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Kuniworth

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  1. Ok we decided to try out the waterloo scenario. I'll be playing Napoleon and Baron will be Wellington.
  2. yeah more or less, dunno if you give it 2 extra experience. Anyway wanna play an online game? My icq; 268-163-822 </font>
  3. Yes the supply stuff is another killer to ww2 fighting together with the no retreat rules, too high experience and tiles. Tiles been covered so many times but thing is the critics were right. Tiles make you need 8 corps/armies to completly cut off an enemy unit, anyone think that is realistic? I 100% agree that encirclements are pointless. Ive noticed this a bit back in my own scenario and Biaylostok. Historically this was a great german victory completly surrounding the forward russian elements at the first stages of the eastern front campaign. But in my scenario this doesnt work, no point doing an encirclement. Look I've been doing some scenarios for SC2 and continue to support this fine game, but at the same time I can clearly see the flaws of it. I really want to see a SC 3 with lots of the suggestions we talked about here and earlier. And lets use our community's big strength while making it; eg that we got a pretty big fanbase to support and improve it. Vital would be; - hexes - retreat rules - working ww2 tactics etc
  4. yeah more or less, dunno if you give it 2 extra experience. Anyway wanna play an online game? My icq; 268-163-822
  5. John Di Fool; as always you are very helpful. I like to comment a bit on your observations; 1. Tech Sounds like this is working, advances takes longer time now which is really good. 2. Fortifications Works like itended, they never were the real problem. 3. Soviet air Agreed, this is a problem thx to experience of the axis units. 4. Supply Yes axis supply is a bit high, but making it lower means the whole axis army can't move! To adjust that you need more HQ:s which means that the whole partisan thing goes out of whack. So this is unfortunately not working. 5.Axis experience Yes this is the game-killer, which we found through a lot of balancing. For a long time I thought the problem was Russia possibility to quickly shift forces around but the real problem always was this. Until experience can be changed from max 5 to say max 2 THIS SCENARIO WILL HAVE A MAJOR FLAW. 6. Russian MMP. Yes maybe more resource events should be introduced on the eastern edge map.
  6. Refight the classic battle! - Human vs Human gameplay - Brigade-sized units(with some regiments) - Historical order of battle - 30 turns, each depicting 20 minutes of battle. HOUSERULE: France may not declare war on Prussia. Scenario will come with READ ME, and possibly enhancements later on. Feel free to try it and give me comments. It will surely need tweaking.
  7. Refight the classic battle! - Human vs Human gameplay - Brigade-sized units(with some regiments) - Historical order of battle - 30 turns, each depicting 20 minutes of battle. HOUSERULE: France may not declare war on Prussia. Scenario will come with READ ME, and possibly enhancements later on. Feel free to try it and give me comments. It will surely need tweaking.
  8. Well thank you. However there remain a serious balancing issue; german experience. I've urged Hubert for a long time now to implement a flexible max level on experience so you can alter it from 5 stars to 2. Problem is that german units keep getting stronger and stronger when it infact should be the opposite.
  9. Arrgh too bad not so much terrain is allowed, those would be perfect for my waterloo scenario but with ridges, trees, fields and marsches Im in trouble
  10. Hey, Ive noticed that the add unit script as explained in the word-file for it does not allow you or give example on how to put a command rating for a HQ you want to appear. Just strength and experience. Am I doing something wrong or is this a bug?
