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Moonslayer

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Everything posted by Moonslayer

  1. Blockading works fine. When I used it the kriegsmarine came right out of hiding and let me sink the lot of them too
  2. Did you ensure that your units were at full strength (ie 10) AND that they were not adjacent to any enemy units? Both these conditions must be met before you can recieve elite reinforcement.
  3. It seems like everyone else has started as Axis so I started up as the good guys! Poland was over fairly quickly, no surprise, and the AI seemed to do a reasonable job (set on 'normal' for first game). France defended well as Axis corps managed to increase the French medals on the maginot line... I simply used these troops on the belgian front later on. Axis conquered French by October '40 ,however, as I decided to keep the Brits back for the coming game. I decided not to do anything gamey like withdraw French units to get free-french but one cruiser did decide to come over to the other side of the channel, and beg for help, when the time came. One point I thought was odd, though: the luftwaffe decided to attack the neutral US ships when they sailed through the channel... sadly I could not return the favour and so the BB, New York, had to pull back out of range until the US entered the war.... 3 months after pearl harbour! Wimps! Barbarossa was easily countered as the Ruskies had plenty of time to max out their corp units and the engineer had been plenty busy around all the cities Noone except Turkey seemed to care when O'Connor decided to DOW on Iraq, Iran and Syria after barbarossa had started... this was good news for us good guys! Especially after Iraq had decided to start 'Axis coups' after I had diploed them to 80% war readiness for the allies! This upset O'Connor a little Presently busy blockading axis convoys after the kriegsmarine suicided on the home fleet straight after my first sub parked itself on their convoy route from Norway. The ruskies are building up AF and HQs now ready for the big counter attack scheduled for the end of '42; the americans, meanwhile, are gearing up slowly after having donated 30% of their MPPs to the UK for the past few years As another aside the strategic map is still messed up in the download version. I have renewed drivers and updated to DX9 but this has not been resolved... probably a memory issue Great game... just a shame my system is way below spec and it is taking forvever for each turn. Time to buy a new computer! ;D
  4. I beat them pesky allies in a similar way. The HQs were the obvious first targets of my defence then pull everything back into cherbourg. Allies pretty much all dead by June 20th. Another thing to remember is save those MPPs for the most important units (but not the air units... they are a one/two shot deal) and don't waste the few air units you have... I used them to take out the last US HQ unit that just refused to die!
  5. I quoted this because I feel exactly the same. The GUI was intuitive and perfectly sized for me... the extra map area is most welcome. The game looks superb and I have played it pretty much all day. My only problem is due to the world map being broken up and unusable but I suspect this is a hardware issue as I have a very old system (Win98, 500MHz pentium III, 192k RAM for starters). I will still be buying the game, however, as I suspect SC2 will outlast the machine I presently use... as will SC1 as I still play that on a weekly basis.
  6. I play mostly AI games and personally would be mortified if they computer's turn was hidden... where's the fun in that? I find human players far too gamey and predictable... so prefer to play the AI.
  7. I like being a noob... much more fun than a crusty oldbie!
  8. Sounds like you need to train up your missus a bit more m8
  9. Great idea... it would certainly add a little something for all us 'addicts' who like to get really involved in our games
  10. Against any opponent with a double figure IQ it would be nigh on impossible to hold on to Poland. The best tactic is to try and slow down the German advance for as long as possible (after three turns of war the USSR's readiness starts to increase). There are one or two 'gamey' ways to do this but I prefer to use one of two methods: 1) If the German forces rush past your border units then use them to cut off his supply lines instead of counterattacking. 2) If your border units are taken out first then withdraw all units to Warsaw and defend the perimeter. Neither of these methods will help much against experienced players but they may buy you a turn or two against the less experienced. Good luck
  11. I, too, would like to see minor units being able to be produced. One way to accomplish this in-game would be to include an extra menu when recruiting units for Germany or the UK (not the other powers). This menu will allow the player to select the parent country for that unit (from amoungst its current allied minors). The default setting should be the parent nation but with a single click minor countries would be able to produce units. Of course the potential build locations for these units should be limited to the minor country concerned. ie Canadian units could only be built in Canada.
  12. Altering the MODs is one of the real fun things about SC. I have taken about half a dozen differing MODs, for all aspects of the game, and added a few of my own alterations to personalise them. Great fun... I hope some of this is carried over to SC2
  13. Three airfleets a HQ and a couple of ships are usually enough to sort out malta. It's worthwhile having... even better to deny to the allies Rockets are good at highest levels but pretty rubbish before that... its a risk. One that I usually take if the mpps are flowing well nice and early
  14. I have played your updated version as both Allies and Axis. As Axis I found the start of the game to be fairly standard and the Poles and French fell pretty much as per usual. I decided to forego an early sealion and decided to launch a Barbarossa in March '41. By August 29th the Russians had surrenderred and the game was pretty much over. A quick refit of the Kreigsmarine and the Royal Navy crumbled on the first attack; the remnants (~10 ships) withdrew to Canada. Early victory was gained by Christmas '42. As the Allies the Axis forces were decimated in Belgium by the Royal Navy Carriers and RAF. A swift counter attack in early '42 (with US forces assistance) saw the Axis capitulate. This is a fun scenario but I found the AI to be unable to handle so many units. It kept throwing strength 4 and 5 units against the maginot line and Brussels where it was a simple matter to destroy them. By keeping the Luftwaffe on low strength (by tempting the AI to use them against, well air-supported, expendable CAs/BBs) the AI simply used all it's mpps reinforcing them and not it's ground forces. I suggest using minor countries to beef up AI income to help it cope with reinforcing so many units. Sweden/Romania for the Axis and Iraq/Ireland for the Allies. A word of caution... I have not yet played with any modifications (only DL your scenario today). I do love the scenarios where the naval conflict is given a higher profile... just a shame the AI is so useless in that theatre :/ Thanks for such an entertaining mod! (I will try your cold war scenario when I have a spare month or two )
  15. I seem to have been misunderstood. I totally agree with the above statement and my post had nothing to do with this. What I was saying is that when an occupied country (eg France) is liberated by the allies then any current free-french should return to being French units and not British. Currently you can have both free french and 'actual' french troops fighting side by side in 1944... THIS is totally unrealistic. The free french should become repatriated.
  16. I also like the idea of 'free' troops but I would like to see these troops returned to their country if it is liberated by their allies. In the present version of SC the free french units stay as allied 'minors' even after france is liberated... surely this is both unrealistic and fairly easy to change? Apologies if this has been previously suggested.
  17. Codename Condor (Axis) beat Moonslayer (allies) for bid 150. I retired again due to lousy connection! Moonslayer retires from ladder due to innability to complete games... sorry to the two guys who had to suffer my comps inadequacies! I may rejoin once my connection improves.
  18. Hombre Plin (Axis) beats Moonslayer (Allies) with 50 bid. Moonslayer retired due to poor connection.
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