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Baggen

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Everything posted by Baggen

  1. Is it possible to move old 1.04 scripts to the 1.05 patch in a fast way with the script editor? In that case can i try it out? baggen78@hotmail.com
  2. Sure im mailing one, i tried the other naval loop and it worked fine it just seems the other one got "broken". Thanks for the reply.
  3. Ive experienced a naval loop bug in a world map mod, first the naval loop worked (west to east usa) and my cruiser appeared on the other side, forgot to move it and it automatically started to travel back again, when it appeared on the other side (first side sent from at beginning) the naval loop quitted to function, i no longer can send any units at all through it as nothing happens if i park a unit on the arrows anymore. Any idea on what might cause this and is there a possible way to fix it in an ongoing game? Regards/
  4. Hmm still have problems with trying to get this mod running on 1.5, got it up but noticed all convojs are missing and such, i didnt get any request regarding scripts while imoporting the data either any clue what might be wrong?
  5. Thanks for your help, noticed it while i took a look in the folder.
  6. Please explan this one to me in more detail 5. Now u have to adjust the scripts (the version 1.05a got a new task for 'event-scripts' '#AI = X' (X= 0,1,2 - 0=general, 1=Axis-AI, 2=Ally-AI) Thanks I have managed to get the 1937 worldmap mod with me to 1.05a as i have been playtesting it untill now, anyway when importing it i seem to have lost all the bitmaps to each country japan is now populated by italians and so on guess it has to do with point 5 there?. Great map but it needs some changes to be more gamey balanced.
  7. Nice changes, will try it out got the feeling it will be alot more competetive now.
  8. "Ofcource if Japan will come closer to Yumen it will make USA and USSR to react and lead to further come closer to war. So the axis player will have to make a choice either go for Yumen and be ready to face the wrath of both USSR and USA , or be content with the lands of china he will have" Dont know if im following you correctly here but i took china and none of them entered the war but perhaps you just meant a increase in readyness? Game seems inbalanced to me now, after taking china japan had can for everything, sci units you name it. since the science is cheap i had max slots in quite early took a while longer with germany. Anyway got some nice techs mainly longrange as i started with 5 slots in that, proceeded to take entire asia with japan and also took iran and saudiarabia before in summer 1940 so japan where pulling in 1100 mpps per turn.. couldnt use that much, The germans: invaded polen in 38 i think with tanks lvl 3 and IW 2 Moto 2 then took france before 39 i think. but had to sit tight since russians got a little angry since i took iran with japan. Rolled up the tanks to russian border and attacked them in 1940 walkover... japaneese border where littered with units at this point aswell. Ok its against a comp but the mainproblem as i see it here is you get science to fast and to cheap for this timeframe. Make it 5-10 times more expensive would spread it out over time more and suit this mod better. Also it would mean you were forced to make a choise between sci and units and repairs as it should be.. same with propaganda increase the price on it. Resources should perhaps be taken down in asia or giva japan a crappy industrial modifier from start.
  9. Dont know if its a resolutuion problem or not but while entering the propaganda screen all the countries dont fit in the list and the ones that dont get in cant be pursuaded untill you have nailed some countries and the list has shrinked. Got some questions aswell i got from playing it a few turns, what are the conditions for the surrender of china? Seems to me you will be ready to hit poland way before 39 am i wrong on this one? some event occurs if you do it? With this early start and quite decent with cash it seems sci costs should be upped alot or you will have maxed levels quite early. Perhaps the same with unit costs but dont think that is equally relevant as it will be the same for bots sides. I know sci will be the same aswell but it would be more interesting if it reached max later in the war.
  10. installed the new one.. still get the cheap propaganda unitprices seems right and also research
  11. 176,35 seems to be in russia, tried 172,33 also tried 179,37 with the cities but still increases about 4% turn may 1940 now and has been going on for a little while. Could it have something to do with me doing propaganda on turkey? or that i got some error message from start ? Propaganda is really cheap now aswell 50 for spain and turkey 175 for russia so put some in russia to try and counter readyness with some luck while i test the mod some more.
  12. How are you supposed to place units in poland to prevent russian readyness? Placed the usual 4 there but after france fell it started to increase with 4% a turn so russia will be in real early if i continue as now. Am i the only one getting error messages while starting the mod or loading a saved game with the mod?
  13. Nice work, trying it out against ai but will dump that and try a tcp/ip looks fun, however the recearch price seems to be the cheap ones , spain 50 turkey 50 and so on havent got any hit yet though. Also i got some error message while starting it up "cant find ini file will load without coustomization" or something like that.
  14. Ok fine its historical but i think it will encourage a ahistorical approach, i for once wont be wondering deep into russia makes no sense to even bother. So if you want to win in the "old" manner just defend from start in the east and go for the uk. So how about making a fun gamey "ahistorical" mod with production and unit count changes and such with the same foundation? To much work i guess?
