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Big Al

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Everything posted by Big Al

  1. BTW you should always be maxxing out the infantry, air, and tank research as the Germans and the Soviets.
  2. And I thought it was just me. Doesn't happen always but I have seen it.
  3. I've been trying more clever ways to manipulate the scripts to no avail. I have to get some technical data from Hubert concerning intercept ranges to fix this. Yea the Italians have the same problem
  4. I did, but what happens is when the Allied fleet appears in the North Sea the A.I. wants to engage it and drops the fleet scripts.
  5. That's internal logic. They are suppose to be going after convoys. But one issue I have is that I can't keep the German navy in port no matter how I work it. If this is a serious issue I might have to lock them into the Baltic with another method via neutral tile transfer. After France falls there are scripts to send them to the Atlantic.
  6. I will run a sim and openly give them ATs. I don't think it will make a difference. But there are other things I can do potentially
  7. Defending and attack in the Finnish area north of Leningrad is balanced for player vs player but yes the A.I. can't defend like a person. The alternative is to put an engineer up there and build forts or cheat for it. Its a very delicate defense that if done right the other team can't get across.... if they are human. Let me think about this.
  8. Seems like you might be not pulling back at the right time and losing more units than you should. Also you need to entrench city armies like 3-4 turns before Germans arrive. They need to be max entrench. In winter you need to POUND the Germans even if its a 1-0, 2-1.... you need to reduce their moral down. More you pound longer they have to wait in 1942 to attack.
  9. For ships? Yes. Ships took a lot shorter than you think to cross the ocean. The fleet that attacked Pearl Harbor took only 4 days if my memory serves. So in open ocean with just about zero chance to get spotted its an easy trip. Thanks I swapped Baltimore and DC for DC and Norfolk W.V.
  10. Seems like you are doing it right. How far does the German human player get to in 1941. What line in the front?
  11. How are you playing the Soviets in 1941? I had the same issue until I realized I was playing them wrong. The dynamics of the German attack and Soviet defense are intricate. Even I haven't figured out all the strategies.
  12. I would like to know when as the Germans you feel you are going to lose the game. When does the game turn? Winter, Spring, Summer? As the Soviets when do you feel the games turn? Winter, Spring, Summer? Think about these two questions carefully. I need to determine if this is the result of a harsh winter or the soviet summer tanks. I would like unit ratios in March, April, and May. I would like general condition of the German army in terms of experience.
  13. let me know any problems.... which there will be.
  14. http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=2799 Please read the campaign notes file for full campaign notes... But here are the changes that are noticeable --- UNIT CHANGES NAMING Corps are Armies are the same unit. The names are different due to formation sizing and the country organization of military units. I put it in place for better historical accuracy. UK Carrier Fleets have better loss evasion (due to armored decks) FRANCE Tanks have one strike USA Battle Fleets have better loss evasion (due to AA) Carrier Fleets have better loss evasion (due to damage control) and land air defense Marines are stronger USSR Light Tanks are weaker than normal tanks, can't be rebuilt, and can't be upgraded Mech and Tank Groups are equal to German tanks and can only be build in 1941 Battle Fleet naval factors and Escort Fleet anti-sub values are slightler lower CHINA - Their forces were so weak that I grouped them in corps and armies China has slightly weaker armies and corps on attack China has slightly weaker tanks and one strike Corps are equal to Divisions - Chinese individual divisions were very poorly equipted, trained, and small in size. GERMANY Sub Groups have lower MPP attack values but cost 60% as much as everyone else’s. This reflects the smaller sub tonnage per unit the German’s had on their u-boats. ITALY Corps are normal strength armies representing the better units in the Italian army (2 available) Armies are slightly weaker on attack Tanks are slightly weaker Divisions represent some of the better motorized units (2 available) Italy battle fleets have better loss evasion when defending (due to speed) JAPAN Marines are stronger Tanks are slightly weaker Strategic bombers have slightly lower strategic bombardment and slightly higher naval attack Subs have slightly longer range Cruiser Fleets have stronger naval factors Carriers Fleets have slightly longer strike ranges IN GENERAL Strategic bombers have 1 strike only. I felt 2 strikes was too much. Subs have a much higher dive rate, tech increases it by 5% and ASW drops this rate down 10%. Average dive is 50%. Maritime Patrol: For the Allies they are primarily used for anti-submarine warfare. For the Axis they are mostly used for naval warfare. Check the combat values for each country to discover how these air units have been modified. Game combat mechanics have been modified. The results will be similar but it gives more flexibility when creating each country's units and specialization. This is still experimental. EXAMPLE allowing China and Italy to have weak unit types. ADDED TO GAME Decision #65 Germany create Atlantic Wall Decision #73 USA Atomic Bomb Cleaned up media files Changed organization of map units to appropriate country type and structure Winter effect now hit moral for Axis units (except Finland) instead of resources Added new unit types Adjusted force pools Added some resources to map Cleaned up text Added, cleaned up, and changed some roads and rail Improved garrison scripts to take advantage of HQ placement Added rivers in Russia Enjoy post feedback here on balance.