  11. Ok here are the latest pics. Scenario should be ready very soon. I will do a playtest game with Jersey before the release but so far units are complete as well as most of the terrain and resources. What I would like to have are roads like the ones Fantomas have created. Some facts; * There will be 28 turns in total each representing 20 minutes of real time. * Brigade sized units with some regiments. * Leader ratings 1-5 * Victory objectives are Le Haie, Papelotte, Mont St. Jean, Hougoumont, Plancenoit, La Belle Alliance. Here are the war map;
  12. Ok here are the latest pics. Scenario should be ready very soon. I will do a playtest game with Jersey before the release but so far units are complete as well as most of the terrain and resources. What I would like to have are roads like the ones Fantomas have created. Some facts; * There will be 28 turns in total each representing 20 minutes of real time. * Brigade sized units with some regiments. * Leader ratings 1-5 * Victory objectives are Le Haie, Papelotte, Mont St. Jean, Hougoumont, Plancenoit, La Belle Alliance. Here are the war map;
  13. better yet send me your city and road bitmaps from the falkland mod to me kuniworth@hotmail.com [ November 26, 2006, 07:42 AM: Message edited by: Kuniworth ]
  14. Gee... Lookee! Loki! Musta had a hand in this particular difficulty? Again? I told you, Skando Mondo, You gotta keep 'im locked in the trunk! Yer Golden Hawk Studebaker trunk! The one you tool around in, Seeking lewdless pulchritude? LOL! Well, Keep on trying, You've made a helluva MOD :cool: Which is more than I can say for me! So far, anyhow. But... coming soon! To a Euro-Theatre near you! </font>
  15. Ok Ive done this and posted a new version on the cmmods website.
  16. Hey Cordell posted this about the latest version of my battle for russia campaign; Great job But i have a problem, when i try to charge the campaign i get "Failed:(on_the_menu_command):segmentation violation" Then CTD I play with french version 1.05a I tried with clean installation, I am frustrated!!! Somebody know what i should do maybee?
  17. I've decided to update the battle for Russia Human vs Human scenario for version 1.5. You can get it at cmmods.com VERSION 2 CHANGES – Special thanks to Rannug. -Berezina river added, this is a famous natural obstacle familiar to those with knowledge of Napoleon’s russian campaign. -New supply event, in case of the fall of Moscow, supply goes down to 5-6 in all russian cities to simulate the blow to communications and infrastructure. -Fixed the flag-problem with the mirrored unit-3D bitmap. -Finland now also starts with the Heinrichs HQ. This has been included to simulate the creation of “the Army of Karelia” on june 29th, 1941 which consisted of 6th and 7th Corps plus “Group 0”. The addition of Henrichs HQ plus Group 0 should now make it easier for the finns to capture Karelia and Petrozavodsk. This also mean Finland now got a hard build limit of 2 HQ and 6 corps. -Finnish fortifications deleted. -56th Panzer Corps start with strength 11 to reflect that it only had 1 panzer-division at the start of the invasion. -7th Russian Army at Leningrad moved to Sortavala on the northern shores of Ladoga. This is the correct starting position for this unit. -Velikaya-river extended to cover entrance to Pskov. -Engineer-units renamed “construction force” to represent mass-mobilization to construct fortified areas. Soviet unions construction force symbolize the “people’s militia” of volonteers and drafted labour that emerged in late june and early july of 1941. This unit appear on june 29. German engineer-unit(construction) arrives on october 1, 1943. This to simulate the start of construction of the “festungs” or strongholds the german command created in 1944-45. -Reworked the swampy areas around Leningrad to be more historical. -Deleted some swampy terrain of the pripet marsches and replaced it with forrest to make it more historical. -Cities and capitals now have an air-defence value of 2(like the 1.4 patch). Bomber defence still at 1. -Capitals now got a maximum-entrench level of 8(Rannug). -Cost for russian armies are now 175 and russian corps 150(Rannug). -Lots of renaming in the Localization file. -Russian industrial modifier changed from 100 to 105 (Rannug). -Oil value changed from 3 to 4(Rannug). -Bombers now start with strategic bombing value of 3(earlier 5) and the airfleets also have been reduced from 2 to 1(Rannug) -All HQ:s now got 1 in Airdefence(Rannug). -Red Army max level in Heavy tanks changed