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Marty Ward

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Posts posted by Marty Ward

  1. 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.

  2. 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.

  3. Originally posted by HimAgain:

    Hi Marty,

    I think the problem is that the minor axis allies costs are the same as the parent.

    Why not just buy the real thing for the same cost?

    Improvements are not more expnsive either when buying German. why would anyone recruit non-German units?

    Anyway, have to try PzGndr's A3R mod.

    Apperantly he's addresed this already.

    smile.gif

    Cheers,

    Angus

    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?

  4. 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?

  5. 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.

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