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Boron

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Posts posted by Boron

  1. Originally posted by Hubert Cater:

    Boron, unfortunately there will be no v1.08 patch for the Walkon version as there is a new German retail partner, Kalypso.

    They should be releasing the German v1.08 patch for Blitzkrieg relatively soon for their retail customers.

    So the Kalypso patch will not work with my version of SC 2? That would be most annoying.

    Or will the Kalypso 1.08 german patch also work with the German SC 2 version from Most Wanted Games which are now bankrupt afaik?

  2. Oh it is from Slitherine. I have their old game Chariots of War.

    Seems they try a new concept, i just checked their homepage and it seems they did not yet release Legion 2 and i wonder if they release it at all. Maybe they decided to use a different game concept.

    Because afaik Spartan and Troy were still almost like chariots of war and legion 1 and my guess would be that they intended to be legion 2 like that too.

    I never liked their build model though, it was like civilization but worse.

    Since RTW and the addon Barbarian Invasion got released in the time period when they wanted to release Legion 2 i think they maybe thought that Legion 2 will find almost no customers. It would most likely basically have been like RTW but with not as good looking tactical combat which you probably can't influence much neither.

    But since all their old games had the same pattern from Legion 1 to Spartan i suspect they can build a good WW 2 game.

    Their other game, the Fantasy Warriors game, could be quite nice, but with their WW 2 game i am really sceptic. Doesn't fit for Slitherine.

  3. Originally posted by SeaMonkey:

    Customization of unit values when attaining each research level.(like Boron's tank example)

    Like when Heavy Bombers or AFs reach level 5 their soft and hard attack values go up 1 to 2(SA and TA).

    This would simulate the real life byproducts that are sometimes created when doing specific research.

    It would also help a lot for total conversion mods i think. Then someone could for example maybe make a battletech or star wars mod.

    I did not mention it yet, the ability to add new units is missing too i think. Or is this already possible?

    This way someone could e.g. maybe diversify ships more, then you have cruisers, carriers, submarines, destroyers, battleships, and light and heavy cruisers.

    Or you could split the luftwaffe into 5 units instead of 2: Marine Bombers, Stukas, Tactical Bombers, Strategic Bombers and Fighters.

    The possibilities would be unlimited smile.gif .

    The SC 2 engine is imho really good because it is so abstract but still has lots of possibilities. I would love to play Mods in a few years that have a totally different conflict/universe.

    Currently it seems slightly limited, anything from WW1 till Future seems easily possible, but making e.g. a mod that plays in the time of the roman empire or barbarian invasion or in the middle ages seems a bit too complicated.

  4. And OT 3 requests for a future patch:

    Request 1:

    Allow the game to run in window mode. This way while your enemy does his turn you can read in a forum, play another game etc. .

    Currently you can Alt+Tab but i have noticed that if i do not Alt+Tab back before my opponent submits his turn the game gives a retrival error then and needs to be rehosted.

    Request 2:

    Enable a Chatlog smile.gif .

    Request 3:

    Could the Western Allies transport be eventually made less MM-Intensive?

    That you can deploy US and GB troops everywhere when they are built, but if you deploy them e.g. in France you just pay 10% of their value in MPP as deployment costs.

    Because currently especially if you play with a mod that adjusts the US MPP the transport of reinforcements to GB/France etc. is a bit dull and mm intensive and thus imho unnessecary. This new feature could be added as an option so that ppl who hate MM like me could enable it where MM fanatics could turn it off smile.gif .

    But imagine playing with larger Map and modded MPP, if the US gets e.g. 1000 MPP per turn, then you would have to move around hundreds of armies. In such a case i think you would "waste" 10-20% of your gaming time with this dull task.

  5. First let me state that the editor is already great smile.gif .

    There are some things that could be improved though.

    Issue 1: Annoying Micromanagement when doing changes to costs/combat values etc. for an unit for all countries.

