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U8led

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Posts posted by U8led

  1. They're in there (helos that is). The victory conditions probably will need tweaking admittedly.

    Yes Attack Helocopters are in. They will start a bit weak with short range but nothing a little tec cant fix.

    By the way % per chit to gain tec is at 10, 8, 6, 4, 2.

    So first couple levels should come quickly, cost has been increased slightly.

    I am open to suggestions for Victory Conditions with the following goals in mind:

    1) I want the Majors to be forced to compete outside there home countries (i.e. It will not be required to invade a Major)

    2) I want about 5 Victory 'Targets'

    3) I want both sides to have a very even chance at victory

  2. Back Story Yes. I havent completely ironed it out but the main points are:

    US population has forced the Pres to pull troops out of Iraq and Afghanastan in around 2012.

    China has developed some super radar that makes Stealth Tech much less effective and has shared it with its allies.

    As for a reason why those victory cities are so important, I havent come up with one yet. I only chose them because it gives both sides a fairly even chance.

    Thanks for looking

    OK getting closer to a reason for the Victory cities/Countries.

    Look at the following chart of the busiest ports in the world.

    I have decided to base Victory on the Side that controls the busiest world ports belonging to Minor Countries.

    Control of the 4 Countries Circled in Red will be required plus one of the Countries circled in Blue.

    victory1.jpg

    Most of the non circled countries are allready part of the Majors in this Mod. I thought about adding S Korea as a Victory Port but It just seems to easy for the Axis to take and hold While moving on Tokyo.

    Next we have a preview of the Jet Sprites for US, UK, & Russia

    US_jets.jpg

    Well they look a bit better than that in game.

    UK_jets.jpg

    And Russia

    SU_jets.jpg

  3. Thanks for the update Hubert, I'll be looking forward to using the editor. :)

    u8led,

    Looks good so far, I like the sprites, and it looks like in your screen shot that Jordan has been taken over by Israel eh?

    Check your spelling for Pakistan.

    Sorry to be annoying :) , but your spelling for Afghanistan is wrong, and Eastern Block, should be Eastern Bloc.

    Thanks I have addressed each of these issues.

    Jordan Has been added.

    See SS

    NewME.jpg

  4. ; Unit IDs

    #HQ= Supply

    #CORPS= Mechanized Infanrty

    #ARMY= Army Group

    #COMMANDO= Marines/Amphib

    #ENGINEERS= Engineers

    #PARATROOPS= Paratroops

    #ANTI_TANK= Garrison

    #ANTI_AIR= SAM Network

    #ARTILLERY= Anti Ship

    #ROCKETS= Cruise Missles

    #TANK_GROUP= Armor Brigade

    #AIR_FLEET= Jet Fighters & CAS

    #TACTICAL_BOMBERS= Attack Helocopters

    #STRATEGIC_BOMBERS= Strategic Bombers

    #BATTLESHIP= Naval Fleet

    #CRUISER= Coast Guard

    #DESTROYER= Escorts

    #CARRIER= Carrier Fleet

    #SUB= Attack Sub

    #PARTISANS= Insurgents

    #AMPHIBIOUS_TRANSPORT= Amphibious Transport

    #TRANSPORT= Millitary Transport

  5. Nice to see that there is some interest.

    U8led:

    This is indeed an intriguing prospect. I do, however, have some questions about your selection of countries.

    In your "Middle East Coalition" you have presumambly included such potentially independant and important minors as: Kuwait, Yemen, Jordan, Iran and Saudia Arabia (difficult to see the latter two cooperating in any effort), but the MEC does not include Egypt, Iraq, or Syria, for example.

    Yet at the same time you have a few insignificant micro-states like Malta, the Solomon Islands, and Polynesia playing the role of minors. You might want to have another look at this line-up.

    Also, Rhodesia is now Zimbabwe.

    Good luck with this effort !!

    MEC does include Iran, Kuwait, Saudi. But Egyp, Iraq and Syria are minors starting at 100% Axis Mobiliazation. Israel (thanks for spelling correction) leaning 50% US. If the Axis decide to take out Israel then Egypt will connect to MEC Capital Tehran (I'm so bad with spelling) Causing Egyption resources to increase in production. Obviously my MOD deviates strongly from Reality.

