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Capt Andrew

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Everything posted by Capt Andrew

  1. Haha, thanks Retributar. I'd hardly call in knowledge - it's more research oriented. I do try to stop by the local library every once and a while and read some WW2 history books. (Recently read "The Rock Of Anzio" by Flint Whitlock...excellent read!) I guess it started with the fascination I had for my Grandfather's German helmet and the stories of his "walk around Europe". I was looking for a mod like this when Blashy posted his (I can't wait to prod him into a WWI campaign...). This has quickly become one of my favorite campaigns to play, and I like helping Blashy out (much to his chagrin I imagine). So the research and suggestions I've made for the Baltic and for the Malta effect are just an effort to help him with, what I feel, is a fantastic mod! It's difficult trying to make a game that is historically based, yet "balanced" enough to be fun to play either side! Hubert did a great job, and I think Blashy has added to it. If he gets some of the Malta scripts added that I've suggested, along with the Baltic situated, it will be "perfect". (I think he's asked Edwin to help with that.) But that's my opinion, others may disagree with my suggestions or changes that Blashy has made. IE - I wasn't in favor of the defense bonus to the HQ's, but it really hasn't been a factor.
  2. Yes, they would be cannon fodder for the Kriegsmarine, at least in the beginning. And that is historical. Perhaps (and these are merely suggestions for discussion): - Soviet Red Navy: One str 3 BB (Marat), one str 3 CA (Kirov) on start. Reduced defenses. - Red Navy: Move the str 3 BB and a CA to Soviet build cue. Perhaps Sept 41 for the BB and Sept 44 for the CA. (Reasoning below) - Red Navy: Add str 5 Soviet sub to build cue, either August or September 1942 to represent S-13's (a Stalinets-class submarine) group. (Note: The S-13 was commissioned in July 31, 1941, but didn't see any action until the first weeks of Sept '42. This sub was also responsible for one of the worst disaster in naval history, the sinking of the German boat Wilhelm Gustloff LINK, select the ship ... more than 9,000 casualties, half were children. - Finland: On start, one str 5 BB (reduced defenses and attack) to represent the battleship/coastal defense ships "Ilmarinen" and "Väinämöinen", gun boats, minelayers, etc naval groups.LINK - Germany: June 1941 build que, add sub to Baltic Navy OOB to represent the Finnish/German sub efforts based in Finland (mainly the 22nd U-Bootfotilla - U140, 142, 144, 145, and 149) - Weather: If possible (!), add possible ice weather effects for Tiles next to (and including) Leningrad port to represent the historical conditions. (Note: Nearly every Finnish coastal defense ship also had icebreaking capabilities... is there a way for them to be exempt from ice conditions? If not, no big deal.) My reasoning for moving the Soviet ships to the build cue is to accurately reflect the total dominance the German navy had in the Baltic until later in the war, while preserving the historical 'feel'. Adding the ice conditions (which lasted until June in 1942 I believe, would really add a nice flavor!) Blashy - got your turns, spent time on this post and will get to our game as soon as I get the wife off my back (honey-do list)!
  3. This is a great resource for Red Navy OOB statistics: LINK For a detailed encounter by encounter of the Soviet navy during WW2, this is one of the best resources Ive seen: LINK I don't see any but to reduce the numbers, especially considering they were using 30 year old captital ships. As a suggestion, I would consider adding a Finnish naval presence (I don't have any stats for them). I would also consider changing the weather scripts near Leningrad ports to simulate the winter ice conditions that froze many ships in port, especially in winter 41 and 42.
  4. For those of you that have not tried Blashy's mod yet, I highly recommend it. While keeping true to the original Fall Weis campaign, Blashy's historical mod makes enough tweaks that it more closely resembles WW2 Order Of Battle. Some of the "gamey" moves are more difficult to do. Those of you that have "mastered" playing the Axis in the original campaign... give it a go here. I think you'll find you're in for a much harder time - but not to the extent that it detracts from gameplay.
