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KDG

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Posts posted by KDG

  1. Based off some photos, as well as info gathered, this is what we see for research so far.

    - Infantry Weapons

    - Anti-Tank Weapons

    - Heavy Tanks

    - Mechanization

    - Anti Aircraft Radar

    - Long Range Aircraft

    - Jets

    - Heavy Bombers

    - Naval Bombers

    - Anti-Submarine Warfare

    - Advanced Subs

    - Gun Laying Radar

    - Strategic Rockets

    - Intelligence

    - Amphibious Warfare

    - Infrastructure

    - Production Technology

    1) Infantry weapons

    Affects soft attack and soft defense, while increasing the cost of the unit. Both attack and defense are increased by 1 for each level of research.

    2) Anti-tank weapons

    Affects tank attack and tank defense, while increasing the cost of the unit. Both attack and defense are increased by 1 for each level of research.

    3) Heavy Tanks

    Will increase tanks's Tank Attack, Soft Attack and Soft Defense.

    4) Mechanization

    Increases Action points. Increased by one for each level of research.

    5) Anti Aircraft Radar

    6) Long Range Aircraft

    7) Jets

    8) Heavy Bombers

    9) Naval Bombers

    Increases naval attack for both Carriers and Air Fleets. Increased by one for each level.

    10) Infrastructure

    Effects your Operational moves, most likely reducing the cost.

    Misc:

    The max research level, costs, etc. for the different catagories can be modified using the editor.

    Research not in the Game:

    Atom Bomb

    [ June 14, 2004, 02:47 PM: Message edited by: KDG ]

  2. Its here. see link:

    http://www.battlefront.com/products/sc2/index.html

    Rewrite history with 6 full length campaigns ('39, '40, '41, '42' 43, '44) each lasting to the historical end of the war and beyond

    Huge and beautifully rendered 120x38 2-D isometric tile map with a true-to-scale recreation of Europe (max custom map size of 256x256)

    All new unit graphics

    Map includes greatly expanded areas like North America, the Atlantic (with Iceland) and a very deep USSR (over twice the size of the original map in SCET)

    Command the forces of 28 different countries, (6 major and 22 minor) including Germany, UK, USA, USSR, France, Italy, Spain, Canada, Poland, Finland and many more

    Country specific capital city graphics

    Command 16 different unit types (each with up to 26 different characteristics) covering all the major facets of land, sea and air combat, including new units like Paratroops, Engineers, Partisans and Amphibious Transports

    Create your own countries and maps

    Expanded unit models for Air Fleets (Auto/Intercept/Escort/Ground), Submarines (Hunt/Silent) and HQ's (Auto/Select/Deselection of unit attachments)

    New production rules that allow for the option to set build and time delays for unit purchases

    New features like river sided tiles, frozen/snow/mud/sand terrain as well as separate dynamic winter and desert 3-D unit graphics

    Winter and Desert specific unit graphics

    Enhanced diplomatic model that will not only be driven by game events and player pressuring but will allow opposing sides to engage in active counter diplomacy

    ULTIMATE FLEXIBILITY

    Advanced event engine that will allow players to script/create custom events like troop transfers, supply, territorial surrender and annexation rules

    Change every unit setting and property in the unit editor

    Greatly expanded editor that will give you the control to create custom maps and sizes, place and/or delete any unit/resource/terrain, edit each unit characteristic, set build limits, even edit and create new unit types and countries! An entire game engine at your fingertips!

    Massive amounts of options to customize

    ULTIMATE MULTIPLAYER

    Multiplayer will include Hotseat, PBEM, as well as Network (TCP/IP) play allowing for up to 6 different players to be connected and play at once

    Switch between traditional military style unit graphics and 3D versions

    AND MORE...

    Sophisticated AI, Weather, Fog of War Effects, Convoy Routing, Lend-Lease, Scorched Earth Tactics, Siberian troops, Soviet Winter, Urals Industry, Malta Effect and much, much more!

    New screenshots, game info and a FAQ section will be added to this site in the coming weeks. Check back often for updates!