    Rhodesia is actually a unassigined slot since I have lumped it in with East Africa. I was thinking of giving Cuba the slot with a lean toward Russia.

    Nice! I would love to see someone finish WWIII mod. I had plans for one, waited for Global Conflict, and now once I have it the editor runs like molasses on a cold day, and won't save. I guess it's windows 7, because my computer is powerfu.

    GC is the first of SC series that I actually opened the editer, and I am very impressed how powerfull and easy to use it is for a amature like me. It runs perfectly silky smooth and saves fast so far (not going to be that many scripts in mod) on my 6yr old P4 running xp. I am using the Stock Map and altering it to try and match the current globe. I am no Geography Genius and I am sure there are mistakes.

    What of the European Union?

    What about nukes?

    Are you going to have a back story?

    All European countries are minors except UK but they will be able to build more units then most of the other minors and probably the only minors (beside starting MEC countries) that can build armor.

    Initialy there are no nukes. The majors powers are aware of how awfull a Global Nuclear War would be. I may add a decision to use nukes at some point but the backlash from minors will make it not worth it. The only reason to add it would just to say it is in there.

    Back Story Yes. I havent completely ironed it out but the main points are:

    US population has forced the Pres to pull troops out of Iraq and Afghanastan in around 2012.

    China has developed some super radar that makes Stealth Tech much less effective and has shared it with its allies.

    As for a reason why those victory cities are so important, I havent come up with one yet. I only chose them because it gives both sides a fairly even chance.

    Today 06:57 PMheatrrClarification of this: "HONG_KONG= Packastan"

    Hong Kong is part of China.

    The slot that was assigned to Hong Kong has been reassigned to Packastan.

    Here is a quick SS of MEC.

    Still very much a work in progress, so I know the Flags are wrong and the little flashing indicators are wrong.

    I tried replacing the 3d sprites but my skills are lacking and they did not look good so I have instead altered the nato icons to give a more modern look.

    MEC.jpg

    Thanks for looking

  6. Country List So Far

    Country IDs

    #SEA= Sea

    #UK= UK

    #CHINA= China

    #USA= USA

    #USSR= Russia

    #GERMANY= Middle Eastern Coalition

    #JAPAN= India

    #NEUTRAL= Neutral

    #ABYSSINIA= Afghanastan

    #ALGERIA= Algeria

    #ARGENTINA= Argentina

    #AUSTRALIA= Australia

    #BALTIC_STATES= Germany

    #BENELUX= Belgium

    #BRAZIL= Brazil

    #BRUNEI= Morocco

    #BULGARIA= Bulgaria

    #BURMA= Burma

    #CANADA= Canada

    #CHILE= Chile

    #COLOMBIA= Colombia

    #DENMARK= Denmark

    #DUTCH_INDIES= Indonesia

    #EAST_INDIA= East Africa

    #EGYPT= Egypt

    #FINLAND= Finland

    #FRANCE= France

    #GREECE= Greece

    #HUNGARY= Hungary

    #HONG_KONG= Packastan

    #ICELAND= Iceland

    #INDOCHINA= Vietnam

    #IRAQ= Iraq

    #IRELAND= Malta

    #ITALY= Italy

    #MANCHURIA= South Korea

    #MONGOLIA= Mongolia

    #NANJING= North Korea

    #MEXICO= Mexico

    #NEW_ZEALAND= New Zealand

    #NORWAY= Norway

    #PERSIA= Libya

    #PERU= Peru

    #POLAND= Poland

    #POLYNESIA= Polynesia

    #PORTUGAL= Portugal

    #RHODESIA= Rhodesia

    #ROMANIA= Romania

    #SAUDI_ARABIA= Philippines

    #SINGAPORE= Malaysia

    #SOLOMONS= Solomons

    #SOUTH_AFRICA= South Africa

    #SPAIN= Spain

    #SUDAN= Sudan

    #SWEDEN= Sweden

    #SWITZERLAND= Switzerland

    #SYRIA= Syria

    #THAILAND= Thailand

    #TIBET= Tibet

    #TUNISIA= Tunisia

    #TURKEY= Turkey

    #VENEZUELA= Venezuela

    #VICHY_FRANCE= Isreal

    #WEST_AFRICA= West Africa

    #WEST_INDIA= Japan

    #YUGOSLAVIA= Eastern Block

  7. Starting a new thread so I do not hi-Jack the other Mod Thread

    Quote:

    Originally Posted by John DiFool the 2nd viewpost.gif

    Wasn't someone working on an ahistorical 6 country scenario where everyone starts out with their home country but no units?

