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carverrt

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Everything posted by carverrt

  1. Hi Hubert, When modifying the game in Pacific Theater is it possible for a player to change the national colors that appear on the tiles? Robert
  2. Hi Hubert, On page 9 of the Pacific Theater manual it describes the Editor "Output Map Position (F9)" feature. I tried to use the Editor feature as described. The function did not seem to write to a "map_positions.txt" file. I did a system-wide search on my computer and could not find the file. Is this an error? Robert
  3. xwormwood, Right now the game is just set to victory conditions based on objectives, not capitals; so the games does not end until May 1951. but, I see your point: Maybe I should force a game end if all Communists resources are captured. Or, maybe I should add an event, like USSR entering the war if all of Korea is taken by the UN. Robert
  4. LampCord, Yes, I can increase the defensive mountian modifier, but that would give all the advantage. I can increase the PLA defense against air, maybe that would help. Also, remember you had a few ideas a couple of days ago. I like the Communist amphibious raids, they are a spontaneous AI move – you never know when they are coming, make sure you have naval forces on both coasts. I’ll decrease the at start South Korean units. I’ll increase the PLA’s offensive potential by adding a weapons technology level, increasing their air defense, and reducing human air and naval forces. Lastly, I’ll hold off on simulating cease-fires and see how the above modifications play out. Robert
  5. Karhu, Thank for the fine comment, I appreciate it. I did not put an amphibious script in for a counter invasion by the UN should the whole pensula fall, maybe I should. Or, I could add a decision event: Invade Korea or A-Bomb it. The A-Bomb would still end up with a Communist victory, but the UN player could go out with a bang. I have already modified the air and naval forces for human players for the next upgrade. I think a UN player will find it tougher. I also added weapons technology to the PLA side – in addition to being stronger; they seem to be more aggressive. The AI keeps surprising me. Robert
  6. John J, When you do get some time let me know how it goes – your insights are most valuable! Robert
  7. LampCord, Give me a couple of days to mull this over. Thanks for this – you have me thinking! Robert
  8. ColBradleyUSMC, Thank you for such fine words! I hope you continue to enjoy the game. Remember to let us know if we stray too far from the great histories that are the inspiration for these games. Semper Fi, Robert
  9. John, That Atlantic sub war campaign sounds very interesting – what do you use as a reference for OOBs? Robert
  10. LampCord, These are great ideas. I can incorporate many of them. Thank you! The one that I may not be able to include is the truce. Once at war, the game engine does not pause. But, truces may be an idea for future games! Robert
  11. Hi LampCord, It looks like you changed history! Alas, the Communist AI needs a boost. I may add a UN victory requirement above Pyongyang and decrees UN air strengths. Do you have any recommendations? Robert
  12. LampCord, Great report. This is the phase I had most difficulty recreating. I hope the Chinese AI can give you a good run at it, but let me know what they do. I can’t wait to read your next post! Robert
  13. Hi LampCord Yes, Pusan is just one port. US (and UN) ground units arrive in Japan and the AI transports them to the port of Pusan using a repeating Transport script. Some initial US air reinforcements arrive directly in Southern Korea, but this was so the Japanese mainland did not get too crowded. Does this answer your question? Robert
  14. I was thinking of how radar improvements lead to better command & control of fighter intercepts. A headquarters adds its supply and rating to units, why not provide a technology build that adds an additional level of detail?
  15. Sounds like a siege. Try bombers (and if next to an ocean, ship bombardment) to reduce the supply level of the city to 0. Then alternate attacks; attack with half of your units, while the other half refits during a turn, then switch.
  16. How about if radar is technology build that could be added to headquarter units?
  17. Hi LampCord, AI of course! Several offensives, and watch out for those sea borne commando raids. Also, the Americans may just decide to pull off more than one major amphibious assault. After you play it, let me know how it went. I will make changes and make it better! Robert
  18. All; Thank you for the comments. If you get a chance to play it send a note and let me know the good and the bad. Robert
  19. I posted a new game: The Korean War 1950 to 51, the first year of the war. PT SC seems to be just the right game engine for this scenario. I borrowed a few bitmaps from PDE, created a map of the peninsula, added an AI that manages the North Korean attack, the UN defense, the UN amphibious landings at Inchon, their push to the Yalu and the Chinese counter-attack. From "The Korean War 1950-1953," U.S. Army Official Histories: The North Korean invasion of South Korea on June 25, 1950, in a narrow sense was only an escalation of a continuing civil war among Koreans that began with Japan’s defeat in 1945. In a larger sense, the invasion marked the eruption of the Cold War between the United States and the USSR into open hostilities because each of the Great Powers backed one of the competing Korean governments. The war that followed would devastate Korea, lead to a large expansion of the U.S. armed forces and America’s military presence around the world, and frustrate many on both sides by ending in an armistice that left the peninsula still divided. As always, send feedback! Enjoy the game! Robert
  20. Teutonkopf, Interesting idea. But, how about if Radio C2 were a technology that Headquarters units could upgrade. Same idea you have, just upgrade the Headquarters unit as radio communications between ground, air and the commander would improve an army’s capability. Robert
  21. I did have a different nickname; I don't remember what it was. I joined just after SC1 was released - what year was that? When Battlefront went to the new Forums a couple years back they had to change my nickname. I hope the old Robert did not make a bad impression on you then...? Robert
  22. You know, there is merit in this. The SC series has a number of Division level mods that may be able to make use of this. Another example is that the Japanese had a great advantage in night naval surface warfare until early 1943. This might help with future versions of SC. - Robert
  23. Through the editor I am able to add and change unit names through the Editor’s Add/Edit interface. However, I’d like to edit through a database-like interface, where I can edit the name fields and then just upload/save to the editor. Is this currently possible?
  24. Hi Canton, To place a land unit on the water first create a unit on a land tile, then right click, select move, place the unit on a sea tile. The Editor will then ask you if you want the land unit to go into transports or amphibs. To make the amphibs launch and attack at a specific spot, use the ‘amphibious.txt’ script and specify the #GOAL_POSITION= (the resource your unit will attack and try to capture once ashore) and the #COASTAL_POSITION= (the sea/beach title where you want the unit to land). Does this help? Robert
  25. This may work for a very aggressive German AI (an advantage to a new player n that Germany takes on too much too fast). It may go like this: A German AI chooses to ignore the USSR. The German AI refuses to share Poland with the USSR, then during the historical Winter War time frame USSR becomes belligerent and declares war on Finland. This allows the Allied human player to have USSR attack Germany in Poland or even Japan in Manchuria. Even if the human Allied player does not declare war on Germany or Japan, the Germany AI sends forces to fight in Finland, lowering German MMP’s. Robert
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