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BioWizard

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Everything posted by BioWizard

  1. Starting January 1941, there is a % increase in Russia 's readiness whatever you do! Russia joins usually joins in late summer 1941 even if you take : Poland, Denmark, France, Norway, Vichy France, Spain, Tunisia, Algeria and Egypt! Playing this way maximizes Germany's production! Also, against the AI, anything works. Even taking England before Egypt or Russia right after Poland does [ February 02, 2007, 05:49 AM: Message edited by: BioWizard ]
  2. To make it more simple: If you have exactly 15 saved games, you will never be able to load the last one of them unless you delete one of the other 14 first. Same thing applies if you have exactly 29, 43, 57, 71... saved games.
  3. I do a lot of PBEMs. 8 at once these days!!! Here is an annoying bug... When you click "load multiplayer" you get a window with all the turns you currently have in your Email folder and others, with the first one on top being already highlighted in yellow. When you click another turn, it is this new one that becomes highlighted in yellow and the name of the file at bottom right beside "FILENAME:" is changed. You then just have to load your game... When you have something like 50 turns, you have to click the top right "down" arrow to get to the last turns. Sometimes, the turn you want to load is the last turn and it is the only one on that page. Therefore, it is already highlighted yellow when you get to that page and you cannot click it because it is already highlighted yellow. The problem is the turn going to be loaded is the one written right beside "FILENAME:", selected from a previous page. Right now, the solution to this is to delete one of the other files, so that this last turn is no longer on a page of its own and then you can click it. Just a little annoyance.
  4. This was my very peaceful Spain Explorer you attacked...
  5. Not sure if that applies but make sure you have version 1.05a. But, mostly, during the AI turn, give it a lot of time to think (something like 10 minutes). This scenario is notorious for having such very long AI turns (the map is so huge...).
  6. I think Jollyguy's comment applies to a situation where axis has already conquered Spain and is approaching Gibraltar. This situation becomes more and more the usual in HvsH with the 1.05a patch that makes more costly/unlikely Spain joining Axis!
  7. Readings all the posts from this forum helps a lot. For having fun playing humans online, just get ICQ and post your number in the "ICQ contact list" thread. There is nothing like seeing the moves of someone else to learn. As Liam said for playing the AI, start by playing the Axis. More action at the beginning of the Fall Weiss campaign and it is fun to have all those small victories against worthless minors. Kill them in one turn (Belgium and Denmark for example). This gives practice as to unit placement to maximize efficiency. Understand the influence of supply, very well explained in the manual. Lots of good info in there! General strategy for Axis: Concentrate firepower and kill countries fast with overwhelming forces. With Russia: build on, hide in high defense positions, be very patient and do a huge counter-attack when you have enough units and there is a second front in the West. Most important techs for Axis: infantry tech, tank tech and anti-tank tech. Industrial tech is mostly important for Russia and USA.
  8. Well, this is a good question I would like to know the answer!
  9. The game is not slow at all if you play HvsH online. I know I am repeating myself but you should give ICQ a try! I'm online for the next 4-5 hours...
  10. Agamemnon, please be considerate . Normal Dude was merely trying to explain the weird game comportment you witnessed. In the meantime, as you are a well dedicated SC2 player, I think you should report this bug of yours in the tech support forum with a very detailed look upon your "entrenchment level 3 on a marsh tile bug". Hubert will then be able to look into it for all of us to enjoy.
  11. A while ago, many people reported like me that, in some rare cases, units were kept selected even after its movement and attack. Then, you could not do anything except clicking the "next unit" button to overcome this situation. I have a save with this reproducible bug with version 1.05a. Is it fixed for version 1.06 or you want the save and the detailed step to reproduce it?
  12. Increasing the price of tech is not the solution in my opinion, let me explain. Already, investing in diplomacy and in research is the best cost-wise option. A starting German player already has a lot of troops to start with. So, a player will most of the time keep research at maximum (to keep an edge over the Russians to come) and in diplomacy to increase his future revenues. I was doing so in the game I played and, during the first year, restrengthening my forces and upgrading them, I never managed to have enough money to buy new troops. Therefore, increasing expenses is probably not the solution. On the other hand, maybe a smaller limit in maximum research? It would of course need to be adjusted to all nations...