    That would be me.

    Not sure how much interest there is in the community for such a "risk type game"

    Basic Idea is Both sides start dead even in everything like mpps, income, tec, unit attributes etc

    Very open sandbox with all majors starting with no units (except a sub and destroyer) and 3months worth of MPPs to spend as they wish.

    I call it "RISK on SC Steroids"

    Build times are short 0-3 months

    Each major brings in about 300mpps per 2weeks at start

    Diplo 10% chance of hit per chit (20-40% swing on hit)

    Oil Produceing minors will convoy to parrent at 25% mobolization

    2 strike air wings

    helocopters replace tac

    garisons

    anti ship missles

    SAM Networks

    Cruise Missles

    Coast Guard Units

    The Majors are UK, US, India vs Rus, China, and the newly formed MEC (Middle Eastern Coalition)

    Victory is determined by gaining control of 5 key cities either through diplo (which will be huge) or aggression.

    Paris, Berlin, Rome, Singapore, Tokyo

    There will be no 'back-up' Capitals so protect your Capitlals.

    Everytime a major Declares war all unmobalized minors will move 1-30% against them.

    Lots of possible stratagys

    War starts Jan1 2015

  8. How about being able to select a number of majors up to 6, with either the players or the AI taking control of any number of those, all starting out with the same amount of combat forces and resources.

    Now you can either use diplomacy to influence the minors to your side in which case they'll contribute more armed forces and MPPs with better supply (8) or you can take the conquering path and receive some one time plunder but low MPPs and supplies(5) with the possibility of partisans showing up.

    I am actually in the process of building that exact mod right now.

    Very open sandbox with all majors starting with no units (except a sub and destroyer) and 3months worth of MPPs to spend as they wish.

    I call it "RISK on SC Steroids"

    The Majors are UK, US, India vs Rus, China, and the newly formed MEC (Middle Eastern Coalition)

    Victory is determined by gaining control of 5 key cities either through diplo (which will be huge) or aggression.

    Paris, Berlin, Rome, Singapore, Tokyo

    Everytime a major Declares war all unmobalized minors will move 1-30% against them.

    War starts Jan1 2015

    Map is done

    Lots of ideas in my head...

  9. Also if the HQ has the max number of attachments then you will have to unattach a unit b4 you can attach another one.

    HQ bonuses (morale/rediness) are applied instantly upon attachment and lost instantly upon de-attachment, something you may want to keep in mind.

    But most important to remember is what Bill101 said:

    Additionally, any changes to who is attached or detached to a HQ have to be made before the unit in question is moved/upgraded/reinforced etc.

    *Advanced side note*

    Brand new units can not be attached, and they start with low morale. So I like to place them near a HQ that is set to 'auto' and they will have HQ bonuses on my opponents turn.

  10. Thanks for Reply Bill. A nice aid would be a different graphic or some mention in the resouce info panel that a city is a Industrial City or Supply City not needing rail connection.

    Ok here is something that is very reproduceable and I have not seen anyone mention.

    Look at the red circles in the ScreenShot below:

    skey.jpg

    Those red circles are Mountains that have road links but when pressing the 'S' key the supply calculations do not seem to use the road link to figure out future supply.

    I can happily confirm that when the next turn comes all of the supply calculations are correct so I just tend to diregard what the 'S' key tells me in mountain tiles. But I figured someone would want to know.

  11. 1. I took Paris in March of 1940. France did not surrender until August! Note that I op moved all my stuff out when Paris fell, then, thinking it would surrender, I waited while doing other things. I finally came back and took all but one city and one fortress before it fell. You got to be kidding, France should be the LAST country to hold out like that.

    2. I took moscow, stalingrad and I forget what else that became russian capital. The last was Novosiberk (not sure spelling, it's snowing). Nov. has a german flag now, but several turns later, still no surreder. So what is the deal with surrenders in this game?

    Again, great game, but I think some tweaking is in order.

