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emf

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Everything posted by emf

  1. To Nupremal: No not yours, the one that came with the 1.09 upgrade.
  2. I think the weather needs a bit of work for the Global War. I just ran through the Fall and Winter turns and noticed that there was snow in the lower part of South America during their summer (which would be the north's winter). I know I'm being picky, but it would be nice to take the different seasons north and south of the Equator into concideration.
  3. I must be ahead of my self, since I wrote this today and I see that I posted it yesterday!?!? Anyway the "home builds" is not quite what I had in mind. I figure that most building takes place in and around the cities. When you start building a unit, materials are brought to a factory. If the city, with the factory, is captured then the unit being built should be eliminated, instead of just being moved to another city. I just can't see 1/2 of a battleship being moved from one port to another port, especialy if it means a journey through enemy contested waters.
  4. Here is something that I would like to see changed for any new game going forward. Currently when a player builds a unit (of any type) he may place it anywhere he want's to provided the game allows it. I find this concept completely unrealistic. It's most noteable with German naval units. The German player may build a naval unit before he conquers France. After France is conquered the German player may place the naval unit in any port he controls (provided there's a land link) including French ports on the Atlantic. It dosen't seen likely to me that a naval unit started in one port would be finished in another port. So here is my proposal: When a player builds a unit he must specify which tile it appears in after it is built. If the tile has been captured, at any point before the unit appears, then the unit is eliminated. What do ya'll think? Eric
  5. So I pre-ordered mine this morning, can't wait to get it. I noticed something, in the scenario Storm of Steel, it seems to me that the scenario starts with NO one at war is that correct? Also, the map size keeps getting bigger for the main games, does this mean that the game is using more of a set number of maximum tiles, or is the set number of maximum tiles getting bigger?
  6. Are you kiddin, what with the way some people think- there's enough fertilizer to grow a forest:)
  7. @Bill101, sorry, you are correct. I had previously looked at the convoy scripts and thought I had to type in every tile. I did some experimenting this morning and found I only had to put in source, destination, and waypoints, the computer did everything else. That being said, I believe it would be a little simpler to click on a source port, then click on the destination port and have the convoy lines appear. Then if the player wants, to click on various waypoints and have the lines change immediately. And the same for setting min and max for mpp transfer. BTY one of the experiments I did was to try and set-up a convoy between Germany and Italy, with Italy neutral but I think Gibraltar, being under UK rule, stopped it. Would that be true?
  8. Engine: Current Synopsis: Might be interesting to know what kinds of units you have when looking at the reports screen. Design Summary: When looking at the reports you have no way of telling how many of what types of units you have. I'd like to know if I have X# of fighters or infantry. It should also tell me the same for the enemy and units destroyed, mine and their's. Cons: Is it worth the effort? It's not important but helpful to know.
  9. First, are both the US and Canada at war with Germany? If not then they can't be operated or transported. Second, some Canadian units may not be moved at all. Although if I'm wrong someone will say something, I'm sure.
  10. Engine: Current editor Synopsis: An easier way to setup convoy routes by selecting a start port and a destination port. Design Summery: In the current editor you must manually type in every tile a convoy goes through. I think it might be easier (for the player) to select a start port and an end port and let the computer handle the rest. It might also be possible to set way points. Cons: Might be difficult to program, without the player using so many way points that it becomes just as tedious as the current system.
  11. Engine: Current editor Synopsis: An easier way to distingish the various colors of weather zones. Design summary: Each weather zone should have its own color, it should be readily recognizable from all other colors. As I was playing the Thrawn map I noticed there was sandstorms off the coast of England. I go into the editor to change them and I see that its difficult to tell when a number is different from the others because the colors are the same. This is especially true with double digit numbers like 15 and 25, 12 and 22, etc. It would also help if there was a way to isolate each zone on the may so that only one zone is highlighted. That way you can see immediatly if there are zones out of place. Cons: Can't think of any, should be easy enough to program.
  12. I am wondering is it possible to have an event trigger based upon a minors activation percent. Lets say that I want to have an event whereby Spain has reached 75% activation towards Germany allows German units to enter the country to attack Gibraltar. Perhaps there units are limited in number (5?). Would it also be possible, using the same context, to have a minor send an expeditionary force?
  13. @powergmbh, yes that is exactly what I mean. As far as your example; Britian, Germany, and Italy all investing in Spain - well those are the consequences you must be prepared to take. Any time you give another country something you can't force them to use it the way you want, its a gamble. Look at the F-14s we sold to Iran before Khomeini came to power, if we go to war with them they will use the aircraft against us. Besides the mpps you invest in a country are for use only by that country.
