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Marty Ward

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Everything posted by Marty Ward

  1. Great. Thanks for the quick reply.
  2. Can I load the game on more than one computer?
  3. I don't know the actual scale of each tile but they seem pretty big. Big enough that a 'corp' might not exert a lockdown on getting supply through. Perhaps a reduction in supply for passing through a "ZOC" would be a better solution, say 2 or 3 less per tile when traced through an unoccupied tile adjacent to an enemy.
  4. I don't understand the problem. With tiles or hexes you only need to have 3 covered to form a line that cannot be moved through from an adjacent spot.
  5. Thanks. Once it is unzipped in the right folder does it show up as a scenario in the new game menu?
  6. Overall I really like ths game. It is fun, relatively simple to learn and has enough variability to keep replay value high. Certainly some things could be tweaked but I don't see anything really major tht needs to be changed. There are a couple of things I wouldn't mind seeing done if possible. 1. Would it be possible to make any hex upgradable for AA? Also hex AA should be able to damage any type of air unit that attacks it. 2. The unit upgrades available could be tailored better to make the units more useful in the roles they were designed for. For example perhaps Carriers should upgrade to ASW, Advanced Air and Naval Attack if only 3 slots are possible and BB's upgrade to Artillery, Surface Attack and AA etc. 3. Sometimes it seems like Tech upgrades are too random. I've gone into 42 as Russia without getting Infantry Weapon 1 even though I usually start researching it in 39. Perhaps something could be done to make low level tech easier to hit on once all of your allies have it.
  7. I know you can look at all the scripts for a scenario by opening a file and they may be easy for some to understand but to me they might as well have been written in Chinese. I have no clue what my actions or my opponents actions cause to happen under the hood. Would it be possible to have a summary of all the scripts in a word type file included with the game? I'm looking for something that could be read by the average gamer and not require you to be a programer or modder to wade through.
  8. I think a good way of making minors attractive to buy would be to make the initial cost 1/2 the German cost and any upgrade to be 2 - 2 1/2 times the German cost. That way you could get some cheap troops but they would be little more than cannon fodder in the front line after a while if you didn't upgrade them. They would be ok for partisan duty, garrison duty and many of the other tasks they historically did. I would also limit this change to infantry only. Armor, aircraft etc could probably be left the way they are. I'm not real good at installing mods. Are any of them ever incorporated as part of a patch upgrade?
  9. I agree that the initial cost makes them not worth building. Perhaps their initial cost should be the same as the controlling major but the upgrade cost increased even more than it is now to keep them from being easily made a powerful as a majors units?
  10. I guess it depends on how many slots are available for upgrades. Is 3 the max?
  11. I think the most logical upgrades for carriers would be advanced air, naval attack and asw. I think these fit their general role best. They weren't suppose to engage in surface combat so the naval upgrade seems wrong. Ground support wasn't what they were designed to do as most of their bombers were made to kill ships.
  12. I played WiF before, many moons ago. It was ok until all the expansions came along and made it practically unplayable as a board game. Hopefully computerizing it will help with all the details. It's been in development so long that I no longer follow the threads on it at Matrix. Like EIA, when it's out it's out. Then I'll see if it's worth it.
  13. Thanks all. Time to see if I can put these suggestions to good use!
  14. Don't you also get a benefit/penalty to your research chance if your intel is at a diffrent level than the other side?
  15. What about areas like Intelligence or Infrastructure? Also does it work out better to put say 4 chits into IW, even though only 2 will 'pay off', and take them back once you hit in order to increase your chances of getting to level 2 faster?
  16. I'm still a novice at the game. What are the most important areas for Russia to research prior to entering the war? I have always focused on the basics, Infantry weapons, Tanks and, if I get lucky on the infantry weapons, Advanced Air. The problem is I get waxed when the Germans invade. I either don't hit my research because I don't invest enough or I don't have enough units to hold on for the first 2 years. Am I ignoring a very needed area of research For the Russians?
  17. When rockets gain experiance what exactly are they gaining, better crews? Did the experiance of rocket crews help make the V1 & V2 much more effective in real life?
  18. In a game where the turn length varies so much it doesn't really matter to me whether it's hexes or tiles. The game is pretty damn fun so the tiles can't be all that bad!
  19. Perhaps your Amphib level could be tied to how many Amphibious transports can be active at one time? Level 1 gives you 3 units, level 2 6 etc. At least there would be a good reason to research it then.
  20. I've just 'discovered' how to use rockets from reading this forum. They can become a powerful force against units. Perhaps they should have 0 strength against units so they are used in a strategic role as intended.
  21. They have Albania, though some would say it's not anything to write home about.
  22. Does the loss of experiance from reinforcements depend on how much you reinforce on a given turn or does it depend on how many are added over a period of turns? I ask this because, and perhaps I'm seeing things, it seems that when I have a unit with 2 bars at 5 strength and I add 1 reinforcement point each turn for 5 turns I lose less experiance than if I added 5 point in one turn.
  23. For amphibious invasions couldn't you just give a combat value to a unit in amphib mode and let it attack like a naval unit but have results like a land combat?
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