    I also love the strategic event choices

    From page 42:

    Major Country Surrender = 3% * number of remaining units

    Minor Country Surrender = 6% * number of remaining units

    Hope that helps

  12. Weasel not to be mean or anything like that but bon voyage to artillery units they take up space and they could not hit the proverbial barn door, I dont think I ever lost a point getting hit with artillery.:rolleyes:

    Bo

    But you definately lost Entrenchment (x2), morale and rediness which was the whole point of artillery.

    It would certainly help Japan dislodge the fully entrenched Chinese.

    I like that it is available when soft limits are enabled, its low stats and no tec upgrades are fine as long as it de entrenches and hurts morale/rediness

  13. A few things I have noticed on first turn but not seen reported:

    1) the manual says this twice on page 65

    "There is also a +1 action point penalty when attempting to move through tiles that have two or more enemy units adjacent to them."

    I assume its just a carry over from previous titles.

    Happily it does not seem to apply, which is good since many units seem to have less Action Points then previously.

    2) Page 18 says mines are worth 3mpp per strenght point and oil is worth 5 x strength point.

    It looks to me like mines are x2 and oil is x3

    3) Do resources need to be connected to capital by rail to be at full strength? Because Foochow has no rail and I have cut its road link (but it is still connected via friendly tiles) and it is still at full strenth.

    4) I like that the soft build limits allows artillary, flack and anti-tank builds at the higher cost.

    I guess thats if for now.

    Great job on the game.

    -Bill

  14. I believe Carriers can launch strikes all the way down to zero supply.

    The problem you most likely are having with launching is related to the weather.

    No carrier strikes in storms or rough seas.

    Keeping them on the coast or in ports tends to help.

    Any friendly port @ minimum of strenth 10% will fully resuply you.

    Ports more than 50% will allow you to fully reinforce.

    Also if you are close to a friendly port you will get resupplied.

    1 tile away = supply 9

    2 tiles away = supply 8 ...ect

    hope that helps

  15. U8led, supply is not that difficult if you keep a few basic things in mind.

    Mainly you just have to have an understanding about terrain cost for movement and HQ(primary) supply knowing that HQs can have only 3 levels of supply, 5(all by themselves, cut off from secondary), 8(secondary connection <=5) or 10(secondary >=8).

    SeaMonkey not sure why you directed that post at me, I understand supply completely.

    As a matter of fact I see a mistake in the last line of your quote above.

    The last number you wrote '8' should be '=>6'.

    HQ = supply 10(secondary >5)

    (HQ would have to be in the city if it at60%, 1mp away at 70% etc..)

  16. If the victory conditions were the following:

    Japan surrenders by historical date = Allied Win

    Japan surrenders between historical date and 12/31/45 = Draw

    Japan makes it to 46 = Jap Win

    Then the game would have been a draw.

    Do you guys feel like that would have been a correct game result?? (not war result)

    Anyone who keeps Japan alive into late 45 deserves more than a loss in my opinion.

    I have not read a AAR yet with Japan fighting into 46

  17. Well Rambo and I finally wrapped up our 1.0 game. I am a bit of a slow player with real life constantly effecting my turnaround times. Please excuse the spelling, us truck drivers are not really known for being able to read and write.

    John the SC Vet was Japan and I(rooki) allies. I expected to get schooled right from the start.

    I thought he started off with a bang.

    Within a couple turns his navy showed incredible power killing every unit in Hawaii includeing reinforced AA and marines. Then landed and walked into Honolulu unopposed. Next turn I raised a battleship inside a Jap occupied harbor which promply served to up his carrier exp. I then decided the US navy was going to sit on the West coast for years until It was very strong.

    He took Phillopeans Wake and Midway.

    He easily took Tiland but was delayed in Singapoor for a few turns when I managed to get some defensive units behind the river. I made the noobi mistake of operating the Dutch fighters out and putting cash into reinforcement and upgrades only to have them dissapear when the Dutch gave in.

