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gravyface1

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Everything posted by gravyface1

  1. Just noticed that the tactical bombers enjoy the increased hard attack from anti-tank upgrades, but nothing for fighters or artillery. Is this a "balance thing" i.e. keep the other units attack values in check, or an oversight?
  2. Thanks, Hubert. Any thought on a combined landing casualty modifier such as I'm suggesting here?
  3. I think this is part of the "controversy" that surrounds WaW: is it getting too tactical with the introduction of out-of-scale units like commandos, AA, and AT and Panzer General-esque two-attacks-per-turn for armored units? Its a tough line to tread -- keep it fun and fresh but stay true to the strategic/operational scale that the game originated in. It's tough to say, but I'm enjoying WaW nonetheless.
  4. I don't know about that -- flak doesn't distinguish between friend and foe so it seems feasible that the fighters wouldn't enter the same airspace if they can help it. Historically-speaking, most aircraft avoided *any* AA concentrations, period. Allied bombers knew that when the flak ceased, that was the time to keep an eye out for interceptors, but that's a tightly coordinated defensive effort against a strategic bombing campaign, not a one-off scramble interception. As for multiple fighter units, fighter command would never send up all available units to intercept unless the size of the raid justified that; it would've left them flat-footed if another raid appeared.
  5. How does the current landing casualties formula work? Isn't there a chance increase depending on terrain? I've never experienced landing casualties in anything but cities or mountains. As for Von der Heydte's airdrop, out of 1200, only 125 assembled after landing and another 125 later, so one can hardly say weather wasn't a major factor along with "flak and pilot error" [1]. IMO, it would be more accurate if the percentage and amount of airdrop casualties were calculated by terrain, weather, and (if possible) AA presence, instead of a random chance event. [1]http://www.germanwarmachine.com/fallschirmjager/thewest194445.htm
  6. Historically, yes, but for consistency-sake, I think that airdrops should follow the same rules as the rest of the airfleet, or even better: the same "landing casualties" rule that applies when dropping on unsafe terrain should apply when dropping in bad weather.
  7. Just noticed that while my airfleets are grounded in the snow, my paratroopers can still airdrop. Bug?
  8. When/how does the AI decide whether to reinforce a 1-strength unit or retreat? I'm in Poland, and instead of reinforcing a 1-strength Army and Corps with good supply, the Allied AI decides to pull them back a few tiles to meet certain destruction by my surrounding units. It seems that unless a unit is in a town and/or some sort of entrenchment, the AI discards these units that could be rebuilt and used for defense.
  9. What about future patches? One thing that's been frustrating with Blitzkrieg is how each new patch breaks the old scenarios. I know there's workarounds for re-building the scenarios, but many authors don't so the scenarios end up abandoned and incompatible up on cmmods.com. It would be nice to have a conversion feature built into the scenario editor to patch old scenarios to the new version.
  10. take my credit card now! I beg of you! I can't remember the last time I was so excited for a game release. You guys rock my (sad, sad) world!
  11. 1. Industrial Technology 2. Production Technology 3. Infrastructure Thanks
  12. Making a whole bunch of changes to the engineering unit for all countries and finding it really tedious. Would like to see bulk editing/global changes functionality added to future editors.
  13. Took Belgium; moved one of my Corps into France and it seemed to trigger a rout on the Maginot Line: all three French armies operated out of their Maginot hexes, letting me cruise in with my units and take them, beating up the "routed" French armies in the process. I'm not sure if this is a combination of Belgium falling and crossing the French border, or if this in the event scripts, but it seems rather strange behavior regardless. I've never experienced *any* French unit leaving the Maginot line voluntarily, in any version -- the flank maneuver has always been the only real viable option when taking France, IMO.
  14. Brilliant campaign! Most fun I've had with SC2 yet. One thing: it looks like your major axis victory conditions was missing the coordinates for Hawaii. I had conquered Hawaii before GB fell, so I'm not sure if you had Hawaii as a condition originally and just forgot to take out the name or if that was supposed to be in there. Awesome job though. Can't believe how fast that campaign runs compared to big maps (European War) in v1.05. Also noticed that US had 9999 MPP when I finished in 1945. After victory, I looked around the map and while they had a strong Navy, their land forces were tiny and there was no landing attempt at all -- I was expecting an attack in Sicily but none came.
  15. What are you finding is having the biggest impact? low price? I wish I could coax the US into being a bit more aggressive -- even with uber MPPs, and a massive accumulation of forces on native soil, they wouldn't send more than one fighter group and a handful of corps to England by mid-1942. Strangely, they had a ton of amphib. transports sitting a few hexes off-shore. They obviously were there a while as they were all 7-8 strength (from rough seas) and low morale/readiness.
  16. How'd you set up the grid points for unit_sprites_3d.bmp? I'm trying to lay out the grid in Photoshop but 77 x 77 pixels doesn't line up.
  17. but a bit of an anomaly. With paratroop units, you can upgrade or increase their strength and then "prepare" but if you "prepare" first, then you cannot upgrade/increase strength. Tested on v.1.06. Repeatable.
  18. Awesome advice! Thanks guys. I think the child nation would be a great idea for the Waffen SS as it was essentially autonomous from the Wehrmacht.
  19. I'd like to take a crack at a mod but I've hit a wall pretty early on: can you rename a unit type? I'd like to replace the artillery with a "Waffen SS" unit, engineers with a "division" unit, and the carrier with a garrison/coastal unit. I can see how I can change the attack values in the edit but not the name. Secondly, how do you assign a unit type to a sprite? Is it just the order that the sprites are rendered in the bitmap? i.e. if I want a garrison unit instead of the carrier I have to edit the .bmp and replace the pic of the carrier with the garrison unit?
  20. Has anybody found any use for these things besides u-boat hunting? For their cost (getting close to a 1000 mpp, with all updates and strength additions), and how long they take to construct, they're hardly worth it. Maybe I'm missing something.
  21. Ok I gotta ask: what is with Desert Dave and his "interesting" use of line breaks?
  22. How much of the move/attack/defend AI decisions can be tweaked by users? I haven't really dug into the scripts too much but it seems to be just event-related, not tactical.
  23. I just loaded up my 1.05a Thrawn saved games without a problem and have just completed a full turn. I could've sworn that 1.05a saved games wouldn't work with 1.06.
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