  3. I believe Rambo can do everything he stated including keeping his mouth shut, but he didn't say he wouldn't type info on this board. smile.gif

    OK, now I'm going to overanalyze:

    Moon says

    SC2 is well underway and boootyful to look at

    and

    Hubert says

    snow on the ground

    So this must mean we will have weather effects along with graphical changes to go along with that. OK, a stretch, but what the hay.

  4. Which of these statements is true.

    The only "rule" in the HQ support algorithm is to support the closest unit first, in no special order. Basically, the game uses a spanning tree algorithm where the HQ keeps spanning out until it collects the maximum five friendly units within five hexes.

    or is it this

    But it can provide supply to an unlimited number of Germans, axis minors, and axis allies, as long as they are within range.

  5. Don't confuse command links with supply. That German HQ can only have command links to 5 German units. But it can provide supply to an unlimited number of Germans, axis minors, and axis allies, as long as they are within range.

    OK, I just finished attacking and taking England. I had 3 Italians, 15 Axis(7 jets), and 3 axis HQ's. When I had London, the 3 axis HQ's were keeping the 15 axis units in supply nicely, including 2 units in mountain hexes. The Italians seemed out of supply, even though two of them were closer to the HQ's than a couple of the axis. What gives?

  6. I'd also make the following change.

    Jets can damage a ground unit down to strength 1, but can't destroy a ground unit.

    Then you would have to use ground units, ships, or bombers to make that last hit to destroy the ground unit.

    Attacks by jets on other jets or on ships would remain as is.

    [ January 09, 2004, 01:36 PM: Message edited by: KDG ]

  7. 1) Currently anti-air defense tech only affects cities/resources, as well as units on these resources. As I've suggested in the past, have every hex that surrounds that city/resource also be affected.

    2) I love the idea of a limited number of operands per turn.

    3) I'd also start all air units with one less hex of range to start the game, leaving everything else as is.

  8. We've pretty much been told that we will have a better editor. I would think at a minimum we will be allowed to edit the cost of units, as well as the statistics of units.

    What I'd like to see is the ability to edit tech.

    I'd like to be able to make the following changes:

    1) The cost for chits

    2) The % chance a chit is effective

    3) The max level a tech can go to

    4) The effectives of each increase in a tech

    5) The % cost increase for a unit when it goes up in tech.

    1) The cost for chits

    Wouldn't it be great if we could change the cost of research for any tech. They may default at 250, but we could then change the cost for anti-aicraft research chits to 150 if we wanted. Increase jet research costs to 350. Mix and match.

    2) The % chance a chit is effective

    Do you want tech to advance quickly or slowly, you decide by chosing a higher or lower %. The default is 5% per chit, you should be able to change this to any % you want.

    3) The max level a tech can go to

    Think that level 5 jets are too powerful, then put a level 3 limit on all tech, or just limit jets and anti-tank to level 3, leaving everything else at level 5. Come up with any combo that is needed.

    4) The effectives of each increase in a tech

    Tech usually increases a units strength, plus one characteristic. Let us make each tech level either more or less effective. If bombers are not used enough, well then you could make each tech increase worth more. Increase the defense and attack rating, etc.

    5) The % cost increase for a unit when it goes up in tech.

    The ability to pick and choose which units should have cost increases and which units shouldn't as tech goes up would be a great addition. Having jet cost go up 15% or ship costs 5% with increases in tech would be optional choices with the editor.

    Its a given that some of the current techs are more worthwhile than others. I know SC2 will try and balance some of these. By allowing us to edit tech, we can add even additional balancing to an already great game. This way if no one uses rockets or overuses jets in SC2, the editor can be used to alter what tech does to these units.

    [ December 22, 2003, 01:25 PM: Message edited by: KDG ]

  9. I just want to know why and how 1.2 million was spent on recreating the Wright brothers first plane. Then the thing doesn't fly.

    I work for a company that makes some parts for the Govt. Many times the cost of a part is high because they order small qty's of certain parts. Add in tooling, setups, minimum charges for plating, paint, material, etc., its actually easy to see why some things cost what they do.

    As long as all items are sent to multiple vendors for bids, things should work out. What really needs to be done is for the Govt. to standardize its parts that it uses. Oh well.

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