacks coupled with the fall of Russia, but it isn't certain. I guess the % chance could be changed slightly, and I'll think about it.
  7. I love desperate struggles so it'll be good to see how well you do!
  8. I honestly thought there weren't any Germans left, and I do admire Jörg's fighting spirit!!
  9. I must apologize Kool Kat, I did draft up a reply the other night, but must have logged off without actually posting it! Only one of your questions is probably now relevant, and I'm glad to see you've made the leap, so here is the answer I was going to give you to that question: You can download patches here, and our patches are cumulative, i.e. you only need to instal the latest for the relevant product, as it will include all changes released in prior patches for that game: http://www.battlefront.com/index.php?option=com_versions&Itemid=317 Bill
  10. Hi Ancient Demon I'd hesitate to change this because US entry into WWI wasn't guaranteed, the Central Powers' players can feel penalized if they avoid using unrestricted naval warfare, and/or sending the Zimmerman Telegram, and the USA still enters the war. This has been a valid concern in the past, as historically German actions dictated US entrance into the war, and the game accounts for that. So rather than have US entrance guaranteed, I've tried to inspire the Central Powers to carry out those acts which did trigger US entrance, by increasing the incentives to use unrestricted naval warfare. Admittedly if they don't then the Entente miss out on gaining US allies, but at the same time Germany is therefore missing out on a way to hit the UK's income and National Morale. Bill
  11. Hi Aryaman I'm glad you're enjoying playing this! The villages don't provide supply, and the updated campaign guide saying that will be included in the patch. This is a tricky one, as while I see what you're saying, Napoleon III had virtually given up rule before any shots were fired. He was ill and just wasn't really up to leading a country into war. Effectively he was the wrong Napoleon. But is there is a mechanism that could allow him to remain ruler that remains historical? This will certainly require some thought as I'm inclined to think that battlefield successes would have merely delayed the inevitable, unless their victories had been overwhelmingly easy, and that wasn't at all likely. If the Prince Imperial had been even just five years older then maybe he could have taken over as Regent or even Emperor had Napoleon abdicated in his favour, but that wasn't the case. Suggestions are of course welcome, and I'll think about this some more. Bill
  12. Hi everyone As I ended up being away from work for somewhat longer than planned due to my hip operation, and am still recovering and not yet able to spend a full day at the computer, Ivanov and I have discussed this game and agreed that it is clear that my Prussians have failed to break the French and will therefore concede. My biggest mistake was in using too great a portion of my forces in Alsace, enabling the French to achieve a greater equality with my forces around Metz than was really desirable. The game has been a lot of fun, and has inspired some changes that I am going to spend the next week incorporating and testing ready for a patch. I'd definitely like to thank Ivanov for being a great opponent! It's also shown that the historic result isn't guaranteed, though Ivanov and I are continuing with another game we're playing, where the Prussians are now commencing the siege of Paris: Gambetta has been busy organizing forces at Orleans to come to the city's relief. Further east, Garibaldi's International Volunteers are playing a leading role in attempting to liberate Belfort. Bill
  13. Sure, there is a chance of the unit retreating if the 'estimated losses after combat will bring the unit down to a strength value <= 5. The chance is 75% if it is not on a resource of any kind, including fortifications which count as resources for this. The chance is 25% if it is on a resource, unless that resource is a city, capital, fortress, as units don't retreat if they are in cities, capitals or fortresses.
  14. Hi Aryaman The chance of a retreat is based on a die roll, so sometimes they will flee when attacked, but other times they will stand and fight to the bitter end. Bill
  15. They all have the same 45% threshold, but a breakthrough can be achieved in the same turn as the threshold itself is reached, as the die roll is made after the progression is added.
  16. Railway development in Burma hadn't progressed that far in 1941, which is why Burma's railways don't cross their border.
  17. Hi Mathias I've tried recreating this, both by ceding eastern Poland to the USSR and also refusing to do so, but either way the whole of Poland is being annexed by Germany and/or the USSR, so if there was an issue, it doesn't appear to exist any longer in the forthcoming patch. Bill
  18. Do you have the location of the tile in question? You can always email me the cgn file and scripts so I've got an updated version of the campaign, to see if I can recreate it. Bill
  19. Hi TaoJah Thanks very much for the indepth feedback, and it's great to hear how much you've enjoyed playing it! Just to get the ball rolling with answers, here are some relating to most of the minor bugs you've reported. Hopefully some others will also chip in with their thoughts. Bill I think the place should actually be called Yumen, so I'll get that changed. Ah, I've always known it as Oporto, as that's how it's generally known in English. The reason is that we don't currently have a railway connecting northern Finland to northern Sweden. There definitely should be one so I will add it in. Good spot! That should be working, unless the supply value at either location is less than 3? They are probably operating in silent mode, which enables them to sneak around much better, though at lower speed. To use this, right click on a submarine before doing anything else with it, select silent mode, and then move it. Providing it doesn't encounter any enemy Destroyers, or end its turn adjacent to any other enemy naval units, it should be invisible to the enemy. I see the cause of this, and this will take us a while to work out a way to fix. Essentially it only happens when Japan conquers the USSR, as Soviet held territory that the USSR had seized in Eastern Europe isn't included in the scripts dividing up the western and eastern USSR. This should never be a problem if Germany conquers the USSR, but the whole script structure relating to all the annexations would need changing to fix this. I'm definitely glad you've mentioned this as I've not come across it before, though I am inclined to think that solving this will be a job for the future as it will take some considerable time. If you're playing it with Full Screen Mode enabled, I would disable that option, as I think doing so should fix that. Bill
  20. Hi Gustophus I'm not sure offhand about point 1, but for the second, changing it to the following should make it work better: #CONDITION_POSITION= 60,6 [99,99] [0,0] [1] [6]
  21. Hi Mike I've just been looking into this, and the problem we have is that we don't have a setting whereby we can switch off a convoy to Archangel in the winter and have it go to Murmansk instead. That might be something for us to consider for the future for accuracy, but at the moment Murmansk is a better initial destination giving its ice free nature, with Archangel just being the back up should Murmansk fall. Bill
  22. I've just run a test of this using the most up to date beta patch, and all of Poland has been occupied by Germany when I refused to cede Eastern Poland to the USSR. So this should be ok.
  23. Hi Mathias I'm not aware of any unused country slots, and good point about British Honduras. The Dominions activate in accordance with events, especially when Japan goes to war with the Allies, so that the UK is hard pushed to defend areas that historically were easy for the Japanese to capture. We hope to get most, possibly all, of these changes into 1.02, including the Antarctic Islands. Bill
  24. Hi Amadeus I see what you mean, and I'll try to explain this slightly differently. If the engine picks say 10 as it's number that turn, then if it only finds 8 then the script won't fire. As a result, any variation such as we have here in the 8-10 setting will lead to some turns when having 8 or 9 units won't trigger the script. I hope that makes more sense as to how it works. Bill
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