Jump to content

Amadeus

Members
  • Posts

    593
  • Joined

  • Last visited

Everything posted by Amadeus

  1. Yes, I could activate the license before. The only error is shown in my first tread. Reinstalling is leading to the same error. btw there is no border_sprites.bmp in the Bitmaps folder of AoC.
  2. I download and install, I guess, without problems but when starting the game I see this Any idea or advice?
  3. I am searching for an opponent. Mail me here heiko.haupt at versanet.de
  4. Yes, experience is a big problem and I saw many things you describe. France is a bad place for Allies many times.
  5. Hey David, I saw similar things in my games but there is one thing that soften the problem. Many allied players invest very much in dominating the seas. That is of course very expensive. I think that the benefit is too little. Try to invest in US research for production and industry first up to +5. The next issue in research should be tank and inf. GB should not invest much in ground warfare nor in naval except anti sub. When you play the naval warfare very smart you have many many mpps to spent in a combined allied attack in 1943. In my test matches I watch more than 20 ground units partly support by carriers. Carriers do not need unconditional longrange or naval +2. All too expensive. Concentrating to the European theatre is one possible key.
  6. That is not correct Big Al, sorry. With my way you can't cheat in this way because every unit has his own sequence. You start attacking and watch the rolls. OK, you restart but you can't get rid off the next random +1, 0 or -1 for a single unit. If you see a -1 for your strong tank you will get the -1 in the next combat. It is hidden but already calculate for that unit (not a sequence overall). All you can do is not attacking with the tank with a -1. You cannot win without attacking. Another thing is with harder problems to cheat a game will become more attractive. Especially tournaments are easier to handle. In a tourny you cannot know everyone and even hide to play against someone. Maybe the system is not perfect but even now the numbers of replays are shown. Is this bad too? No, any better anticheating is good. Even when there is no visible disadvantage in multiplayer.
  7. Sure!! I argue to keep this as a must!!! It is one of the most important features in my eyes. If you play without cheating you will not see any different in playing. You play a combat and you will get a combat result with +/-1 variability. You play a second combat and you will get a next random +-1 result. The only different is when should the game calculate the combat in multiplayer. It is possible to do this in the first turn. I don't understand pzgndr argument "provides replayability". Do you play a Multiplayer turn or game a second time? I never heard about this. Maybe for Singleplayer this feature is without need but in Multiplayer it could be very helpful. Hey Big Al, how do you know that you play with somebody who cheat the turns? The screen in the beginning of loading is not enough.
  8. Sometimes I have the feeling in Multiplayer that some guys have a bit too much luck. Did you (Hubert/Bill) ever think about to improve the luck part of combat? I mean what if the game calculate all combat results in the very first turn? Sounds huge but seems easy to me. It could make SC less vulnerable for cheating. Here are my thoughts: Every combat result has a +-1 outcome after calculating the battle. This is good and must not be changed! But, it should be easy to calculate +1, 0, -1 for the next 10, 15 or 20 upcoming battles as a (hidden) property for each unit. I mean you could give an unit a row of let's say 10 numbers in the first turn just about 10th Army (1, 3, 2, 3, 2, 1, 1, 2, 3, 1) 3 means +1 after calculating the battle 2 means +0 after calculating the battle 1 means -1 after calculating the battle The pro is no gamer could change the row of numbers cause it is made in the first turn, means the second combat in my example for the 10th Army (1, 3, 2,...) is the number 3 and will be a +1 combat. Doesn't matter how often a game is loaded.
  9. Really continuously? That will be a major improvement!