to 4(Rannug). -Cost for AA research is 750 instead of 1000 for all sides(Rannug). -Max assignable chits in each cathegory is 1 for all sides(Rannug). -Russian cruisers now incorporated into the battleship-groups. This to ease the unrealistic bombardment of the finnish forces in the gulf of Finland. Battleships now referred to as “Task forces”, meaning they include a capital ship and some cruisers. Russia therefore can’t build cruiser-groups, so Maxim Gorkiy and Kirov of the baltic fleet and Molotov and Voroshilov of the black sea fleet deleted. Germany on the other hand still get heavy cruiser Prinz Eugen in 1944. Soviet hard build limit is 2 sub fleets, 0 cruiser groups and 3 task forces. Germany’s hard build limit is 1 sub fleet, 1 cruiser group and 0 task forces. -Romanian elite force, the “Munte corps” starts with experience 1. -Changed unit costs for ships. A Battleship cost 1000, a cruiser 800 and a sub 500. This may sound high but the players should remember that each naval unit represent a battlegroup. -Maximum IT-tech levels for both sides are now 3. Russian IT increase is 20% , Italian 10% and German 15%(Rannug). -Reserve field armies 28th, 29th, 30th, 31st, 32nd, 33rd, 34th and 43rd have changed arrival date from july 15, 1941 to july 13. All though they were formed historically on july 15 the nearest game turn is on july 13, so to give the russian player a chance to use them as close to history as possible. The only effect of this is that the russian armies now will be able to move on july 20 instead of july 27 which were the case in version 1.03. So in this sense this change is more historical. -Changed Danzig-port to Gotenhafen. -Deleted Partisans in the Baltic States but added Polish Partisans in Lublin, Krakow, Lodz and Warsaw. That is all polish cities on the map except Danzig. The chance of a supply reduction in Poland is rather low – 10%. -Reworked tank armies representing of russian Mech Corps; -1st & 10th Mech corps still renamed 1st Tank Army numbering 1500 tanks together. -3rd & 12th Mech Corps renamed 3rd Tank Army numbering 1400 Tanks. -17th, 20th(none of those had almost no tanks on june 22nd 1941) together with 11th, 13th and 14th Mech Corps merged into 10th Tank Army, of the western front numbering around 1400 tanks. -6th Mech corps of the west front reformed to 6th Tank Army. Reason that this formation was not merged together with other Mech corps is that it consisted of 1000+ tanks on june 22nd 1941. -2nd and 18th Mech Corps of Odessa district still renamed into 2nd Tank Army numbering 800 tanks. -5th Mech Corps moved to Kiev district from Orel(this is historically correct) and merged with 19th and 24th into 5th Tank Army numbering 1600 tanks. -8th Mech Corps merged with 16th Mech Corps to form 8 tank Army just south of Lvov numbering 1300 Tanks. -4th and 15th Mech Corps merged into 4th Tank Army numbering 1700 tanks. Located just west of Tarnopol. -22nd and 9th Mech Corps merged into 9th Tank Army numbering 100 Tanks. -7th, 21st, 23rd Mech Corps near Orel and Moscow merged and renamed into 7th Tank Army. -26th and 28th Mech Corps in Caucasus forged into 11th Tank Army in Baku.
  18. I've decided to update the battle for Russia Human vs Human scenario for version 1.5. You can get it at cmmods.com VERSION 2 CHANGES – Special thanks to Rannug. -Berezina river added, this is a famous natural obstacle familiar to those with knowledge of Napoleon’s russian campaign. -New supply event, in case of the fall of Moscow, supply goes down to 5-6 in all russian cities to simulate the blow to communications and infrastructure. -Fixed the flag-problem with the mirrored unit-3D bitmap. -Finland now also starts with the Heinrichs HQ. This has been included to simulate the creation of “the Army of Karelia” on june 29th, 1941 which consisted of 6th and 7th Corps plus “Group 0”. The addition of Henrichs HQ plus Group 0 should now make it easier for the finns to capture Karelia and Petrozavodsk. This also mean Finland now got a hard build limit of 2 HQ and 6 corps. -Finnish fortifications deleted. -56th Panzer Corps start with strength 11 to reflect that it only had 1 panzer-division at the start of the invasion. -7th Russian Army at Leningrad moved to Sortavala on the northern shores of Ladoga. This is the correct starting position for this unit. -Velikaya-river extended to cover entrance to Pskov. -Engineer-units renamed “construction force” to represent mass-mobilization to construct fortified areas. Soviet unions construction force symbolize the “people’s militia” of volonteers and drafted labour that emerged in late june and early july of 1941. This unit appear on june 29. German engineer-unit(construction) arrives on october 1, 1943. This to simulate the start of construction of the “festungs” or strongholds the german command created in 1944-45. -Reworked the swampy areas around Leningrad to be more historical. -Deleted some swampy terrain of the pripet marsches and replaced it with forrest to make it more historical. -Cities and capitals now have an air-defence value of 2(like the 1.4 patch). Bomber defence still at 1. -Capitals now got a maximum-entrench level of 8(Rannug). -Cost for russian armies are now 175 and russian corps 150(Rannug). -Lots of renaming in the Localization file. -Russian industrial modifier changed from 100 to 105 (Rannug). -Oil value changed from 3 to 4(Rannug). -Bombers now start with strategic bombing value of 3(earlier 5) and the airfleets also have been reduced from 2 to 1(Rannug) -All HQ:s now got 1 in Airdefence(Rannug). -Red Army max level in Heavy tanks changed to 4(Rannug). -Cost for AA research is 750 instead of 1000 for all sides(Rannug). -Max assignable chits in each cathegory is 1 for all sides(Rannug). -Russian cruisers now incorporated into the battleship-groups. This to ease the unrealistic bombardment of the finnish forces in the gulf of Finland. Battleships now referred to as “Task forces”, meaning they include a capital ship and some cruisers. Russia therefore can’t build cruiser-groups, so Maxim Gorkiy and Kirov of the baltic fleet and Molotov and Voroshilov of the black sea fleet deleted. Germany on the other hand still get heavy cruiser Prinz Eugen in 1944. Soviet hard build limit is 2 sub fleets, 0 cruiser groups and 3 task forces. Germany’s hard build limit is 1 sub fleet, 1 cruiser group and 0 task forces. -Romanian elite force, the “Munte corps” starts with experience 1. -Changed unit costs for ships. A Battleship cost 1000, a cruiser 800 and a sub 500. This may sound high but the players should remember that each naval unit represent a battlegroup. -Maximum IT-tech levels for both sides are now 3. Russian IT increase is 20% , Italian 10% and German 15%(Rannug). -Reserve field armies 28th, 29th, 30th, 31st, 32nd, 33rd, 34th and 43rd have changed arrival date from july 15, 1941 to july 13. All though they were formed historically on july 15 the nearest game turn is on july 13, so to give the russian player a chance to use them as close to history as possible. The only effect of this is that the russian armies now will be able to move on july 20 instead of july 27 which were the case in version 1.03. So in this sense this change is more historical. -Changed Danzig-port to Gotenhafen. -Deleted Partisans in the Baltic States but added Polish Partisans in Lublin, Krakow, Lodz and Warsaw. That is all polish cities on the map except Danzig. The chance of a supply reduction in Poland is rather low – 10%. -Reworked tank armies representing of russian Mech Corps; -1st & 10th Mech corps still renamed 1st Tank Army numbering 1500 tanks together. -3rd & 12th Mech Corps renamed 3rd Tank Army numbering 1400 Tanks. -17th, 20th(none of those had almost no tanks on june 22nd 1941) together with 11th, 13th and 14th Mech Corps merged into 10th Tank Army, of the western front numbering around 1400 tanks. -6th Mech corps of the west front reformed to 6th Tank Army. Reason that this formation was not merged together with other Mech corps is that it consisted of 1000+ tanks on june 22nd 1941. -2nd and 18th Mech Corps of Odessa district still renamed into 2nd Tank Army numbering 800 tanks. -5th Mech Corps moved to Kiev district from Orel(this is historically correct) and merged with 19th and 24th into 5th Tank Army numbering 1600 tanks. -8th Mech Corps merged with 16th Mech Corps to form 8 tank Army just south of Lvov numbering 1300 Tanks. -4th and 15th Mech Corps merged into 4th Tank Army numbering 1700 tanks. Located just west of Tarnopol. -22nd and 9th Mech Corps merged into 9th Tank Army numbering 100 Tanks. -7th, 21st, 23rd Mech Corps near Orel and Moscow merged and renamed into 7th Tank Army. -26th and 28th Mech Corps in Caucasus forged into 11th Tank Army in Baku.
  19. roads, do they affect movement? If so how? Arew they tile or terrain?
  20. Hey, under what chategory are rockets placed regarding defence and attack values? If I for example like to increase panzers attack on rockets, which attack value should I increase?
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