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willgamer

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Posts posted by willgamer

  1. Whoops. The Unit Description window's Question Mark needs some decent explanation of the combat stats. Are you asking about the "Attack: vs Soft" section or the Combat Value section?

    Mostly the entire Attack section, both against units and against cities.

    Is one of the numbers a "to hit probibility"?

    Is one a damage?

    When there are multiple possible targets, like in a city, is just one chosen for attack? How is it picked?

    The Unit Description window's Question Mark takes me to the manual. Is that what you mean?

  2. I fear I've missed another obvious feature in plain sight...

    I see the buttons, but pressing them doesn't seem to do anything....

    How do you set rally points?

    Are rally points the city itself? Can there be only one? One per city?

  3. Just for the record, still getting "freezes". Windows shows the program is still "running", but the only thing I can do is shut the game down from Windows. I cannot minimize the screen, can X the screen closed, can't do anything in the game, everything I click just gives me a "ping" sound and I need to control-alt-delete to get to Windows to shut the application down.

    Bill

    On several occasions, TAB worked for me to get out of a freeze...

  4. Here's another approach, kinda a modified Lars...

    Add a Partisan Suppression Effort parameter specified a percent. The game calculates the MPP cost based on this percent and the number of occupied cities. One hundred percent represents the best bang for the buck producing the fewest partisan at the lowest cost. The permitted values would range from 0-1000%. The game would automatically subtract the resulting MPPs each turn.

    At least 3 advantages: no new units; expensive to totally supress, partisan appearance uncertain.

  5. Blashy: Maybe just making it simple with no chits canceling each other out and see how that goes?

    25% UK, 25% Germany and 15% Italy, each rolls everyturn.

    This approach has the advantage (imho) that it puts all possible results on a bell curve of probabilities. That way, in the simple case of 2 countries with evenly competing votes, the most likely result is canceling out but it's not a certainty. More complex cases work out nicely as well, preserving a diversity of results with appropriate probability.

    Canceling offsetting votes before "rolling" them eliminates this effect.

  6. IMHO, Bill Macon is right on point.

    One way to look at a wargame is ask if it's more of a sim (Uncommon Valor) or more of a fantasy (Panzer General). Either way can be very successful. Seems to me SC is straddling down the middle with the ground warfare more of a sim, but the air, sea and production more of a fantasy. Thus the debates about which way it should go in the future will remain unresolved unless/until HC reveals his design goal. Of course, the goal may be to keep the game a hybrid just the way it is!

    Grogly waiting, quietly, hopefully..... smile.gif

  7. Posting in support of same length turns and seasonal effects.

    Generally not in favor of tweaking, but imho this is the single most vexing aspect of the game. I would love to have a change along the lines of what BillMacon suggests.

    HC, Is there a downside to fixing this?

    Hopefully this thread will encourage people to express their opinions one way or another....

  8. Although I'm reluctant, generally speaking, to support changes to the gem that is SC, this one has my support. Since there are really only 13 turns/year (I thought it was 27), I no longer understand any rational for the current approach.

    As a reader of WW2 history, winter penalties would greatly enhance my enjoyment of SC. Many of Bill Macon's suggestions sound very doable.

    Please :D

  9. Consider this an odd reply just to contrast tweaking SC with creating the next gen SC :D

    I like all of your suggestions. I do not want any of them implemented in this SC.

    SC is truely a (wonderful) game where the whole is way greater than the sum of the parts. It's the designer's framework that makes this so.

    iirc, boxes were suggested for the sub warfare early on during the beta demo. HC indicated that playing it out on map was part of the game design. I'm very sympathetic towards that. I'm fairly convinced that it wouldn't take much tweaking to greatly dull the overall SC halo of fun.

    otoh, I'm looking forward to the above suggestions and many others in a "SC2".

    [ August 10, 2002, 01:44 PM: Message edited by: willgamer ]

  10. Playing '39 as the Axis I opted for Sealion after France. Took London and got bit hard by USSR immediately joining the Allies. (My 4 corps on the border weren't quite up the the task :eek: )

    Almost posted to whine about my bad fortune but did a search instead. The previous threads made me realize there is no obvious better way when USSR is set to random. Furthermore, all I had to do to "rescue" my game was to go back one turn and reset USSR to neutral.

    So now I've come full circle. I want to praise Hubert for creating an ai that does challenge at least us non-grognards rather well.

    HC may not be GG yet, but...... :D

  11. To give the AI something that you the human player don't have, is technically called cheating regardless of the manner of implimentation.

    Can't agree with that one. To give an advantage to one side to play balance (especially between a weaker and stronger player) is called handicapping.

    Really... it's done all the time! :D

    Furthermore giving a pawn advantage in chess, or a stroke advantage in golf does not make the recipient a cheater. :rolleyes:

    HTH

  12. Right now there's not really any strategy involved in research, it's just get the best tech (industrial technology) to 5, then the second best to 5, etc. The only factor that remains is luck.
    I agree. Random ideas:

    Perhaps the industrial tech. should go up by 1 automatically each year.

    How about "researching espionage" to steal other nation's techs.

    What if every time you fight and destroy a point of a higher tech than you posess, you gain increase your chance to discover.

    Cheers to a already great game! :D

  13. Here's what I thought I saw (disclaimer: at between 1-3am, way after my bedtime).....

    Somewhere in the vast middle of Russia in late '42 or early '43 I have Axis infantry 1 hex away from a Russ unit. The hex between them is red and clear. Although the inf. shows a movement radius of at least 2, it cannot move 1 hex to become adjacent to the Russ unit. However a tank unit from further away can .

    I've rtfm... did I miss something like zones of control somewhere :confused:

  14. After playing through a '39 campaign, here are my totally subjective, I took no notes, I ran no stats impression...

    i bought 5 research points at the earliest possible point and in "blocks of 5" much later on when i could afford it...

    fwiw, i swear the probabilities increased as time went on... much the same as your experience early on then by about late '43 and into '44 the was a payoff about every other turn/research line... even saw 3 different ones payoff on the same turn... fwiw.......

  15. This is getting ridiculous!!!

    I restarted at beginner to try Ancient One's suggestion.

    Except this time I only got as far as attacking France when Russia declared war! That's right, Russia came into it just 2 turns after Italy on 9/15/40 :eek: .

    All I can see is that I didn't leave any garrison in Poland... did that provoke the Red Bear :confused:

    Bearly still playing at any level.......

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