Jump to content

gravyface1

Members
  • Posts

    79
  • Joined

  • Last visited

Posts posted by gravyface1

  1. Sept. 1940: Invincible allied navy wreaks havoc on waves of german u-boats. A UK battleship and a French Aircraft Carrier lay waste to the entire german u-boat fleet.

    Mar 1941: Italian mobility puts axis to shame -- for some reason, they can achieve level 3 motorization but the axis, the Founding Fathers of Blitzkrieg, can only reach level 2.

    June 1943: German units decimated by neverending waves of Allied troops. Island so crowded there's no room to land. Countless transport ships suck as UK desperate to solve overcrowding problems. Guilt-ridden u-boat sailors seek psychiatric help on shore leave.

    Main theaters of operation are just too small, with bad AI ramifications. I completely dominated England but yet had no room to land more than one or two units. I estimate that I sunk about two dozen transports full of troops because the AI didn't know what to do with zero hexes free.

    I'd suggest keeping only the northern hemisphere -- it's not worth a few sparse coastal towns for as much map real estate as Africa and South America consumes.

    Allied Navy is ridiculous. Let's keep the Germans at bay with numerical superiority, not God-like power. I don't know how many u-boats were lost trying to sink one battleship and French aircraft carrier.

    Not quite sure why the Italian motorization tech level was higher than the germans. I know the germans were, to the end, extremely dependent on horse transport, but the Italians weren't?

    Overall, it was amusing, but not something I'd play again.

  2. Colin's idea is a good one. The key here (and I'm sure Hubert et al agree) is to hide the complexity from the surface, whilst still providing enough detail and accuracy for challenging game experience. Some games like OAoW hide no complexity from the user: you have to micro-manage each minute aspect of the game, detracting from the playability (imho) and increasing the length of the turns exponentially. However, having incremental transfer/operating movement increases based on infrastructure level and geography/location -- in addition to supply rules -- would be a welcome addition. It wouldn't make a difference in the interface, but it would make troop deployment much more important.

    As for the winter attrition, is there a way to apply the same random "rough seas damage" to units during winter? I have not touched the event scripting and am not sure if it allows unit substitution (land units instead of naval, for instance).

  3. Yes, that does seem a little strange but you can turn it off. I don't have a problem with the amount of railheads generally-speaking, but I do think that the transporting of units should take several turns and be physically represented by the transport range. i.e. if you wanted to move a unit from Paris to Stalingrad, you'd have to spend one turn "preparing" (like the paras) to transport and the next turn transporting, perhaps even to a limited range, like Warsaw or Minsk. I just think that moving 30,000 troops halfway across the globe instantaneously has a negative effect on gameplay -- it's too easy to say "oh no! Allies have invaded France! I better teleport three armies to my major cities now" and have your forces fully-prepared, yet slightly low on morale, in a single turn.

  4. I've come to the conclusion that troop transfers are too powerful. Having the ability to send a unit halfway across the globe in one turn puts modern transportation systems to shame.

    The railnet in Russia was incompatible with German locomotives and the Russian locomotives were either evacuated to the Urals or destroyed by the Germans during the first year of Barbarossa.

    In France, after the invasion, the allies had to spend huge amounts of engineering resources to rebuild the transportation network they devastated during the pre-invasion bombing campaign.

    Is there any way to decrease the transport range per turn? I could increase the cost to transport units so they'd be almost out of reach and this might even prevent the AI from wasting resources moving an army to one city in exchange for another army.

    I might even eliminate transfers altogether (make the cost 9999 if I can) and rely on units mobility and sea transports to accomplish this.

    Any thoughts on this?

  5. Running Windows XP Pro Service Pack 2

    SC2: 105.a

    Honch's Campaign v13

    From error.txt:

    [02/09/2007 9:14:59; 5.1.2600; 1280x1024x32(1); v1.05a] FAILED(animate_unit_combat_and_tile_control_update): Segmentation violation

    How to Reproduce:

    German Heavy Bomber attacks Russian Tactical Air Group; Russian interceptor event; German Escort event. Russian Tactical Air Force is destroyed; error is raised.

    Can email ERROR.sav upon request.

  6. I played a bit of a cat and mouse game with my u-boats, trying to lure the UK's navy close to my land-based aircraft so I could wear them down to the point where I didn't have to worry about them interdicting my assault craft. Next, Battle of Britain "lite" -- they only had 2 fighters left after France and my fighters were quite experienced by then.

    Take a port first: I grabbed Hull (NE of London) with a paratroop division, and then could unload transports in one turn. Once they poured to shore, it didn't take too long and was fairly straightforward.

    As for the "Efficiency-Fix" Grasshopper not know what you're talking about, Sensei. What I do know is that another 3 months have passed and the ports are only at 4. I need these troops badly; France is largely unprotected and I have no idea when the US is planning to attack.

  7. Can you transport aircraft? I have 3 US air fleets sitting on US soil, doing absolutely nothing because I can't transport or operate them.

    Whats with the uber-high naval attack against ported warships? Both russian cruisers were badly mauled in port by one understrength German infantry corp. Yes, I'm sure special forces could slip in ala Navy Seals and plant some C4 but that should be a random event, not a consistent attack rate.

    Other than that, love the game. Great balance of strategy and fun.

×
×
  • Create New...