Jump to content

Silvercloud

Members
  • Posts

    43
  • Joined

  • Last visited

    Never

About Silvercloud

  • Birthday 11/12/1978

Converted

  • Location
    Netherlands

Silvercloud's Achievements

Member

Member (2/3)

0

Reputation

  1. Is there any way Hubert could add the option that Germany can declare war on Italy?
  2. Yep, they're stuck there :eek: You fell for one of Hubert's traps!
  3. Wow.... lotsa text... well really you should read through the posts on here but here is the most important bit to winning: - Supply lines & combat readiness, always make sure each of your land & air units are commanded by an HQ - Bombers, screw them, move your bombers to city squares and disband them for points - the best way is just to get some armies, a really kickass HQ (rating 7, 8 or 9) and some fighters.. -Realize that units that are entrenched are much harder to kill. Entrenchment is gained at one point per turn up to a max of the terrain (city is 6 or so, open plain 1 or 2)... -Oh yeah forget about the friggin maginot line if you're playing the axis and just rampage thru the low countries into the top of france.. -Focus your attacks on taking the capital of a country (eg paris for france) as all the other units are lost to them once the capital surrenders. (1 or 2 turns after occupying the city) -Always kick units with low entrenchment vales (1-2) & no experience with your armies (not tanks) if you have the time to gain experience for your troops (any experience loss is ok as long as you kill more points than your army loses) -Use tanks mainly to mop up remaining units at 0 entrenchment -Take out opposition's leaders if possible, it makes them much weaker -Research: Focus on Industrial Tech, Fighter Tech and Long Range Fighters... in this order as well Industrial tech is vital to get an edge over your opponent (5 points in this till you have level 5 indistrial tech pls) Finally: Note that unit strength is but one of four indicators of a unit's combat ability... 1) Unit Strength 2) Entrenchment 3) Experience 4) Readiness (Determined by supply, eg leader,city) Use this to determine whether you should attack it or not.... Hope this helps, if not look around a bit more I suggest
  4. An HQ commands up to 5 units I think, assigned automatically based on the closest 5.. best way is just to have an HQ for every 5 units you have... so everyone is supplied
  5. I think I may have made this comment before, but we really need to be able to declare war on our allies. I want to declare war on Italy as the germans (not completely unrealistic either, as it was considered by Germany for a time). Also on tech, I dont think the current system works... we need a system that works from tech costs--- one should need to accumulate a number of tech points to reach level 1 (say 15) and then more to reach level 2 (say another 25) (so in total 120 points)... this way it would take 3 turns to get to level 1 with 5 points invested and 5 to get to level 2 (8 in total)... something like this would be much more effective, as it solves the "I never got any tech for 2 years, with 10 points invested". If one still wants some randomness I suggest that once 90% of the tech points are accumulated there's a 1% chance per 0.01% points over 80 (eg 96% of points gives a 60% chance of breakthru) I definitely feel that USA should accumulate some more production during the war, but not much..possibly something like 50 points over the whole 5 year period (something like a 10 point per year boost)... this becuz every country can get industrial tech, so that does not completely excuse 180 versus 480 Thanks for reading, Silvercloud
  6. Thnx, great Hubert...and I agree it would be best as an option and that there should be hefty penalties to your score or something in those years... Please let us know how you want to implement if you can Hubert
  7. I know this has been pointed out before... but pls pls add in the ability to keep playing (preferably infinitely) beyond 1946... One can do this by saying that 1946 is the furthest one can play for points, so anything you do beyond 1946 is just for kicks...like a window pops up: "you have reached the end of the scoreable part of the game, would you like to score your game or would you like to continueyour game and not score any further points" surely this must be easy to incorporate into the engine... 1946 is surely just an artificial block... Please let me know if this will be considered for a patch or not.... Thanks in advance, -------------------------------------------------- Silvercloud "Something is only impossible until it has been proven te be not"
  8. I don't know about the manual, but I know that: -Attacking from a river hex is penalised.... hope this helps ---------------- Silvercloud
  9. This topic has been discussed before. Minors do not actually have leanings as Hubert explained in that thread, but are completely and whole based on trigger events. Therefore it is not possible to shown leanings for minors with the current model... Sorry to squash your hopes and dreams
  10. I think the problem here is not the actual speed of the technology but the ease of acquiring it.... I don't like the idea of 'buying' a research point. I'd like to see a percentage investment that can be set (eg a slider between tech & production), limited in some way (eg you can't make major changes to it on a week to week basis, just maybe 1-2% change per week or up to a 100% per year). This would allow you to go full out on research if you wanted. As well research should then be stacked in some way. Eg each tech costs a certain amount of research points. My idea would be that it would be best to develop a country based tech scheme (including such developments as tank (tiger), plane (fw-190a) etc... and incorporate that into the game) maybe following the panzer general scheme on overstrength (only for elite units - reflecting their superiority) and then buy these units as army groups and to upgrade them you'd have to spend a turn upgrading them (so no automatic upgrades)... Ofcourse this is just a dream and maybe too far flung....
  11. Hubert - Pentium 166MHz Processor * 32MB Ram * SVGA Video Card (supporting 1024x768 high color 16-Bit resolution) * Windows compat. sound card * 50 Mb Hard Disk Space * CD-ROM Drive Are you sure these are the minimum? I have played the demo on a 133 mhz comp!!! So I think the minimum speed is lower?
  12. Argh, don't go overboard! You still need regular people to buy & play it. One of the reasons many recent wargames failed is that the use too big a scale. SSI's games were succesful as they emulated the game on a world scale without actually playing on the whole world. You're trying to emulate too much! It would take so long to play a game like that. Look at HOI if you need a game that in-depth. I think SC rox, just because it's not too high on detail. I like the large hexes, as it is supposed to emulate grand strategic decisions. SC2 could add some of the features you named (like normal passing of time between winter & summer, but with weather effects), so I wouldn't immediately dismiss them all. Just watch the design premise...Or ask for one from Hubert... But it would definitely aim towards grand strategy and not minute details of the war...
  13. Ummm, I don't have a comp here in Ireland, so its no use... Besides my luggage is full up for the way home, so I can't even take it from here.
  14. Go Hubert, Go Hubert... We got a H We got an U We got a B We got an E We got a R We got a T Woooo HUBERT What a kickass patch, fixes many of the really important issues in the game!!!! I love that man....Ahum I mean He's a nice bloke...
×
×
  • Create New...