  14. As a follow up to powergmbh's suggestion about independent minor states, I suggest that the mpp's the majors spend on diplomatic chits should go to the minors, to be spent on new units, reinforcement, etc. The computer should descide what to buy from allowable builds. Once there are no more units left to build then the mpps should be saved, and when commited to a side may used to rebuild and reinforce their units.
  15. Engine: Current Synopsis: Change a minor countries' major parent Design Summary: When a minor country get a hit on diplomacy it should go to the major that invested the most chits. Details: Lets say that Italy wants to invest a chit in Norway, if Norway get a hit it should move towards Italy. As it stands now, since Germany is Norway's parent, Norway would move towards Germany, no matter how many chits Italy has invested. Now if both Germany and Italy pool their chits in Norway which ever country invested the most should get the hit. If they invest the same then it should go the country which is either closest geographically e.g. Norway to Germany and Algeria to Italy, or when a country has traditionally a sphere of influence e.g. Iraq to Germany and Greece to Italy. Soviets and Western Allies may never pool their chits together since they are non-cooperative, they may still invest in the same country, however which ever invests the most chits gets the minor. Problem #1: May interfere with scripting. Problem #2: May prove problematic in multi-player. Problem #3: May be difficult to program.
  16. Engine: Current Global War Synopsis: Linking a resources efficiency with infrastructure research. Design Summery: More specifically, in Siberia, all resources are at 50% efficiency. If you invest in I.R. then the resource should go up, but no higher than 10. Since the argument could be made that the reason for them to be at 5 is the lack of adequate roads and railroads, this would give added reason for the Soviet player to invest in I.R. Of course this could go hand in hand if the Engineers were given the ability to build roads and railroads. This would also give Para's and Special Forces the task of cutting the roads and railroads, and forcing the resources back to 5. Example: Vladivostok is a level 5 if you get a hit on I.R. then it would go to level 6. Example: if, in the above example, all roads and railroads coming from the western part of the map are cut then Vladivostok would go back to level 5. Problem 1: Will the new land arrows provide the same function? Problem 2: How to program this? if Vladivostok is called 'X', 'I.R.' is infrastructure research and, 'path' is a chain of tiles to the western edge of the map, 'path 1' unbroken and 'path 0' is broken: if X==5 && I.R.==1 && path==1 then X=X+1.
  17. I think that a lot of the problems with supply levels in Russia and elsewhere, stem from the way the map was made. I think the dividing line should not be in the Urals, but between Alaska and Siberia. That way China, India, and Russia are all one nation, as they should be, and none are split in half.
  18. Perhaps instead of using the engineers we allow roads and railroad to be built as part of infrastructure technology. Each major power can build one road and/or one railroad per square per month for a certain number of mpp's. Each increase in i.t. would decrease the mpps needed and/or increase the number of road and railroad tiles that can be built per month.
  19. Thanks Hubert, everything's working fine now. Ya know thats why I love this company, lots of help. You make a good product even better.
  20. OK I downloaded pzgndr's 3rd reich mod. It works perfectly. I loaded it straight to the campaign folder and extracted it there. (good mod bty can't wait to play) I then down loaded thrawn again, the same way, and still no good. Now I noticed that with the 3rd reich mod that the cgn file appeared automatically in the campaign folder, but the thrawn cgn stayed in the European theater folder. arghhhh!!
  21. Hubert, yes everything is there. This is what is in the subdirectory: bitmaps, interface, European theater cgn, readme, campaign config set, localization, AI file, events file,. Also, I have the campaign file separate, the same as the rest of the campaign files. Could it possibly have something to with version 101?
  22. Thanks for the reply Hubert, however I'm running on XP. Any ideas for that?
  23. I had the same problem as Wburn, as well as "could not find European theater\scripts\events\convoy.txt campaign could not be loaded" in the editor
  24. Hi there, I'm getting some errors with the Thrawn campaign. In the editor I get "error: could not find_European Theater\scripts\events\convoy.txt campaign could not be loaded" In the game I get "could not find_European theater\campaign.ini campaign will be loaded with out customization" The strange thing is that the game does load, though I have not tried to play it yet. I also downloaded WaW 1.01 just before I downloaded the Thrawnmap. Any ideas? [ November 28, 2007, 05:20 AM: Message edited by: emf ]
  25. I noticed that during sandstorms air units are grounded, as they should be. However sand effects all units, it gets into gears of mech units and the eyes and mouths of troops etc. I would like to see a penalty for movement and combat during a sandstorm. I would suggest something as simple as a reduction in readiness too something a bit more complex as the more you move the lower your readiness and a reduction in combat strength - both offense and defense.
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