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Major Spinello

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Everything posted by Major Spinello

  1. @Normal Dude: great! @stoat: right, I was using "Husky" in a more liberal way here, not being restricted to Sicily. @TaoJah: of course one needs a city fast to get supply, so (depending on scenario/mod) whatever city South of Rome is a source of supply is the obvious target. I never needed anything so fancy as decoy troops, but of course the Italian navy must be firmly sitting on the bottom of the med by the time the invasion starts.
  2. Ah, I finally get what´s going on here: "bigger map" does mean "same regions, but on bigger scale" - right?
  3. Sounds great! Will you do an "Allies script batch" after this is completed?
  4. The singular is "Reichskommissariat" - nice touch to have these announced! Is this another "version 3" then the one you uploaded two days ago?
  5. Sure thing my vote goes here! The best movement systems IMO were those of Pacific General and Clash of Steel.
  6. I don´t know what your experiences are, but atm it seems that the games where I play the Axis in singleplayer mode are more fun and challenging than playing the Allies. With the Allies, I too often win in 1941 already, while it takes at least until 43 to beat both the Russians and the UK. (Siberian transfers really give you a run for your money sometimes! ) Basically, it seems to me that the Axis AI is acting especially weak with respect to North Africa and the defense of Italy. If you drive them out of Africa before Barbarossa (which is easy), and wait until they start their Russian campaign, you can surprise them by doing a "Husky". And once Rome falls, the Italians in Russia go away and the AI breaks down very rapidly. (As someone wrote recently, the German AI is very weak in retreats.) I do not exactly know what is the cure here, but I think three things are in order to make singleplayer games for Allies more interesting: a) Italy should move capital (instead of giving up) if Rome goes before 43. Italy should already as a neutral do something to bolster Africa. c) Italy (and Germany) should garrison the homeland if North Africa is lost.
  7. True. Numbers of jets (except the newest versions and prototypes) was not the problem, but rather that a) by the time the jets came the war was already lost and nothing short of nuclear heads on A10 rockets would have made a difference. There were only so much Adolf Gallands around ...
  8. MrWinterbottom, you must not forget SC2´s potential regarding mods. There are already some good ones out there providing a fresh feel to the game. Check it out!
  9. Dave, that version is another winner! More detailed comments will follow once I have had the time to give it a more thorough look (for now I have to watch the game Brazil vs Croatia ).
  10. They also increase readiness if you have garrisoned the region too heavily I think.
  11. I thought of this possibility also, but Hubert would have to change the code for this I think?
  12. Dave: 1) The Slovakian Flag from 39-45 was just standard White/Blue/Red! 2) I do not have the scripts myself - as I was playing your scenario lately, I had no additional spare time to test Normal Dude´s scripts, which are currently tailored to suit the standard map. I nevertheless followed the discussions in the AI-threads and honestly believe that these scripts are a major step forward. I gather that the whole batch of them should be used as they provide something like a balanced "whole". As Normal Dude wrote on page 2 of THIS very thread, it seems that they can be adapted to your scenario rather easily as just the parts referring to tiles have to be suitably changed (I do not know how tedious this would be, though.) To be sure, these scripts do obviously not cover things like the handling of Ethiopia, but this could be added later still.
  13. I think this has to do with the creation of a new country that is neutral. The obvious solution would be to have a trigger for the creation of Vichy that checks for "foreign" Allied units on prospective Vichy territory. I.e. British units in Marseille = NO Vichy.
  14. Well, now that you mentioned it: what would be so wrong with adding a "synthetic oil" tech that decreases the effect of oil-shortage by some percentage? And why would strategic bombing of oilfields be a problematic issue? Yes, UK and US would have an incentive to develop long range bombers to get to Ploesti, Germans would then have to deploy LF-cover (or develop anti-air) to counter the threat - this all sounds like reasonable strategy to my ears! I think that far from being a can of worms, the whole oil-issue could be implemented by a sound integrated harmonic design concept.
  15. @Hubert: thanks for looking into this issue for a future patch - I didn´t know that scripts cannot handle the situation. Wouldn´t it be even better to have the patch provide new variables/flags by which modders CAN handle situations like this? For problems like this will arise with many mods (e.g. think of a 18th century mod which wants to deal with things like the partitions of Poland etc). Finally, I want to draw attention to Terif´s suggestion: it would be a powerful tool for modders if events could provide countries with tech.
  16. Looking forward to the new version here. I think that the logical next step of evolution for this mod would be to focus on the incorporation of the new AI scripts. @Gerard: I think Reichskommisariate like Belarus and Ukraine don´t really qualify as minor allies/puppet states. They were rather a certain form of administration of occupied regions.
  17. After installing the second patch, the manual 1.01b on page 40 still says attachments are 6 4 3.
  18. Just a question: in your batch of files, are there garrison scripts covering Italy? I found in my games (standard scripts) that when North Africa goes, the AI does not realize that it should garrison Italy more because of increased danger of invasion there.
  19. For everyone who might have had the same question: I just found an "editor help file" in the SC2 directory with extremely helpful explanations by Bill Macon!
  20. But the thing is that you can have these differences in resources without ANY micromanagement. Micrommanagement would mean that you would have to manually allocate resources to production or have oil tankers or supply trucks load oil and follow your ships and tanks etc. What I suggest would include nothing of this, though, and so not subtract from the beer and pretzel feel at all. The game could autmatically keep track of whether you have enough oil well mpps to move all your stuff around at full APs. And it would tell you if you have enough iron/coal mpps to produce your carrier or tank (or how many you lack). It´s the same as it is now, just that you have different sorts of resource-mpps instead of just one generic type.
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