  13. I got a little bored of usual Fall Weiss HvsH and just gave a try to Thrawn's huge scenario! So, if I may, here's some feedback to the creator (and to the players yet to be addicted to this great scenario) so that it could yet become better, if that is possible and Thrawn is still dedicated. I look forward to play HvsH with this scenario! During a game I played as Axis vs the AI up until october 1941, I found the following to be adressed/changed/modified: The fortifications upon the mountains of Switzerland actually lowers the defense capacity of this country as a fortification is SD:1 and AD:3 while a mountain is SD:2 AD:4. They should be removed. Blashy argued that North America was too high and you showed a preview of your new map fixing that. May I just add that, although now at the right height, the shape of Eastern Canada is all wrong! It looks to me that Labrador is not even there... It is supposed to be as big as France! In spring 1940, Egypt declared war against Italy. This lowered the US readiness by 10% to a final 3%. This readiness stayed that way for about a year and I really think this should be adressed as it virtually took out USA for the rest of the war (no research expenses during that time). During the game, I had around 30 diplomatic hits while the AI had none. I'm sure there is a way to include some AI investments in diplomacy. I see you removed Venezuela from your new map. Good! I have a hard time imagining an axis petroleum tanker passing right in front of London on its way to Berlin with no UK intervention other then its subs. I don't know why but my axis troops managed to capture a Maginot line tile (happened only with one of the three tiles) without it being destroyed, weird. Later, the UK bomber bombed relentlessly this empty fortification for the next two years. A good way to eliminate that could be to put a script that removes the Maginot line automatically if not yet destroyed when France surrenders? I like long games. I kind of remember a turn representing one week with 52 turns a year but I may be wrong. During Fall/Winter/Spring, with all the mud, not much action can happen. So, I really felt the winter of 1940 as being far too long and boring. For the sake of gameplay and action, could the winter periods happen faster, let's say 2 weeks per turn. Mud in France in June is unrealistic and adds to the slow pace Winter action. If you look at the weather zones, starting from Northern Portugal up until Caucasus, it is the same. This region should be cut in around three to add some randomness that would leave some action to take place at least in one area of Europe. This way, France could be dry in June (as its supposed to be) while Russia isn't. The name of the Capital of the country Algérie is Alger, not Algérie. Same with Tunis. The way Italy is designed is great. Lots of troops but they are all low strength and need restrengthening. But I see an exploit. There are 5 aircrafts and I succeeded in 2 years of play to raise to 3 medals each. This is deadly as they no longer take damages after attacks and could become an exploit in later Russia. I would therefore recommend lowering the number of aircrafts available to Italy. Movement cost in mountains has been increased. The problem is that a HQ now can no longer get upon a mountain even at supply 10. This can be discussed but it creates such artifacts as the tank in Eastern Turkey (which I convinced joining the rightful Axis cause ), even though 2 tiles from a supply 10 HQ, will be stuck there forever. Same applies to my expelled paratroop from Vichy into the Italian mountains. Some people reported axis troops in England not being able to evacuate. I guess you already adressed that so my Italian Malta occupation force will, in the future, be able to evacuate. Stalingrad does not have the natural terrain that would mimic its difficult capture. There are 5-6 clear tiles with no rivers from which you can directly attack Stalingrad. Axis troops, if they are moving carefully can allways be at supply 10 in Russia, even at the very far East. This is because the russian cities can reach strength 6. Russians should have in my opinion a supply advantage over Germans in Russia. I would therefore recommend a maximum strength of 5. This would of course need more russian cities to allow progression in Russia for Germans; we all have to deal with SC2’s mechanistic approach. Russia’s readiness increases by 1-2% per turn in January 1940. Cumulative triggers follows in summer 1940, January 1941 and summer 1941. If I did not have 5 diplo hits upon Russia (reducing its total readiness by 64%), it would have joined in summer 1940, one or two months after France fell!!! This is very inaccurate and unhistorical, not a “What if…”. I would advise something like a single 2-4% increase per turn starting in November 1940. This of course would need much testing! Regarding diplomacy, it is overkill in that scenario. A 250 mpp chit buys you a 6% per turn chance to get a 10-14% decrease in Russia’s readiness! With 5 chits invested (around the income of Germany for one month), this can keeps Russia at level 0 for one year and a half!!! I would then suggest a higher chit price and/or a lower % effect upon succesfull attempts. Regarding tech, it should somehow go slower. You limited infantry tech at one chit, which is good. But, after only 2 years of play, Germany reached inf tech: 3, anti-tank:3, tank:4, motor: 2, prod: 4, industr:5, sub: 2, long range air: 5, aircraft:4, intel: 4, anti-air:2. Way too fast in my opinion. If that is possible in the editor, a smaller % per chit of success? p.s. to those who will say: “Change it yourself in the editor”. My post is for giving Thrawn feedback upon his great scenario, so that he can make it better and available to all! p.p.s.I know it is a huge text. Sorry. p.p.p.s Anyone else has constructive opinions?