  10. I just saw your map with a city called Brandenburg south from Berlin. I wanna tell you some facts. The small city Brandenburg is west from Berlin and had 80.000 in 1939. The big German cities in the beginning of the great war were shown in the pic. Why did you take Kassel and not Hannover? Kassel would be at the wrong place too. Please check Leipzig too, it is in the southernwest of Berlin and not situated at a big river. You may catch Dresden as Leipzig. The 20 biggest cities in 1939 are listed below. 1. Berlin 4.338.756 Preußen 2. Wien 1.929.976 Ostmark 3. Hamburg 1.711.877 Hamburg 4. München 829.318 Bayern 5. Köln 772.221 Preußen 6. Leipzig 707.365 Sachsen 7. Essen 666.743 Preußen 8. Dresden 630.216 Sachsen 9. Breslau 629.565 Preußen 10. Frankfurt am Main 553.464 Preußen 11. Dortmund 542.261 Preußen 12. Düsseldorf 541.410 Preußen 13. Hannover 470.950 Preußen 14. Stuttgart 458.429 Württemberg 15. Duisburg 434.646 Preußen 16. Nürnberg 423.383 Bayern 17. Wuppertal 401.672 Preußen 18. Königsberg 372.164 Preußen 19. Bremen 354.109 Bremen 20. Chemnitz 337.645 Sachsen
  11. Maybe I was not clear. I wanna know the number of turns inside the game. Do we have to play the same number of turns or more/less.
  12. I am thinking about to organize a tournament after release pretty soon. How many turns should be played to end AoD or in other words does AoD last much longer than GOLD?
  13. Hey Hubert, did you ever think about to make some easy access to the (hidden) graphs. Abukede and Ivanov use them quite often and some players would do either...if they would easier to call.
  14. With all due respect for your playing skill I hope that atleast a few casualties will apear at your forces with the Siberians. Anyway there is still some space for Hubert and Bill for the AI to make it even better. btw. very good AAR you make. I'm loving it...
  15. Is that right? You incur no losses at all. Seems a bit boaring to me...and very unhistoric too! The Wehrmacht has about 500,000 casualties only in the first 12 months of Barbarossa.
  16. I don't know what "the rant" is, sorry (no native speaker). But it sounds a bit angry. OK, I am a bit different in my point of view. There are some abstractions in the game and they must be. I watch the game first of it's playability and second on realism. And I am happy that this is the method Hubert and Bill did and do. Anyway I am not a developer. Regarding my position about the SF: I guess if SF could prepare for an assault (maybe in shallow waters) they must also could prepare for a transport. The unit, its dimension, is the same and amphibious transports seems to me a bit more complicated. About land based Aircraft I agree that these unit are too weak.
  17. Yes, that is the problem. If Special Forces could leave a beach by amphibious transport why they could not by a normal transport? The organizational expense should be lower. That has to be fixed in my point of view.
  18. What I find in need of improvement is that Special Forces could always be transported amphibiously but could not be normal transported when there is only little supply.
  19. Thanks, good to hear. I will post this on Panzerliga that there will be an improvement.
  20. On Panzerliga some guys asking about the compatibility problems in the past. Especially the (Breakthrough) Addons still makes problems. At least on guy could not solve his license problems despite many helps. Others came through but only after some issues they had to handle. Anyway we are hoping for an easy licensing.
  21. For future plans it could be very helpful when the developer integrate some screens, maybe by clicking a F button, that shows the economic parts or/and the (hidden) statistic parts. I mean the player press let's say the F4 button and the own/friendly cities/recources are listet and how much any of them gains for the nations income.
  22. Really? The manual says: The following table outlines the action point penalties whenever any unit (land, air, and naval) has its supply value reduced: Units supply value >5 <=10 means Max Value Units supply value >0 <=5 means Max Value -1 Units supply value =0 means Max Value / 2 Note: Optional weather effects may also reduce a unit's action points. Action point penalties due to reduced supply value and weather effects are cumulative, and may reduce a unit‟s action points to a minimum of 1, though a unit will always be able to move at least one tile, providing its route isn‟t blocked by enemy units (unless of course the unit type has been set to have no APs, though this doesn't apply in the default campaigns). Weather itself has no effect on the supply calculations. To answer the question: When I am right Cavalry have Max Value of AP of 4, right? When 0 supply this unit may have 4/2=2 AP. Not 1.
×
×
  • Create New...