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Nupremal

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Everything posted by Nupremal

  1. Yes - the random thing threw me off too - I think, personally, that it is a ludicrous way to do it. Perhaps allow for an "R" command if you want that, but Hubert did it that way to add some variability - so its not certain if something gets triggered or not. So, it could be useful.
  2. Here is a better way You can mod the changes to .5 per tech level! I did that for all of them except for Heavy Bombers, since I already gave them 1 strike I dont use anti-tank guns This reduces tac units - I already lowered their attack to 1 at start so now best it gets is 4.5 at tech 5!
  3. Does anyone else feel that as tech goes up, the casulaties unrealistically increase? It seems like high tech armor just gets wasted and destroys as well far too much. Hubert, have you considered adjusting the combat engine to look more at relative strength vs. absolute? As it is now it seems that high attack and high defense means very high casualties for both sides. Just seems a bit too much to me.
  4. Have you considered that most people are playing with bonus ai production (+50% or +100%)? I scripted bonus reinforcement units for the AI
  5. I actually need to update the scenario - I have changed a lot since. 1 - That is very odd - I have added a town to Plymouth though and deleted some of the channel ports - so I doubt it will happen again. 2 - The research has been deleted for Germans. Only Russia can build artillery to represent their massive artillery use and numbers. 3 - No the pact was already decided on before the war, so I decided not to include that as an event. 4 - What does that mean no build ups possible? You mean extra units for Spain? Perhaps I should add some, but they already have a lot of units. 5 - I changed this - It will be set for 80% activation, so not attacking will allow you more time to prepare if you want to avoid the conflict. However, while I am updating the scenario soon, it is really only being tested human vs. human now. I am playing someone online - using email since tcp/ip does not appear to work with decisions - we just upload the turns back and forth. That may be the best way to try it now. I guess bottom line is it really is still not quite ready for prime time - I found lots of errors that I have fixed since I uploaded that one.
  6. I just use Paint - that works for basic stuff. Also look under the extras folder for some guidelines on how to do stuff. I was able to do what I needed with paint and for the flat flags. It is harder to try making original art - for that you need to know what you are doing.
  7. I have Paratroopers set to the default min = 5 supply to prepare. However, I have Paras with 5 supply and they are not able to use the prepare option - why is that?
  8. Does the game automatically end if a victory condition event is triggered?
  9. Let me know if you find anything - my guess would be most people are playing the email multi, so maybe with the new change for PDE allowing decisions that somehow is not getting communicated?
  10. Ok good to know that - does it try for oil though at all?
  11. disagree - they caused a lot of damage and were cheap because they had the aircraft and bombs but no good pilots, so it worked turning them into human-guided missiles
  12. I will update the file again this weekend with more fixes. I found another few bugs - one was I did not have an intended script for South Africa in place and without it they won't activate when they are supposed to.
  13. I toned it down - I have the bonuses for diplomacy set to high. Initially I felt in the base game diplomacy was too much MPP for too little payback, but I went to far and have dialed it back considerably.
  14. I do understand all that, but can you confirm that if I have say 10% [1] would it theoretically buy 1 unit on a turn, then some other turn buy 1 unit, and so on... or does it buy 1 unit and then does that get set to [0] until another script comes along? My understanding is it does the first - the reason I ask is that [1] is fine if it gets done multiple times, but if only once and I want the AI to buy say 4 units (over time) I would have to change it.
  15. but the numbers - If I say it is 10% for a corps [1] is it possible it could but 1 corps more than one time? i.e. that [] does not count as a sort of "buy inventory" does it? Also - does it go in order so that buying HQ is rolled first, then Corps, and so on down - if so, then items lower on list are bought less often - even if % is same or even higher - because AI may run out of money buying earlier hits?
  16. hmmm... so far you are testing the opposite of what I am testing, which is Axis. However a lot has been changed again and I found many bugs - trust em I know there are a lot of bugs. You did not get activation because every time you see that warning it means you lost activation points... i.e. that is a warning to keep a garrison in Kiev. The documentation to tell people that is not yet there. Annex Bessarabia - I don't know why that would be, because it should only be set to go once. Perhaps I already fixed it on the one I have now. I have the tension rise as continuous - the problem being it should instead be a pop-up and then happen automatically - will fix. It DOES have an effect though. There are very few scripts set for the Axis as of now - so playing as Allies is not recommended except human vs human. I increased movement rates for Japanese infantry. I am playing a test human vs human that is going well - you can join me if you wish.
  17. I guess I considered oil a resource - especially as it is 3 MPP per point!
  18. Why is it impossible to give a goal position as an Oil Field? That seems to be off - can this be changed? I am not sure but I don't think a mine works either.
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