Jump to content

Tigleth Pilisar

Members
  • Posts

    71
  • Joined

  • Last visited

About Tigleth Pilisar

  • Birthday 02/04/1970

Converted

  • Location
    Canada
  • Interests
    Strategy

Tigleth Pilisar's Achievements

Member

Member (2/3)

0

Reputation

  1. I sent you an email. I'm not sure about timing but would be fine with getting a game going sometime. I've often found opponents at http://www.panzerliga.de/en/index.php
  2. Lefty, you right click to change it to Auto-Assist Then you left click on the HQ to see the units it commands. They have a green silouette and the ones it could command are blue. HQs have a different max number of units to command based on nationality. You need to detach units before you can attach new ones. If the unit has already acted its command can not be changed. After left clicking the HQ, you right click the green or blue silouettes to attach or detach. You can move the HQ and still alter the units it commands, so you can move closer to an out of range unit and then select it. I forget if this is true if you didn't have clear zones of control to the unit, then you get zones to the unit, then I think you still can command a unit that started blocked by zones of control.
  3. You should try to "read" the scripts. I'm no programmer, but it is generally easy to understand. I'm not looking at them right now so I might be off but in general I think: Has to be after 1941. Germans have to get a unit by the mountains west of Moscow, by Moscow, by Kharkov, or basically any city North or East of those. I forget about Rostov. You are safe as the Axis taking Leningrad and up to Smolensk. If the axis move close to these areas I think there is a 40% chance every turn of the Siberian transfer. The other thing is once the axis are within a square of the mines SW of Kharkov, USSR rebuilds the Urals and they start producing. So advancing quick as the Axis just gets USSR prepared faster (to an extent). The other thing that I find quite unfair is the US transfer of the Pacific fleet if Spain is in. If the US strategy is to hit Peru and then attack Spain, then the US gets 1000 MPP of stuff (Carrier, destroyer, battleship) that would take over a year to produce right away. I think if Spain attacks the allies this might be fair, but if the allies attack Spain the US shouldn't get as much.
  4. Supply, efficiency and morale are all key to understand, as are the effects of artillery, special forces, bombers, and so on. Entrenchment is also important as are the terrain modifiers. Lots of detail if you want it. If you ignore it and just bang units against each other you will never beat a veteran player. One other thing on supply - US, UK and France supply each other, but USSR does not and vice versa. If you think of coming through the Caucasus as the UK player to support the USSR, it won't work the way you think because the Russian cities won't supply non-USSR ally units or HQs. When you attack, try to demoralize first (pick units that demoralize) then units that don't demoralize as much will have an easier go of it.
  5. I don't know the percentage increase but invading Yugoslavia significantly increases Russian readiness. Much more than SC1 I think.
  6. Can anyone tell me how to maximize the units in the Siberian transfer as Allies? I know this stuff is probably in the manual or one of the subfiles or something. I remember getting 2 corps, 2 armies, 2 rockets, 2 air units, 2 tanks and 2 HQs long ago in the Siberian transfer. Now in all the multiplayer games I play it seems the Axis is going for Spain/Britain/Africa and I tend to have a much larger force in Russia before the Siberian transfer happens. Now commonly I don't get any corps and a couple other units are typically missing too. My guess is that there are certain triggers as the Axis or Allies that reduce the transfer. Does anyone know what they are?
  7. Also, readiness and morale are very important factors. If you have a unit at strength 6, it is very likely that readiness and morale are also low. You can't just hammer ahead as an Axis player, but have to have a balance between agressively moving forward to take units and objectives, and resting units to keep readiness and morale high. Also it is key to use aircraft to reduce enemy morale and readiness as well. Finally, weather has a huge effect as well. It takes many battles with human opponents to learn the little details like perhaps destroying supply from cities prior to destroying units to make units cost more when rebuilt. I don't think you can become a very good player learning against only AI. After playing multiplayer several times, you will find it impossible to lose against AI at expert levels even with bonuses to AI whether playing Axis or Allies.
  8. Blashy suggested "And it affects the player... he looses 20mpps!" ... if Moscow is taken. Is this true? Moscow is lost, but Stalingrad is the new capital. And so doesn't Stalingrad's MPPs go from 10 to 20? Therefore if Moscow is taken the cost to Russia is only 10 per turn?
  9. I'm glad some members agree with my comments about a few of the positive enhancements with SC2 - hardly review quality text though Thanks for your feedback, and particularly yours, Hubert. The next thing is to take my own advice and get some more PBEM games going!! And walpurgis, I'm glad to have read your initial criticism came when you had only played for 20 minutes, when we all know that full and irrecoverable addiction requires beginning at least one Russian campaign. (What Axis player could get fired up about taking Poland, or even France for that matter?)
