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BioWizard

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Everything posted by BioWizard

  1. There are actually 5 russian cities that will never generate partisans. A look at the "Partisan's appearance prevention 101" thread will resume it all for you.
  2. Each level of Industrial tech raises the income of Germany's ressources by 10%. But, this % affects only the ressources of Germany's homeland and not any of the conquered/joined territories. Basically, if all those ressources are strenght 10, it gives 11 mpps more per turn per level. When you consider: (1) the high cost of this tech (125 mpps per chit), (2)your limited amount of research spending including the must-have infantry weapons and finally (3) the higher % of discovery chances it would give for both USA and Russia which will mostly try to reach level 5, it makes a lot of sense that Germany should never invest in that tech!!!
  3. Not sure about that but I really think fortifications give a chance to the unit inside it a shot at firing back on the ships, just like it is for a city. Since repairing a corps is in no way comparable to repairing a Battleship, I would advocate buiding right next to the shore. Also, I think it makes no sense to launch an amphib assault if you don't expect to take a supply source such as a city to keep the fight in the following turns. In that case, building your fortifications one square away from the shores and leaving room for the capture of one of your city by the ennemy is plainly illogic.
  4. May I add something to this proposition? In some situations, you want to choose the path by which a unit goes from point A to point B. You can easily do so in SC2 by using the CTRL button, unlike in SC1. This way, you can take a mine, cut the supply of ennemy units, avoid surprise navy contacts at sea and the likes during your movement. But I think this feature could be further improved by being able to select way points being occupied by your own units!!! I can remember many situations (they're hard to describe in writings but I'm sure you'll guess what they could be looking like...) in which it could have been useful; usually when you have a lot of your own units in proximity. Of course, the final tile of the move would always need be empty...
  5. You should post your ICQ number in the ICQ contact list, a Sticky on the main Battlefront page. In fact, I think everyone looking for a multiplayer game should do this.
  6. I was well aware before posting this topic that many of you people would post in this thread how much you love randomness. Hence, I said myself that I like randomness. The Random Off proposition should be seen only as an option, just like the FOW, which is classically turned off. IMO, it should only be seen as a nice add-on for very frustrated unlucky players or PBEM fans wondering if they are playing against a reloader :mad: . Blashy (mon compatriote Québécois), I don't think your limitation of chits per tech does make your research progression more linear, it just makes it longer. If it was to be linear, you would reach level 0.1 infantry tech after turn 1, level 0.2 on turn 2 etc...
  7. I wonder if someone proposed that before as I think it is a very obvious option. So, never mind if it has already been discussed thoroughly before... What would you think about being able to turn off the Randomness before starting a game just like we can turn the FOW off? As it is right now, it is mathematically possible, altough very very very improbable, to get Level 3 infantry tech at the end of turn 2 for Germany or stay at Level 1 until 1945. It is sometime frustrating to see an opponent get very lucky while you are not at all. What if the percentage of chance of getting a tech would accumulate each turn and a new level of tech achieved only when a total of 100 points is reached? As an example, to reach level 1 when the ennemy has level 0 in that tech and no intel tech involved, if you have 5 chits invested, you now have 25% chance (5*5%) to get that tech per turn whereas, with the "Random Off" option chosen, you would get it for sure at the end of the fourth turn and not before. Now, with the Intel tech that affects this percentage, I would argue that it would be better to keep hidden the accumulated % points as you could guess this way which Intel level your opponent has. This system could also be applied to diplomacy but my guess is that it would render diplomacy useless or very boring as your opponent could count the turns between succesful diplo and accurately guess how many chits you invested and upon which country and invest the appropriate counter chits. But maybe this could also be an option and be called "Random Diplo"... The +1 or -1 damage taken or received during attacks adds a little variability that, over a very long term, cancel themselves out as battles are so frequent. I think it would not be a good idea to remove them... With "Random tech" option proposed, I already see a lot of people say that randomness adds a lot to the game and I might be thinking the same... But, having this option could prevent some experienced frustation and provide confidence to people thinking they are being cheated upon playing PBEMs because of frequent reloading to achieve techs earlier. In any case, it would be an option for anybody who likes it to be used... or not.