    Very often you want to modify units for all countries or at least 90% of the countries at once, like e.g. giving all Armies +1 soft defence.

    Currently you have to do this exactly 20-30 times for all 20-30 countries.

    Suggestion: Allow to select mutliple countries at once through shift or ctrl + leftclick.

    This way you can then easily select all countries or all minors to do changes.

    Issue 2:

    Research editing.

    I would love if you could also edit the tech effects. This way i could make a mod where each country gets specific tech advances and thus specific units.

    So i could for example give germany Lvl 6 tanks that get +3 to soft/hard attack/defence but also -2 movement and +50% additional costs. These tanks would represent then e.g. Mauspanzer smile.gif .

    Currently you can only increase/decrease the combat values for the Lvl 0 unit. But my suggested system would be more flexible smile.gif .

    Then you could e.g. give the german lvl 0-2 tanks -1 to some values and the russian ones +1-2 to some values to represent the difficulties the germans had early with the russian t-34 and kv-1 models. With later techs then the german tanks get stronger though (and also more expensive and less mobile).

    Subissue:

    If this is too much work i would understand smile.gif . But then please at least increase the maximum IT production increase adjustment. This way i could e.g. set initial US Industry Modifier to 25% but give them +150% per IT tech level. This would model their gearing up better or could at least lead to some nice scenarios smile.gif .

    According to a chart in the "Kriegstagebuch des OKW" the usa spent in 1940 1,5 Billion $ in prices of 1944 for armament , in 1941 4,5 Billion $ and in 1943 37,5 Billion $.

    Especially for a World Scenario with Japan increasing the maximum amount of extra MPP per IT level would be cool, then you could easily mod this smile.gif .

    Issue 3:

    When editing placed units allow to edit unit properties when you have selected multiple units.

    Atm you can select multiple units but then you cannot edit their properties anymore.

    If you could select all 10 or 20 corps you placed at once e.g. and with 1 click upgrade them / edit their entrenchment this would save a lot of work compared to selecting them one after the other as you have to do now.

    Also adding 2 buttons there, 1 named max entrenchment and the other one max upgrades would help a lot. Then you would select just 20 or 30 units, click on properties and then on max entrenchment and the editor entrenches them all to the maximum possible entrenchment level.

    Issue 4:

    Allow placing units beyond the maximum build level. In some cases you could want to give e.g. germany at the beginning of the scenario 40 corps but still leave their number of corps to build at hard build limit at 20.

  6. What exactly does the </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">#TYPE= With all other factors satisfied will this be a (values range [0, 2]):

    ; A) Single check regardless if trigger is satisfied= 0

    ; B) Multiple check until trigger is satisfied= 1

    ; C) Reoccuring check until end of game= 2 </pre>

  7. Originally posted by Hyazinth von Strachwitz:

    @ Tancred: that will be the next generation game unit.. in comparison to SCI everyone can see that SCII is moving in the right direction. The next step in evolution might be that for every land unit (whatever it`s called) the player can buy Infantry divisions, artillery support, air defense, anti tank detachments, supply machinery, motorisation, tech level and so on... i.e. the player can decide to put 5 divisions in the 14th german army, as well as an artillery unit and a tank destroyer detachment. Artillery unit means that entrechment is lowered by 1 before the infantry attacks... and the infantry attack value results of the amount of division and tech level... as you can see, there are numerous possibilties. Just imagine: you click on the unit and see a window popping up.. and you can decide what you attach to that unit. If it is lying in Brest over the whole war, it might not be much except 1-2 divisons and air defense.

    I think Hubert`s dedication to programming will enable us to play that system (or a similar one)sooner or later :)

    Basically the old War in Russia has been such a game already.

    And Soldiers of Empires 2 might have it too.

    http://www.igorlab.com/

    I prefer the system of SC 2 though, WiR and SoE are too much MM. SC 2 has a good balance between MM and (abstract) realism.

