Ancient One
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Posts posted by Ancient One
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The number of Soviet units almost doubles at the beginning of 1941, but remain static before that. The 5% of their total production they get each turn while neutral is just accumulated and can't be spent before entering the war.Originally posted by DevilDog:That's what I'm saying. There are a lot of Russian units even on turn 2 of the demo. These units will increase over time.
I've acheived very impressive results against the AI (capturing Moscow), the invasion beginning in late August, although admittedly a human opponent would take more care to preserve Soviet units. If you wait for Romania to join you before attacking, you can deploy some units there and attack the USSR along a much broader front.Originally posted by DevilDog:At the scale the game engine is built on, you can only squeeze so many units on a border, even if you line them up two deep. So even with a few more units, I don't see achieving very impressive results as the Germans against the Russians. Perhaps if you pour all your money into research to upgrade your units?
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I don't think that USSR production is unbalanced. I think the key factor here is that you attacked on turn 2, you're supposed to build up your forces for a while before attacking.
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That doesn't make any sense, why would the UK's income drop from liberating France? :eek:
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If you want to save the BEF, you should operationally move it to Brest and then sea transport it to the UK from there, before France surrenders.Originally posted by Brian:I've just downloaded the demo. I find that I am unable, using the instructions contained therein, to evacuate the BEF from France once the Germans have defeated the French.
I'm not sure what you mean here, I think the research point cost is quite reasonable. One point only costs 250 MPP's, where are you getting the "entire GDP for nearly 2 years" from? :confused:Originally posted by Brian:Finally, it appears to me that research is incredibly expensive. To even gain one point in research, I have to sacrifice my entire GDP as British for nearly 2 years, which seems a trifle unrealistic to me.
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I think it's key to allow strategic bombers to bomb cities/resources even if there are units on them. It should not be too difficult to have a pop up box allowing a choice. Without this feature, strategic bombers just aren't worth it, regardless of how upgraded they are. Who's ever going to invest research points into Anti-Aircraft Radar, certainly not me. I'll just put a corps on every threatened resource (especially mines and oil wells). Even Axis & Allies deals with strategic bombing more realistically.
Also, rockets are far too weak, at least give them an air defence of 1.
With the game as it is now, there are 2 types of units (Strategic Bombers, Rockets) and 3 research categories (Heavy Bombers, Anti-Aircraft Radar, Rockets) that just aren't worth it.
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It's already like that (except for capitals).Originally posted by Guanoman:I think that isolated cities (cities that can't trace supply to another city in the home country) should have their supply level halved.
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With all due respect, I think it's a very poor way to do so. The reason that the UK didn't invade Ireland historically was not because there was no way to get back off the island.Originally posted by Hubert Cater:not having the port there was in a way to make it less tempting.
[ May 29, 2002, 08:07 PM: Message edited by: Ancient One ]
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Ireland should have the port.
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I hope I'm not the only one that has a problem with the way disbanding works in the game. It can sometimes be too easy to "restructure" your forces at very little cost (as the UK, delete the bomber and build a tank, etc.). Also, provided experience isn't an issue, it is almost always better to disband and rebuild than operationally move if the supply is 9 or 10.
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So am I.
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I disagree with this. There are plenty of MPP's gained through the course of the game. It only costs 2500 to max out research, if anything the price is too low.Originally posted by Russ Bensing:3. The above is pretty much window dressing, though. The first real biggie is MPP's. I get the feeling that this really isn't going to present the true strategic choices that should be available, because the player will be so stressed for MPP's to build and reinforce his troops that other choices -- research, commitment to strategic bombing -- will go by the boards. Maybe make everything a little cheaper, especially if combat is going to be so deadly.
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The penalty is for attacking or defending while on one.Originally posted by Hunter:Hubert,
About the river hexes...
The penalty is for:
- Attacking from one;
- across one; or
- into one?
Ta,
Bruce
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Does anyone have an explanation as to why the Ruhr mine can only go up to 8? :confused:
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Yeah, once when I played as the Allies I had the French build a tank and was surprised that it was about twice the size of the German tanks (French begin game with +1 in Heavy Tanks). :cool:
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Actually in the demo the Ruhr mine only goes up to 8, despite the fact that it is part of Germany and connected by land. As far as I know this seems to be the only exception to the rule, is it a bug?Originally posted by SuperTed:RL,
5 MPPs already accounts for this. You'll notice the Ruhr mine is worth 10 MPPs and the French Fry mine is worth 8 MPPs (to the Germans).
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After France surrenders, British units in what becomes Vichy France get sent back (or at least they are supposed to). British units in German occupied France stay where they are out of supply.
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So what, the US fleet in the Atlantic was very large, certainly larger than the Italian fleet.
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I think the US needs a larger navy to begin with. 2 battleships to represent what was the world's second largest navy? :eek: Give them at least 2 cruisers and 2 carriers in addition to the battleships.
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Germany doesn't have a peninsula though.Originally posted by Wolfpack:Well, I for one wasn't speaking about D-E-N-M-A-R-K I was talking about North G-E-R-M-A-N-Y. You know, the country just to the south that started the whole mess? Of course, since it's all gray when the game starts, then that's all that matters. Are you a Dane by chance?
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Ok I think I found it. Would it be the "Crystal SoundFusion PCI Audio Accelerator"?
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That's the whole point of the demo, to end just when things are getting good, making you need the full game all the more. :cool:Originally posted by Lars:I have the same problem, just one more turn, please.
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I know a great way of dealing with Malta, just ignore it. Maybe I'm overlooking some important factor, but I just don't understand why so many people think it crucial to occupy Malta. So what if the air fleet there gets to take a shot at some unit every now and then, it just doesn't seem to be nearly worth the time and resources needed to take it out.
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Land units can do more damage attacking fleets than vice versa.
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I don't think it's possible to get that much at the end of any turn in the demo. What is that, the entire map?Originally posted by SS_Obergruppenführer:1278 points. Read it and weep all you SC grognards!!
[ May 23, 2002, 07:52 PM: Message edited by: Ancient One ]
Release date? (nt)
in Strategic Command 1
Posted
Soon.