    Durring all this time he moved all of his air units to China and pounded them relentlessly. His only mistakes over there was leaving some coastal citys empty near Hanoi. I played China aggresively in this area with the intention of keeping the rail link severed to Malaysia. My gamble did work, I eventually took Hanoi with China. China managed a tec hit on IW but I am not sure if it is worth it. It costs 30mpp to upgrade chinese armys in IW which is almost double every other nation. I lost Hanoi to another noobie mistake. I was reinforceing the army holding Hanoi every turn but on one turn (probably tired) I spent my mpps elsewhere and smacked myself when I realized I had no cash to reinforce and not enough movement points to get another unit into the city. Lesson Learned!

    He started pushing for Burma next from Tiland. But here is my lucky break. He came with no Naval support and the Brits held with some help from US Air Forces under Mcarther. This is where we started to turn the tide so slowly that he did not notice I was pushing him back unitil my brilliand brit landing on ungarisoned city of Bankok! His units were getting trapped in Malaysia (several HQs) and the ports were pounded to keep them from escapeing.

    Where was the IJN you ask?

    It was conducting Live Fire excersizes all the way around Austraila from East to West. I really really thought he was going to land troops in Austraila and so I sacrifed a few air units in some citys that were easily destroyed by IJN giving them even more exp. Even when he ran the carriers out of supply they were still very deadly and I lost lots of dutch aust and brit ships that I had moved to austriala to keep them out of harms way. In the end though he concluded that adventure was a huge mistake. I knew right where his navy was and they were not participateing in the real battles.

    Meanwhile the US is getting tec hit after tec hit. Stronger and stronger. I sent a destroyer on a scouting mission with a amphib marine and HQ only to find Honolulu deserted. Took Hawaii back with no losses to equipment and I cant even say it delayed my US game.

    MaCarther is having great success leading a large air-only force from Bankok when its not raining. His exp climbed very quickly and we severly hamperd Jap supply in both China and Malaysia plus hit the ocasional Jap occupied Oil Rig. He did come in one turn with a carrier and try to waste the US air force succeeding in killing a fighter but man did he pay on my turn with a sunk carrier completely by land air power.

    Ok so its 43-44 now and the US is taking small deserted Islands includeing truk, marianas even IwoJima was deserted. Japan finally finishes off the Chineese in Kunming then advances on Burma. Many Brits diverted from Veitnam and Malaysia to stop them which they do in a few turns. After we take Kunming back he pretty much gives up China and moves 90% of his ground forces to the Main Island.

    Spring 44 he launches premptive strike on SU Coastal Citys. His Carriers have a field day bombing and strafing. About a month or so later All Japs were pushed out of Asia.

    Summer 44 the Allies have absoutely incredible forces in and off the coast of Asia, Tiwan, Iwo etc.. I know I have plenty of time and take my time picking off units from the air and pounding citys and ports. I then get the formal Jap surrender email before landing any troops.

    "This game is toast. The American airforce is too tough. I took you for a rookie and played dumb. Taking my fleet around Austrialia was stupid, my supply was 0 on carriers! All the firepower was useless for a 1.5 years just to kill British fleet which I failed to completely destroy.

    It's only Summer 1944, you're already pounding Japan. You have until December 1946 to pound me to death, I have no chance.

    I surrender, you win :)

    Interested in the world scenario?"

    And that is my first ever SC AAR

    Hope you stayed awake though the whole thing.

    My only comments are I think the victory conditions for Japan is to hard.

    My suggestion would be:

    Japan surrenders by historical date = Allied Win

    Japan surrenders between historical date and 12/31/45 = Draw

    Japan makes it to 46 = Jap Win

    I would also like to say this is my first exp with John Rambo whom I knew was very good at SC. But what surprised me was he was very pleasent to play with. I did not expect that judgeing solely by his posting on this forum. It was a very good game, thanks Hubert and Bill101

  18. Hide mode works well for the Japanese because it allows them to spot naval movements without being detected. Only DD's that run into them will find a Hidden sub, or (I think) if a unit ends its turn right next to it.

    I'm pretty sure any naval unit that bumps into a hidden sub will stop and suffer 'surprise encounter'

    I have used subs to pretty good effect like this.

    A Jap transport left Midway a couple turns ago and bumped into my level3 US sub then evaporated to my delight.

    Just wanted to point that out since the question of 'to hide or not to hide?' can be confusing. I'm still not sure if you deliberately attack a navel vessel while in hide mode if there is a negetive impact on combat. I dont think there is.

    But I do like the sub game so far.

    Interesting thread.

    -bill

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