  15. I'm surprised they haven't put it in the repository yet. I uploaded it.
  16. Yea that's an easy solution. I'm just getting information on the subject. AoC is a complex game that takes time to play correctly. I have played a lot of games but not enough. Some argue the game is balanced. But anyone playing Germany must realize that their 1941 goal is to destroy the Soviet army as much as possible and keep them beat down as long as possible. Only when the Soviet economy + Western Allied attacks start affecting the swing of MPPs is when the Soviets start changing the game. Still taking in data. From my experience an equal skill level makes an exciting game. An unequal skill level might find one side or another reeling from blows through 1942. I might have to play a few games to see where 1942 is at from the Barb games.
  17. Its not about the # of tanks, its about how the Soviets used them as a force. They were not very effective as an armored group functioning like the German armored group till later in 1942. But the deal is as the Soviets you build all your tank groups ASAP when they are available saving MPPs. The hindsight is the killer. players know SC2 is an attacking game and while the Germans have better tanks the Soviets have more. But maybe a scripted decision event for tank arrival would be better. Set the date for May 1942 but have an event that says, hey we can build them now but slowly. Perhaps a few tank groups for the summer. Enough to make it a challenge for the Germans, not overwhelm them, and keep it fun for the Soviets. I'll see what others think.
  18. hindsight always interferes with game development Look at the tank post I made also.
  19. One problem with reducing the supply to zero for resources is that the HQs still got supply of 1 = 5. So the impact wasn't as much as I hoped. The Moral hits do work as intended originally in BF as they are in AoC. But everything can be adjusted.
  20. An issue has been brought up to my attention about the amount of Soviet tank units in the Summer of 1942. Originally the 1941 campaign had the availability of these units in May 42 not Jan 42 reflecting the accuracy of Soviet Tank formations. But the game was found not to be fun without the tank units. After some changes the light tank was introduced. So this is a follow up and combination of the Winter Effects along with the 1942 offensive. I would like everyone's opinion if I should roll back the availability of the Soviet tanks to May of 1942 to come out in September 1942. Currently they come out in Jan 42 and arrive in May 42. The Eastern Front is a difficult scenario to balance for fun and playability. The idea is to give a shot to the Germans in 1942 to win outright but also for them to realize that if they can't win they have to go on the defensive and hold on to what they have. So currently our two balancing factors are the winter effects which most think are ok except for one of the Beta testers which I hold his opinion in high regard. The Soviets do get tanks via lend lease throughout the game so in 1942 they have SOME tanks but many feel too many too early through production. There are no gearing limits in SC2. The objective of the 41 scenario is that at the peak of 1942 both players are on the edge of their seats and a few critical months are the deciding factor if the Germans will beat the Soviets or they will have to fight a long drawn out war. So would delaying the tank arrival make this a better game without sacrificing fun for the Soviets?
  21. Slightly delay till Friday. Created a new way to do combat and I am testing its results. Its gives greater variance to different countries and how their armies were actually functional without relying on the variance of technology.
  22. BF scale is 3 capital ships, 5 cruisers, and I think 50 escorts per each counter (CV/BB, CA, DD) Naval systems are very hard to implement in a game. But I have given lots of ideas to Hubert so I'm sure he will come up with something. BF1939 is testing right now. I will be uploading it Thursday morning PST. I am running some sims to make sure the scripts are working ok with the new A.I. engine.
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