  10. The strength of the game is the community of players. SC2 is nice because the game isn't all about eye candy like a first person shooter - its about strategy that tries to get a balance between history and gaming. If you are playing against AI on expert level with full handicap, it is tough to lose. Admittedly, at that difficultly it takes time to learn how to win and you do have to understand the game pretty well, but AI is repetitive. Only playing a human player through PBEM or TCP/IP can bring the game to life for you. Will the Axis player try to take too many neutrals first? Will he use a sub strategy, rocket strategy, air strategy? What will he do with North Africa? Will a Sealion work? Or if the Allies, how will he form a Russian defense? Will it be an orderly retreat or a constant counterattack? How will fortifications be used? Will he build for D-Day or try to hit neutrals, or come in through the Mediteranean? Research plays a large role. One key to replayability is that a "good" player can't do a canned strategy - it must be partly based on reconnaissance and intuition of the strategy of the opponent, and be able to react to it. Ultimately, AI just doesn't compare to humans even though the scripting frenzy for modders seems to be alive. As others point out, a major difference is the editor, allowing alteration for different custom campaigns. However, I'm not a programer and don't have the kind of time to make my own maps and scripts, so maybe like me you can't really use it. However, there are others in the community who seem to have the time and inclination to add variety to the game. As for your real point (comparing SC1 to SC2), I think SC2 is significantly better. Reasons: 1. Squares instead of hexes. Yeah I thought real wargames only had hexes, but the squares allow more ground combat to occur rather than the mandatory air strategy in SC1. 2. Research is designed far better. In SC1, a small investment in research paid a lifetime of dividends in tech advances, which made no sense. 3. Unique units - one simple thing this fixed is allowing to continue to build cheap, low tech units for defending areas in the back while more expensive high tech units for fighting at the fronts. 4. Greater diplomatic consequences for attacking neutrals. I'm not sure I love the new diplomatic chit system, but I do like that if you invade a neutral, the neutrals around the invaded one react. Further, there is a tangible MPP increase to Allies when war readiness improves due to attacking neutrals. 5. Control of countries prior to joining the war. This is a great feature that eliminates the ability to do a "scripted Barbarossa" for example. Further, attacking Allies earlier means they likely have not built up as much, while building up as the Axis to the last turn benefits the Allies by giving them more MPPs and time to prepare. 6. Bigger map, convoy routes, enhanced Middle East and Egypt, commonwealth forces. And I guess the final thing I like is that the combat system, most units and the way supply and command is used is exactly the same. I think it is a good system and so these things have remained the same. So could this have been SC1, version 1.08 rather than SC2? I don't think so - too much of a structural change. I like what was changed and I like what has stayed the same. I'm hopeful that projects like Kuniworth's Eastern Front mod will keep the game fresh for a long time. As for the cost - 45 bucks - it is absolutely nothing! Probably less money than your phone bill, or connecting to the internet for a month. Or depending on your income, ten minutes to four hours work. If you really want to have fun sometime, I'll play against you in an email game. tigleth.pilisar@shaw.ca
  11. What I don't like about the old system "pay and then pray" as you put it, is that the MPPs are all spent up front. You can continue to benefit from 250 MPP spent in 1939 without paying a penny after. It doesn't make that much sense. I would be in favour of a budget - a certain amount of money dedicated to research every turn. This would reflect the ongoing cost of research. I would also add some sort of cumulative effect of spending money on a particular tech. I'm not sure how it would work, but lets say 2,000 MPP (nearly) guarantees an advance. Every 100MPP spent increases the % of success by 5%. So once 1,000 has been spent you have a 50% chance. These numbers and the formula could obviously be different, but the concepts would be 1) Have to keep paying for research to succeed, and 2) get some cumulative benefit for past research. History could be added to research by giving countries certain bonuses in different techs, giving them a bit of unique advantage. Or at certain historical dates a cumulative research effect could be added as a bonus for future research. That way the player would only access the bonus for, say, tanks if he was researching tanks.
  12. I'm glad there will be some realism regarding unit facing. Have you heard anything about zoom or scale?
  13. I played SC1 for about 500 days consecutively (I don't mean all day jeez... I guess that's about a penny a day I spent on the game - pretty good value! :cool: Although there is a ton of variation in the basic game as you move through the ranks of playing the veteran players by internet, things do eventually get similar in the Fall Blau game. And there just wasn't enough flexibility to make enough other mods. (Don't get me wrong - Jersey John in particular made some very entertaining games. But there was too much cast in stone). So I guess I hope there is a little more "randomness" in SC2. Not with combat results, but perhaps with unit placement or terrain or resource values or even AI for single player. Basically, REDUCE SCRIPTED GAMEPLAY so players have to think each turn, rather than knowing ahead of time what is going to happen with neutrals or the start of USSR or whatever (whether it be moving away from predictable unit placement or highly predictable diplomatic results). And offer more maps.
  14. I was just starting to waste my time surfing for a new wargame. This news made my day - won't need to bother looking anymore!
×
×
  • Create New...