    Finally there is Hoi 2 where you can at least attach brigades to divisions and where you can stack multiple divisions too.

    But at least for me SC 2 is superior to Hoi 2 because Hoi 2 has a really lousy AI, sometimes quite annoying MM and it seems to need a lot of resources, so once the war starts the game crawls. This is bad because during reinforcement periods or the winter you can't do much so you are basically forced to play 2-3 hours for 1 winter virtually doing nothing.

  8. I tend to think that corps are better too.

    Advantage 1, as already mentioned: +1 Movement

    2 Corps for the cost of one army and they are quicker, so you can try to swarm your enemy and flank and encircle him. The 3 Movement (4 with Motorization 1) makes also river crossing much easier.

    Advantage 2: 2 Corps instead of 1 Army, so vs. some enemies 1 Corps will survive where the Army would have been dead. It seems that upgraded Tanks do about 6-8 Damage to a Corps or an Army, there is no or little difference. Similiar it seems with Airforce.

    I think just lowering the cost for an Army to 160 MPP or so would do the trick though.

  9. Unfortunately i don't know how to set up a bot though smile.gif . But hopefully someone of the fellow SC 2 players can do that :D .

    Temporarily i suggest that we just use the Dominions Channel at Gamesurge.

    IRC

    irc.gamesurge.net port 6667 channel #dominions

    It is basically the channel for Dominions 2 but with Dom 3 near it has recently mutated into the meeting channel for the former Dominion 2 players to play other games like Wesnoth ;) .

    I can be found there very often till we get an "official" SC 2 channel smile.gif

  10. Is there an IRC channel for SC 2?

    If not let's make a permanent one smile.gif .

    Then players who want to discuss the game or want to play could just go to the IRC channel and starting games would be easy and you don't have to add a ton of users to your IM Programs like ICQ smile.gif .

    So if there is already a permanent SC IRC channel can you tell me the server please? smile.gif

    If not what would you think about making one?

  11. I was playing the Overlord scenario and enjoyed it a lot smile.gif . When time ran out the fog of war was disabled. Seems there is much more to fix with the D-Day routines though:

    england3bz.jpg

    usa4sj.jpg

    The AI needs also to learn to constantly reinforce France and Italy. In 1947 i was "winning" because the russian front was collapsing for Stalin and in Italy i achieved a breakthrough too. Only France i couldn't completely liberate because of the too strong allied Air force.

    If the Allies would have constantly shipped their new Divisions to France though i would have lost smile.gif .

    Has anyone looked already into the reinforcement scripts after D-Day?

    Seems as if they need to be fixed for both Western Allies.

  12. </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ; ALLIED SCRIPTS - Build Up Amphibious (USA)

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ;

    ; USA prepares to attack France:

    {

    #NAME= USA Build Up Amphibious - Brest (D-Day)

    #POPUP=

    #FLAG= 1

    #TYPE= 1

    #COUNTRY_ID= 3

    #TRIGGER= 100

    #LEVEL= 0

    #PLAN_ID= 2

    #SIZE= 4

    #LENGTH= 1

    ; Brest

    #GOAL_POSITION= 59,18

    #DATE= 1943/01/01

    #STEAL= 0

    ; Set friendly positions:

    ; 1st Line - Manchester

    #FRIENDLY_POSITION= 61,13

    ; Set variable conditions:

    ; 1st Line - USA politically aligned with Allies and not surrendered

    #VARIABLE_CONDITION= 3 [2] [100] [0]

    ; Set tactical conditions:

    ; 1st Line - Washington D.C. not tactically threatened (dummy condition)

    #TACTICAL_CONDITION= 2,23 [3]

    ; Set activate position:

    ; 1st Line - 20 Allied units in England

    #ACTIVATE_POSITION= 64,15 [7,7] [20,20] [2]

    ; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no

    ; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION

    #CANCEL_POSITION= 0,0 [0,0] [1,1] [0]

    }

    </pre>

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