  8. Forget about Albania. Operate your forces into Sicily and transport them to north Africa Italian-controlled ports...
  9. You get the "socket expired" message when no connection is achieved between you and your opponent. To open the appropriate port, you have to set your router to open that port if you have one and/or also set your firewall. I am no computer expert but Liam found an easy solution for us all, and that is Hamachi. Go to the tech forum (this is where you should have posted your question in the first place...) and read the thread "Routers Solved, Hosting For All!". http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=22;t=000284 It explains you how, with that little free software called Hamachi, anyone can host easily without any special settings. After downloading that software, just create a network + password and give this information to your opponent. Of course, it is very convenient to use a chatting software to set it up, such as ICQ, and you could also, in the meantime, put your ICQ number in the "ICQ contatc List", a sticky in the main SC2 forum, so that all the players on that list can contact you and play...
  10. You can go and read: http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=22;t=000293 It's a sticky in the tech forum that might help you. p.s. You could also have posted this in the right "tech" forum, not the main one... and many nice people would still have helped you.
  11. I am having a PBEM as Axis and, while having many aircrafts in Denmark for air support to a Norway liberation that had been invaded some turns before, I saw the Allies Aircraft carriers flee the Norway port during the beginning of my turn in the "replay" sequence. I understand, as it is logical, that my opponent set his carriers to "Ground" with the little black circle with the G in it so that they don't get slaughtered by my planes. But, I think I should not be able to see that they have been ordered to "Ground". The "G" became visible only when the carriers were moving and I amaze myself that I was actually able to discern them as they were escaping quite fast!!! p.s. I have the save if necessary!
  12. Take Egypt with a small task force, and start minor collecting like hell as fast as possible after that. Go shy into Russia at the same time (he is supposed to retreat with all your morale boost). p.s. It is almost impossible for someone inexperienced to win as axis against a worthy allies opponent (i.e. the Baltic entry). Good luck anyway!
  13. There is no diplomatic consequence for Allies DOW Denmark unlike the huge consequences for them DOW Low Countries. Does this make Denmark a lesser country? When axis takes Denmark, there is a 4-5% increase in Russian-USA readiness. Why not the ooposite when the allies do so? p.s. I just got nearly all my axis fleet sunk because of that. Maybe that is why i am complaining.
  14. 1) Not all of the unit is destroyed. The unit is routed and not all its men are dead (if in supply 1-10). 2) Strategic bombers removes 2 entrench points per attack instead of one. Also it reduces effectiveness of ressources, possibly reducing the supply of your ennemy. So, they are very far from only an economic weapon. Also, bombing a port sending or receiving a convoy shuts down this very lucrative mpps source. They are useful for some operations but, most often, 2 corps are better value for your money. 3) They don't.
  15. Just a thought guys. Since we now have square tiles (each representing 50 km square), one could think that the distance between the center of two adjacent squares is also 50 km. But with the square system, 2 squares touching only by a corner (placed East-West or North-South in the game) have their center point in fact separated by 71 km (square root of (50*50)+ (50*50)), hence the complaining to have an hex-system. Maybe this phenomenon could be used to increase mobility of Naval units as Liam's comments mostly apply to naval warfare. Could it be that naval units could spot other naval units only if they are within an adjacent square sharing a complete side and not only a corner? This would basically double the mobility of naval units in big naval battles as only 4 squares around a unit would be looked upon instead of the 8 ones as of right now. Notable exceptions could be for cruisers looking for subs as these nasty one are already hard to find (Or not?)