  5. How are you going to reflect historically that the Soviet navy was locked into port by all the mines and sub activity? Unless you can prevent them from moving, I don't think they are worth adding to your mod. What scale does SC2 use for naval units? While the Soviet navy did in fact have a few capital ships in their Red Banner Baltic fleet, they were mostly Lend-Lease ships from the US and UK. I'd defer to Kuni on the dates of arrival for the Soviet navy ships, but on the onset of Barbarossa, the Soviets were woefully prepared for any naval encounters. From Wikipedia (Soviet Baltic Fleet):
  6. And I take it the mod works without the custom interface?
  7. I'd like to see one too, but I can't even hazard a guess on how someone can reflect trench warfare or mustard gas without affecting game play. Same thing with the impact of air warfare. Using Blashy's source: LINK If a WW1 mod is going to be even loosely based on historical numbers, this could be an exploit area.
  8. Re Crete: Im not sure I'd want to see Crete scripted for the regular scenarios. An expanded Med mod scenario would certainly be enhanced by one though. Re Malta: I think Malta's effect in SC2 still needs some tweaking. Im certainly no Edwin in coming up with suggestions, but I'd like to see: 1) Malta effect canceled with Axis control of Gibraltar. With all the Allied supply problems that already existed, supply missions such as Operation Pedestal would never have been successful in the first place with Axis control. 2) No air operation to Malta until Jan '41. Someone might be able to find differing statistics, but I believe Malta had no significant (whatsoever) air presence until spring/summer '41. The only real air presence was due to RN carriers. 3) Edit Malta supply effects depending on unit stationed on Malta. For example, reduce supply effect for land unit based on Malta, standard effect for fighter, and increased supply interdiction for bomber present. 4) Script the Malta supply distruption based on the point value of nearby Axis naval/air units. Scale the percentage of the Malta effect based on this point check. For example, script checks a 5 hex range from Malta. If >35 total naval+air points present, Malta script trigger is only 5%. If 15-34 pts present, Malta supply trigger script is standard 10%. <15 pts, increase trigger to 17%. I really think that this would add more of a historical feel to the campaign without greatly altering gameplay. Especially suggestion #4. I think this would encourage more naval/air skirmishes around Malta. Just my $.02.
  9. No prob, but I better be careful or I'll wind up beta testing for HC! Haha. Don't know if I'll give you much of a game, but I'll probably send you a turn.
  10. Blashy, check tile 87,15. You got an errant neutral tile in the middle of Germany.
  11. Blashy, I noticed you zeroed out the rocket tech. What did you do with the starting chit for Germany (and if memory serves me, Russia)? As a suggestion, I'd consider putting the chit in subs or giving the MPP value to the starting balance.
  12. Re: HQ defense bonus. I noticed that there was no bonus to bombardment defense - don't know why I got such different results here. Yeah, I understand your thinking there Blashy... going for the historical feel, including the defense of HQs. It was just my opinion that the defense bonus to the HQs took away from part of the game play. I always thought of the opponents as key chess pieces, and any opportunity to get a shot at one was golden. In this mod, even though it was only a small bonus (+1 vs land,air), I felt that it had a strong impact. It was just my observation and opinion, that's all. I did notice that your changes seemed to work real well with Timskorn's AI buffs. Very much looking forward to your WWI mod Blashy!
  13. Blashy - Enjoyed your mod. But I have to say that I didn't care for adding the defense bonuses to the HQs (not a flame, just a comment). I felt it took away from protecting them or making the opponent pay for leaving one vulnerable. I actually found the AI (both Allied and Axis) not exploiting the ability to attack one, especially if it had any entrenchment. In fact, I had to chuckle when the Axis AI opted to attack a Russian partisan instead of hitting Pavlov. I hadn't seen this before and can only assume it was due to the added defense bonus. Likewise, it was hard to swallow when an exposed HQ on the shore would actually deal damage during shore bombardment, and that hitting an experienced army was a "safer choice". One other observation, and I'll see if I can recreate it. In Egypt while playing the Allies, I was stunned to see Commonwealth HQ arrive (100% as expected/noted) - but at the same time as five other Egyptian/Allied minors! Hadn't seen that before, and don't know what the trigger was. Needless to say, it was a game defining moment. All in all, I really enjoyed the subtle "tweaks" and found they really spiced things up. Nice job!
