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carverrt

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Posts posted by carverrt

  1. 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

  2. When will the game end?…. is it necessary that the blue UN forces occupy Seoul and Pyongyang?

    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

  3. Is there a way to tone down the effect of AC vs ground troops or at least make them less effective against units in the mountains? Or is that kind of built into the game?

    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

  4. First of all, thanks for the scenario - all your work is paying off, and it looks like being$ a grand one…. However, after clearing the peninsula that was it - with all the ports in Japan there were too few landing places to invade successfully, and the UN didn't attempt a landing back in Korea themselves….

    I agree with the previous posts - for HvH play the UN air force and navy will just sweep all before them, the Reds have no effective counter. Perhaps if the anti-aircraft units were a little more effective, or the Chinese had more aircraft, they might have a chance.

    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

  5. 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

  6. 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

  7. 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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