  16. Calculating supply in Russia or anywhere is the same and is easy, let me explain. Supply for your units is provided by cities you control or friendly HQs (major or minor). Cities provides supply value equal to their efficiency and this supplying capacity decreases away from this city with distance proportional to the movement cost of the tiles. A captured city (unwillingly) has a maximum efficiency of 8 if land-connected to your capital or 5 otherwise. For Russian cities captured by axis (very unfriendly toward Axis), their maximum efficiency is 5 if connected to Berlin or 3 if cut-off. For Supply provided by HQs, it's different. A HQ can either povide a supply of 10, 8 or 5, no other possibility. Supply 10, if it is within the supplying range of a city/mine/oilfied/port (mine, oilfied or ports don't provide support to land units but can increase the supplies of HQs) at efficiency greater or equal to 6, supply 8 if in range of a 1 to 5 efficiency ressource or supply of 5 if out of range of any friendly ressources. So, in résumé, your German HQs deep in Russia can never have a Supply value of 10, only 8 (if you play well) or 5 (if you miscalculated the supplying range of the captured Russian cities). p.s. Of course a German Corps has no Supply when it lands alone in England. It is all alone, not in range of any friendly supply, hence the supply=0. If you also send an HQ there, it will provide a Supply of 5. If you also have London, this HQ could rely on this city to better Supply your troops. p.p.s. Of course, you can know all this by reading the manual. p.p.p.s TaoJah, do you want to have a match against me? I would like too. I think you would be quite surprised by the HI (human intelligence). I played the AI like crazy with SC1, but since i tried HvsH with SC2, i'm addicted!
  17. Hubert, Great! It was indeed needed I think. Am I right to think that this applies to minor countries being liberated only? Like if England kills the iraqi corps in Irak and a lone corps from Russia takes the capital, Iraq will turn out to be English since this was an invasion and not a liberation? p.s. This would be a major change since Axis would need to strongly garrison Irak if they now bet to take all the med and don't want it to loose it back to Russians at supply 10!!!
  18. Many minors falling to Allies are associated to specific majors in version 1.04. As an example, if an English corps conquers Iran, this minor will turn Russian. So, in many cases for Allies units conquering minors, the nationality of the conquering units does not influence which Major the minor country will belong to. That's why I told you to get it with your corps as the loot and the future income will go to Russia in any case. Since it has direct contact to Moscow, its revenu will be 80% of if it had joined willingly. One should also remember that Western and Eastern Allies have non-cooperative supply. So, your English will have to go back to Irak to have any kind of supply. Might I also suggest you read the beginning of my thread "Once Britain falls..." as I describe the hard way i found that Syria conquered by Russia, even if England is no more, turns British and leaves Russians units to die!
  19. Dan Fenton, you asked how to easily take Iran because you heard Terif say it is a must for Russia. Since Terif's comment refers to competitive Human vs Human games as a preemptive strike to prevent the Axis huge morale boost and you say you are playing the AI, you don't necessarily need to DOW Iran. Since you also say that, playing the AI as Allies, you own all the med, why do you bother asking yourself how to take it? Tehran is empty and out of reach from axis then, you just need to walk there with a corps or whatever you feel like. An English corps in Irak can walk on it in one turn while a Russian corps can also do the job but with more time. p.s. I am confused as to what you are asking for.
  20. For taking it in one turn from Russia, motorization level 2 won't help. The only solution is to use paratroops!
  21. JerseyJohn, my history notions might be a little rusted here, but isn't the USA that declared war on Germany the same day it declared war on Japan right after Pearl Harbor?
  22. Same for me! A land unit i sent using the CTRL button, once it has moved, sometimes remains selected, all the tiles it could be moved to remain highligted and then the only thing i found i could do to move on with my turn (i.e. selecting other units to move them as well!) is to click the "next unit" top right button as I never play with the "Undo button" on.
  23. Same for me! A land unit i sent using the CTRL button, once it has moved, sometimes remains selected, all the tiles it could be moved to remain highligted and then the only thing i found i could do to move on with my turn (i.e. selecting other units to move them as well!) is to click the "next unit" top right button as I never play with the "Undo button" on.
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