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ebitt

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Posts posted by ebitt

  1. Is plunder calculated as it was in SC Blitzkrieg (Patch 1.01)? If so, the formula given there is:

    - adjusted the plunder formula:

    - Resource Plunder = 75% full value of originally owned resources

    - Initial Unit Based Plunder = Current Unit Cost / 10 * strength * 5% (for all units)

    - Initial calculation is stored and then at the end of each turn the current unit value is re-calculated to see if we can exceed the old value. This way it reflects what a country can support economically as well as takes into account any losses taken in the field over time.

    - Total Plunder = (Resource Plunder + Unit Plunder) * [150%, 200%]

    Does this mean you get more plunder by not killing units before the country surrenders?

    Thanks

  2. History books show as well that the french has around 6000 war planes in May 1940
    I'd be a little careful using Wikipedia as my source. At the Riom Trial in 1942, General Vuillemin (Commander of the French Air Force) submitted documents showing the French Air Force consisted of 1,220 modern aircraft (700 fighters, 140 bombers and 380 scout planes). Colonel Lesquen backs up these numbers in his study published in Revue de Défense Nationale (January 1952).
  3. Playing Fall Weiss against the AI, I was lucky enough to have a corps and the fighters survive the fall of France. I had received one French IW hit, but the surviving corps hadn't been upgraded. It appears that once the French units are in the UK they can only be reinforced, but cannot receive the benefit of tech upgrades. Considering that the Free French fought with the host country weapons, shouldn't they be elgible for upgrades?

  4. I was using the 39 Fall Weiss scenario as a starting point for a new scenario. Before making any changes I used the "Save As" function under the file menu to copy the scenario. While using the changed version I noticed that there was no picture associated with the pop-ups. It appears that the media folder is not copied when using the "Save As" option. Is this intended?

    Thanks to all concerned for the improvements to what was already an excellent game.

    [ October 28, 2007, 01:16 AM: Message edited by: ebitt ]

  5. While trying the demo, I left Warsaw ungarrisoned. As expected, the Soviet readiness spiked due to the script, but I also received a nice popup (axis_report_1940.bmp) from the Media folder. This is a great feature, but I don't see how you can replicate this feature in scripts as there is no obvious tie. Will there be a way to do this is the final release?

    Thanks

  6. From Targul's post:

    Formal attachments even in WWII are rare.
    I think that attachments were the norm rather than an exception. Below is an extract of a VII Corps Operation Order from WW II (Courtsey of FM 101-5 (Staff Organization and Operations)):

    opord1.jpg

    I just looked at the unit history of the 4th Armored Division which was published in June 45 and it has a full page of units that were "Attached" to the Division. The periods of attachment varied, but most were very short.

  7. Originally posted by Stalin's Organist

    Historical units were not all tank or infantry by hte time the allies came back to Europe. They were invariably a mix....
    Good Point! The US produced 86,000 tanks but only fielded 16 Armor Divisions. The majority of the tanks were in seperate tank battalions at Army and Corps level which were attached to the Infantry/Airborne Divisions. As you pointed out, raising the Tank Attack and Tank Defense value for a US Corps from 1 to 2 might be overkill, but a raise from 1 to 1.2 might be appropriate.
  8. The Japanese had success because our ships were to neatly placed and in perfect conditions, they trained for it for a long time, had they not, not 1 battleship would've went down without well placed Bomb, torpedoes wouldn't have been effective in such shallow water being dropped from Planes.
    Count the torpedo hits. The Japanese had modified the torpedos (Simple wooden fin attachements, I think) to work in shallow water.

    Ships sunk and damaged

  9. In my original question I thought the problem might have been caused by my use of the editor, but here is the same situation from an unedited game. The Baltic has a storm condition, but all coastal tiles coded as Baltic all show as clear when you hover over them

    Snap7.jpg

    Snap8.jpg

    I know it would be difficult to have another set of terrain tiles with whitecaps, but shouldn't all tiles coded the same have the same weather conditions?

  10. Blashy said:

    Too long a starting range for amphibious transports and not a realistic showing of British CAs, BBs and CVs compared to starting CAs and BBs for Germany is the issue.

    You are absolutely correct. For SeaLion there are other factors involved. I was simply trying to find a way to have certain areas of a coastline unusable for amphibious operations at certain times of the year.
  11. The problem with SeaLion seems to be that the weather is always good on the coastal tiles. I tried to edit the tiles as show below:

    Snap5.jpg

    While testing, I noticed that while the area 15 tiles (North Atlantic) had a storm, the tiles coded 15 which border the channel coast are clear as seen here:

    Snap4.jpg

    I know that it would be difficult to paint whitecaps on the coastal tiles, but there is no storm conditions in them. Is that correct behaviour?

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