  15. Started to play this mod against a friend and enjoyed it much more then the original scenario much to the expanded map i guess. However as the game progressed i have discovered that taking out russia simply wont happen and there the game looses alot of its appeal to me since i dont want to be sort of a bystander in a historical simulator or play every game untill end of time. basically the eastern front has just drained a lot of recources without any gains as i neet to pull back and defend now and without any hope of nocking russia out you might aswell take good defence positions early and save a lot of cash and build exp. Going for a UK invasion seems to be the only way now to end the game early, not even a naval dominance would perhaps end it now as i see it. In short good mod but with a more gamey approach it would imo be great.
  16. "If you are out of supply the rebuild doesn't work" so how does that work? do i need to encircle a unit and wait untill its supply drops to 0 before finishing it of and then my opponent wont get a discount on it? Basically i find the whole think quite illogical but my main consern is that i dont like the effect of it in gameplay. An easy solution would be another option to this perhaps? I liked how it worked in sc1 where you gambled sometimes giving up position exposing yourself to be able to hit that last point down and force an increased cost upon your enemy.
  17. Ok so in SC2 its a "dunkirk" 100% of the time even even when you surround some poor russian corps in the middle of the plains. I think in one of those scenarios them boys arnt comming home until in best case end of the war. If this is the motivation for this system it seems a bit silly to me basing a major part of the battle engine on such a limited event. Make it a dunkirk if a friendly port is next to the unit when it bites the dust then.
  18. 1. The build que: I like it since you cant make those insta purchases to save the day when you made some error like in sc1. however i would like an option to also que the building costs to match the building time in the que. Dont think it makes much sence in fronting the entire cost/materials for a unit before you start production it just doesnt work that way. Imo this would also open up for some new strats since as it is now you know the germans wont build say a carrier since they would need to stockpile forever and wait forever and it would arrive when the war was over prolly. Germans would be able to perhaps start some major sub building and have them ready when france falls but have less cash each turn for reinforce and such so it would be a balance.. if you spend it all on units no reinforce and such. Not going in more on this one now im sure you vets will get the concept and what it would bring and such. 2. Ive experienced that when i attack a unit with say 1-3 units and i make 4-5 damage with first 2 ones and an estimate own losses of 1 but when enemy unit is down to last 1-2 str my own expected losses increase to say 3. Im guessing it has something to do with the exp and morale getting compressed into a smaller unit strenght number and causes this. Not only do i find it unrealistic as the last 1/10 of a unit should be a walk in the park imo hardly beeing able to resist at all. It also atleast for me changes my attack pattern.. so that i try to avoid that last expensive hit with a ground unit and finish the unit of with an air instead. An air i would have like to use as a soften up the target unit in a perfect world. So now its more like Air,Air,Ground,Ground,Air. 3. Why do you get to rebuy sertain lost units at 1/2 cost? whats the logic behind this one? Skipping some paperwork or what? If im not wrong this makes a rebuy of a unit costing about the same as reinforcing, dont know about upgrades if it applies there aswell.I think this together with point 2 and if you need to rebase a unit encurages getting it killed so you can have it bought and recycled at a discount and placed on another front with no operate costs and some losses for the enemy. Totally wrong here?
  19. Im trying out the new patch (german one) and i have invented "schweres panzer faust" or what they are called twice and still im only on lvl 1 antitank...thought it was all in my mind the first time so i invested in it again and got a hit and still on lvl 1.
  20. Thanks for the reply. Glad there will be a solution to the win problem in the future. Its no firewall issue since i dont use one and im sitting on a 100mbit fiber connection usually wich seldom gives me any troubles. Dont have the opportunity to run a lan at home now im afraid. Thing is we can connect without problems but sending turns in my direction just works now and then, shouldent it always crash if it were a firewall problem or something like that? well as i said before im not using a firewall. My freind has zone alarm and read about it in the manual that it could cause some problems so he turned it off but no change anyway.
  21. I have given upp on it now so annoying turns beeing sent while both ingame only works 50% of the times or so (yeah they work sometimes really strange), unplayable. So now we are doing a pbem instead against our will/desire really crappy (didnt i pay for a tcp/ip function?). Anyone know if there are any plans to fix this problem at all as i have heard nothing about it? Also will it work in the future with swapping into win like sc1 did without any problems?
  22. I have given upp on it now so annoying turns beeing sent while both ingame only works 50% of the times or so (yeah they work sometimes really strange), unplayable. So now we are doing a pbem instead against our will/desire really crappy (didnt i pay for a tcp/ip function?). Anyone know if there are any plans to fix this problem at all as i have heard nothing about it? Also will it work in the future with swapping into win like sc1 did without any problems?
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