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Big Al

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Everything posted by Big Al

  1. This is my 2 cents from 30 years of WW2 wargaming..... China shouldn't be an easy conquest even though history shows that Japan could have pushed the line when ever and where ever they wanted. If Japan decides to kill China it should cost a good amount of resources and China should fall between start of 1942 and to summer 1943. Depending on how many resources are devoted. Should china be able to kick Japan's but in 1944/45? Only if the Japs pull out stuff. You can adjust these by #s. Balance tech with higher cost, add more defensive terrain, weaken Chinese attack. Many ways to do this. But China should not be a cake wake and killed in 1941.
  2. You can always directly modify the scenario and save it under a different name. Just modify the industrial modifier percentage. That should help a novice.
  3. numdydar is correct about German tank units but its also the training. It roughly took the Soviets 3-4 shots to hit a German tank, it took the Germans 1-3 shots to hit a Soviet tank. Just that statistic can define a battle.
  4. There is history, hindsight, and playability. If the allied strategic bombers had only bombed German power plants they would have destroyed their production. No power, no factories. So we could include China with all its provinces and warlords and influence to follow history, but hindsight would have us take the most efficient path, and of course the playability would go down the tubes. Just like playing a division level game of Global WW2 where each hex is a division, each plane counter 30-100 planes. That's a hell of a lot of pieces to move every turn. So yea some things are abstracted more than others for better fun.
  5. I meant to say I am glad you are challenged by the A.I. I didn't want to design one where you beat it the 1st game
  6. There is a strategy to the game. And that's the point. I don't want to make it easy on you the 1st time you buy it. It needs to be challenging. Of course an A.I. can never beat a human on a game of this complexity. Once you figure out the right strategy and beat the A.I. you can still increase your challenge by bumping up the A.I. experience (my personal favorite) or the production multiple.
  7. use the export import function in the editor.
  8. What year is it? If its 1941 the A.I. has tons of defensive plans with HQ support.
  9. yea that would do it. I think its 4 or more.
  10. Wow really interesting development. I'm curious to what will happen now.
  11. I believe there already is a D-Day scenario in one of the previous games. That's why I didn't do one.
  12. \Strategic Command WWII Global Conflict GOLD\Extras Loon under this folder for "the science of SC2"
  13. I have a question? Why would you want a scenario in which the Germans have zero chance to win? The offensive in 1944 by the Soviets was a complete slaughter. I was just researching it.
  14. The A.I. programming has improved and I developed some special scripts for the scenarios to improve them also.
  15. The main global has more events and scripts than the previous. The other scenarios have off theatre event scripts. Some are even based on how well one side or the other is doing in the game. The smaller scenarios have smaller number of events.
  16. AoC is a complex game that goes into some deep strategy. I am really nit picky about what I like and I enjoyed playing AoC even after 20 games... and I designed the thing. The A.I. just got a 4 out of 5 on with a good review - http://www.grognard.de/
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