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Edwin P.

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Everything posted by Edwin P.

  1. Agreed, it would give players a lot more flexibility. Example: Germany has 30 points for Armies, Corps and Armor Armor costs 3 points Army costs 2 points Corps costs 1 point Build 15 Armies OR Build 10 Armor OR Build 30 Corps OR Build 10 Corps and 10 Armies OR Build 20 Corps and 5 Armies OR Build 5 Armor and 5 Army and 5 Corps
  2. I would like to see build limits for Naval fleets based on a point total, instead of fixed limits for each ship type. This would give players greater flexibility to wage or respond to a battle for the Atlantic. Example: Naval Construction Points: 20 Battleship = 2 points Crusier = 2 points, Sub = 2 point Thus I can build 10 subs (20 points) OR 5 battleships and 5 cruisers (20 points) OR 10 cruisers (20 points) OR 3 Battleships, 4 Cruisers and 3 subs (20 points). [ January 19, 2007, 09:52 PM: Message edited by: Edwin P. ]
  3. Thanks for the clarification. Perhaps, if USA approaches Spain then American war readiness declines? A definite incentive for American forces to avoid Spain.
  4. Movement of US ships too close to Spain triggers a 25% to 35% increase in Spanish war readiness. If you are watching the dipolomacy screen when this happens invests a few diplomacy chits in Spain and they should join the Axis.
  5. USA had the largest production base during WWII. With the fight against Japan you are only seeing part of it reflected in SC2. A simple solution is to increase the size of the USA in the game and activate additional American cities and resources(need RESOURCE script to allow activation when foreign city if captured, not just own city) once Russia falls to the Axis or Japan surrenders. The you would truely see a battle for the Atlantic as America tries to liberate Europe and the Axis try to invade North America.
  6. What I would like to see is a game system that offers players an opportunity to initiate a drill-down map for island invasions. Example - you move 5 units into range of an Island and press a drill down button. Then a larger scale map appears on screen with these same five units appearing, but divided into 15 units.
  7. Though I like the extended maps showing French West Africa and parts of Central America, it seems to me that little if any military operations occur in these areas.
  8. Idea: Use a post surrender partisan script (for games vs the Allied AI) where partisans can appear in more locations and in greater frequency. The problem is that although partisans may appear that no new Russian capital is created for the Axis player will surely garrison the 3 Russian capital cities. What if when partsans control X number cities then AI automatically picks one as the new Russian capital.
  9. Lars, most excellent refinement. I wonder what HC thinks of HQ variability.
  10. I really like the idea of your blind variability for HQ units. Perhaps an option to purchase an unranked HQ unit at a fixed cost of 250MPP. Its rating is only revealed during its first combat. Now the choice is which do I purchase? A HQ unit with a known rank (8); for example, or an HQ unit with a (?) for a rating. The HQ with a (?) for its rating may have a rank anywhere in the range of 3 to 9 but I won't know it until it supports a unit engaged in combat. The rating for the blind HQ purchased would be; for example, 5% - 3, 15% - 4, 30% - 5, 20% - 6, 10% - 7, 10% - 8, and 10% 9. ------------------------------------------- As for disbanding HQ units you purchased, I would like to see each major country have a chance for disbanding HQ units that varies according to their experience and country. Why? Stalin shot Generals that lost battles, Churchill and Roosevelt had to deal with politicians that supported specific generals. Example of HQ Disbandment for UK 1. At the start of a turn a HQ unit is selected for disbandment. UK - 60% less 15% per experience medal. --- UK player has a 60% to disband a HQ unit with no medals --- UK player has a 45% to disband a HQ unit with 1 medal --- UK player has a 30% to disband a HQ unit with 2 medals 2. If disbandment attempt fails then that HQ unit provides no support that turn. Example of HQ Disbandment for USSR 1. At the start of a turn a HQ unit is selected for disbandment. USSR - 100% less 15% per experience medal. --- USSR player has a 100% to disband a HQ unit with no medals --- USSR player has a 85% to disband a HQ unit with 1 medal --- USSR player has a 70% to disband a HQ unit with 2 medals Example of HQ Disbandment for USA 1. At the start of a turn a HQ unit is selected for disbandment. USA - 75% less 15% per experience medal. --- USA player has a 75% to disband a HQ unit with no medals --- USA player has a 60% to disband a HQ unit with 1 medal --- USA player has a 45% to disband a HQ unit with 2 medals ----------------------------------------- I would also like to see each HQ unit have a description (based on history or randomly generated using a set of boiler plate paragraphs) about its commander's pre-war experience, instead of a rating. Example: [ January 04, 2007, 06:22 PM: Message edited by: Edwin P. ]
  11. John, I remember that post. Why don't you post a link to it here? At the least the tech screen should show the base percentage chance (excluding the effect of Intel and the research bonus) of advancing in each research areas, not just how many chits you have invested in each area. Then players can see the effect of purchasing just one more chit.
  12. Taojah, the best strategy is to always change your strategy. In one game I invaded Brest, in another Spain (if the Axis has not taken Spain you can conquer Portugal and after building up in Portgual take Madrid in one turn with the right mix of forces), in another Brussels, and in another Italy (but only after sinking the Italian navy).
  13. I agree with Liam that generally it works fine, and it makes for a much better game where you can't predict with certainty when or whether your investments in research or diplomacy will pay off.
  14. Why is it that the Axis always knows when the Siberian transfer occurs. What if the Axis player only saw the Soviert Siberian Transfer popup if they had an Intel Advantage?
  15. Good strategy, Normal Dude. The AI Plans really need a Research_Priority (and Diplomacy Priority) script that would acitivate before the normal production script and not after it.
  16. 1. Currently there is no scripting method for changing Max Army Group attachments based on time. 2. Neither is there any way to change production limits based on time.
  17. I believe that this modification; the halving of spotting over water, also applied to Air Fleets, but not bombers.
  18. My guess is that the units are not appearing because there is no longer any country called Egypt ;Country_ID=17, after the capital of the UK moves to Cairo.
  19. Submarine Production Problem: The AI rarely builds subs, as subs are the last item on the production purchase list. Solution: Use a production plan that has a 25% trigger with the chance for subs at 100% and all other units at 0% above your normal plan. Then about 25% of the time (1 in 4 turns) the AI will use available MPPs to purchase subs.
  20. You can fix this problem by giving the AI a date specific purchase - Type 0 - script that execute once a year and uses all of its MPPs - i.e. Trigger 100: Corps= 100 [5], Armor= 100 [5], etc. What if the AI Purchase and Tech Plans had parameters for MPP Balance? Then you could have a purchase script that executes; 100% trigger, if the MPP Balance is 2000MPP or more. Example: #MMP_Bank= 2000 Example: #MPP_Bank= 0 (default)
  21. I like that name better - espionage. It more accurately reflects that intelligence only gives you a bonus if the enemy tech level is ahead of yours.
  22. The problem with the tech researc, is that I believe the AI researchs tech after it purchases units. If so, it would be good to have another tech plan that executed before the production plan. Then you could have a tech plan that gets priority while Russia is at peace, and reduce its priority after the Axis is at war with Russia. Aka, the Amphibious Minor script.
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