  14. Sounds like that "replay last turn" option that's been requested since SC1 would be a big help SO. I recall HC saying that he liked that idea...don't know if there was ever any progress made in that. If we're starting a grocery list, I'd like to see those couple quirky AI issues fixed (leaving chits in technology even if they have maxed out; the USA loading and unloading transports same turn in England; not cashing out chits when captital is legitimately threatened). Some eye candy for the Editor would be great too(new shorelines, icons, etc). If any of this sounds like the spoiled brat demanding more money for his allowance...it is. We've been spoiled with all the community requests that have already been put in place so far, and we have a great game with 1.02! Suggestion: Increase the IW tech research cost for USSR to 125 or 150. There was certainly a quality/quantity issue on the eastern front, and SC2 Soviet advances in IW tech can be a game breaker. Or perhaps not allow IW research until Jan '41.
  15. This thread has been hopelessly hijacked. If memory serves me correct (LONGtime lurker), it's been requested that these off-topic discussions be moved elsewhere. Can we please lock this thread since it no longer relates, even remotely, anything to do with the ETA on the first SC2 patch?
  16. I almost felt like I was reading a review about a different game. Hexagons? Challenging AI? (j/k HC) My favorite quote, "Each unit can move a maximum number of spaces each turn so don’t expect an armoured division from Paris to reach Moscow in a single go." :eek: You think? There's some deep insight and review material there! I feel strategically informed! What concerns me is that lazy reviewers for reputable gaming sites will Google for SC2 reviews, and let this review influence their own evaluation. This review never mentions that SC2 is a compilation of the gaming community's (us!) input from SC1. There's no mention of all the new playability features, such as amphib landings, weather effects, Lend-Lease, convoys, nothing. No mention of all the different campaigns. And Blashy would be quick to point out the complete lack of anything dealing with the Editor! This kind of review is like showing up with Jessica Simpson as a prom date, and someone says, "Did you see her toenail polish?" In-depth review, eh? I almost felt obliged to add my own review under theirs (its an option some of you verbose writers may want to do), but I've changed my mind. I'm afraid that it may only validate a website run by a couple of ill-informed 18 year old "gamers" from Croatia. But they do have some cajones for posting an obvious flame review on BF's website. I agree with Bill...all this review has done is sealed the fact that I will discount and fully dismiss any review or information from that "gaming source". Waste of html code...
  17. (Haven't received my CD from snail mail yet.) Does "official" CD release have the first patch? If so, any update on when it will be ready for download? Still loving the game, patch or no patch!
  18. In SC1, a unit outside Tangier (55,30 - south of port of Gibraltar) could transport when Gibraltar was occupied with friendlies. Can't do it in SC2. Oversight or intentional?
  19. Haha. No, like I said, no problems with the honest friends I know and trust! Its the ones I KNOW not to! But seriously, I was hoping there would be some progress on the reload issue. I seem to recall talk of a unique key generator that could be checked for reloads. Otherwise, the Reload Counter is useless and a waste of code/screen space. HC?
  20. Has the accursed and dreaded PBEM reload cheat been fixed? Ive tested it (by emailing turns to myself), and it doesn't look like it has. :confused: :eek: The PBEM feature is still one of my favorites, especially with getting in games with old friends when I get a few spare minutes. I was really hoping this would be fixed in SC2. Anybody weigh in yet with their experiences on this yet? (And please spare me the "get honest friends" or "thats why they made TCP/IP" fixes ye 'ol curmudgeons! )
  21. Looks like I will be wearing my F5 key down to a nub today! (Refreshing my Inbox...)
  22. Can Neutrals DOW? IE - Russia goes after Finland early? If so, how do you do it?? Any DOW's I do are credited to UK/France in the demo.
  23. What do you do then with the D-Day problem in SC1? Whenever Allies move transports to the France, you just line up cheap Axis minor and Italians along the shoreline - blocking every landing hex. While it looks like more tiles are now available to land on/defend, the amphib transports can really bring that "invasion" feel. But perhaps you're right and a soft limit on the number of them is a good idea. At least it's something to keep in mind for a "playability issue" that HC could easily fix.
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