  14. May I just add that you should never ever leave a HQ, or any other unit for that matter, in a marsh when there are enemy air units nearby! These tiles provide a -1 defense against air attacks and you cannot entrench in them. It increases vulnerability against air attacks. In a recent PBEM I did as axis in which I had already taken Stalingrad but 15 Russians armies were still in the vicinity well entrenched in fortifications right on the other side of the river, protecting Caucasus and Eastern Stalingrad, I was able to kill 2 Russian HQs, one in the open, the other in a marsh, in one turn only with air attacks! The next turn, all those good looking armies were at supply 0 !!!
  15. Good to hear TaoJah that you finally want to test your skills against a worthy opponent! May I suggest that you post your ICQ number in the appropriate sticky of this forum? I really think it is the easiest and fastest way to find opponents! I of course invite all other SC2 players to do the same !
  16. For Russia, the answer is simple. Since the units received by the Siberian transfer appear for free at maximum tech level available, research should be done first. Also, since Russia's expenses in research is limited to 750 mpps, just like Germany, you should have 750 mpps invested at all time, the same with Germany! There is a tech race between those two countries and winning it gives you a very decisive advantage. Most of the time I'm playing the Allies, I'm able to buy all the Russian corps, Konev (rating 7; I don't buy Zukov as I know he is more expensive and he will come with a medal for free as a Siberian)and always keep 750 mpps invested in research whatever its outcome, all this before the start of Barbarossa.
  17. I think Sealion is an option only if Egypt is already in Axis hands. Otherwise, it gives Supply 10 to Western Allies in Africa and that is very dangerous! Also in most H vs H games, Sealion is done by the Axis mostly when England is playing too aggressive and leaving its mainland not sufficiently defended. This way, it is a quick way to get rid of all those nasty units in Norway/Algeria/Tunisia/Syria/Malta. Finally, a successful Sealion killing England is not necessarily a golden path to victory! I once overcame it against the second best player on Panzerliga in version 1.02. In that version, taking Iraq with Russia and Ireland with USA gave these countries to England that started accumulating money to no use and USA could no longer send convoy to Russia! Now in version 1.05a, the liberated countries turn toward their liberators and there is now a direct convoy between USA and Archangel! Of course, you need a very strong Russia to beat a Sealion and Industrial tech is a must! In any case, if most of Russia is still in Russian hands, Axis has all minors, and both USA and Russia are ind tech lvl 5, Allies outproduce Axis even if England is out of the game...
  18. Bromley, you would kill a unit permanently only if the supply of that unit at the beginning of the turn is 0 (cut out from any supply). In that case, it is permanently removed from your work force. Otherwise, at supply 1-4, you can still buy it back but not at the discounted price. Finally, these rules don't apply to ships as if they are sunk at sea (whatever their supply), no one can recover them. But, I don't know about those few ships being killed in port...
  19. I guess the reason why he excluded Riga, as an example, is that I think this city was annexed by force and therefore not really pro-russian!
  20. A little update from version 1.05a: There are only 4 russian cities that will never generate partisans : Riga (annexed from the Baltic states) and Baku, Tblisi and Grozny (Caucasus).
  21. After verification and reading the scripts of 1.05a, there are only 4 russian cities that will never generate partisans : Riga (annexed from the Baltic states) and Baku, Tblisi and Grozny (Caucasus). p.s. I'll update the partisans thread, thanks n0kn0k!
  22. For my part at the moment, I would have to assume "no". Balance is of the outmost importance for the standard Fall Weiss scenario and we see that goal in all of Hubert's programming. Right now, a level 5 ind tech Germany has 55 mpps more per turn. If it was to affect all of Germany's territories, my very approximative calculations for an Axis player who conquers most of the minors, as is most of the time done by good human players, will give him around 300 mpp more per turn! This is around 850 mpp per turn in 1942!!! Not sure Russia can handle that much units at once... Of course, there could be smaller changes that makes ind tech more attracting for the Axis. A good example is Blashy's proposal to have 15% increase instead of 10 % but still only affect the Homeland ressources.
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