Jump to content

Nupremal

Members
  • Posts

    701
  • Joined

  • Last visited

Posts posted by Nupremal

  1. Also I will upload the newer version a lot more is done - I now have Australia, DEI, Philippines included.

    Also I am re-doing weather using the köppen climate model.

    This also means I need to have fixed turns, since the winters in the southern hemisphere are opposite of those in the north. So having "summer" be shorter is not logical as it does not work world wide.

  2. Did you also activate Nationalist China? I will try it again but what happens specifically is this:

    Nationalist China is set to 100% active minor of USA

    Some of the Chinese areas are "occupied" by Japan

    The USA is not active

    When USA becomes active, it says "Nationalist China switches sides" and then all of the "occupied" areas become chinese again (with some lonely Japanese armies stuck inside).

    Are you saying that did not happen, or did I do something else wrong?

    I will try testing it again. If I could solve this problem I would be very happy. I want some areas to start occupied so I can have partisans appear there, and I very much prefer that the UK not be the parent - it gives them options they should not have.

  3. Well in the standard game, for instance, you can run a convoy and route it through a naval loop - like the convoys from the middle east that go through the loop and then to the UK - correct? I want to run some convoys this way across my map edge which is in the Pacific Ocean, rather than send them "the long way" via the Indian and Atlantic Oceans - this is artificially long because the map does not have wrap-around east to west (good feature to offer for a world map) - and I am not sure how to make it work. It may just be that it won't work until both countries are active, not sure I tested that.

    - as an aside, right now I just route them to Hawaii instead -

  4. I have tried to do a lot of this in my game. I do have the UK transfer to Canada if it falls, not Egypt - this prevents the benefit of the supply there but if I don't transfer then you cannot buy any new units for its previous minor allies. I will keep some of these ideas in mind. I have also altered some unit stats, tac bombers I start with 1 soft and 1 hard attack. This way they are not as good even as fighters until they get some tech - also limit number of builds and no soft builds allowed.

    My game should be very nice and I will be looking for players/testers. It also will take longer to get to work with ai - first want it working w/human.

  5. It is determined by the type of (square) - sea or land. The type that is mostly filled with land is usually land. One of the islands is land, and the sea+land = narrow straits that ships can pass through only if you own the land.

    I am working on essentially that in my game (world campaign like WiF) - in fact using a lot of what they are doing on their maps as a guide (terrain, rail, to an extent resources) but also adjusting by reviewing atlas and info myself.

  6. Never mind - got the script to work for the Vichy French, which is good.

    I still don't like that "switching sides" thing - let me know if by any chance it is a bug. I can do other things, like go back to Japan starting the war when it fights the Allies, but that is rather script intensive - I would have to have the allies join, then their associated chinese, then annex the parts occupied by Japan, and then use a unit menu to add their starting forces...

    Plus you can't fight it out. I am not too thrilled to have them run by the UK but I don't see any alternative other than the above.

  7. Ok I ran into another problem.

    In the Far East, I wanted to have China with the USA as parent, and with some of it occupied. However, if China is already at 100% but the USA is not, when the USA joins I get a message "China switches sides" and all the territory that was occupied by the Japanese becomes Chinese again.

    Any way to avoid this? I presume I will have to have them associated with the UK then. I also tested France, which is also bad because when they surrender they lose access to any builds.

    I guess I have to do UK, which also means I will probably program UK to move to Canada if they surrender. I was planning not to, but the dominions can't build otherwise.

    One more problem I am having is getting the Vichy forces to appear when the nations are created. It does not seem to work? I Think it is because I make them = say "Algerian" which means the event owner is Algeria, and that is why. Otherwise the Free French work because the owner = UK - that is because they can appear after Algeria surrenders, for example.

    I could set them to be German units - but would prefer them to be their own Nation. I cannot get that to trigger.

  8. I have made great progress and believe this will be a very solid scenario. My plan is to post it to CMMODs when I have finished the basics but have not yet run all the tests (to be sure things work - my guess is a lot of it will need fixing, especially the scripts, to do what I want). Once the scripting works, I will then work on the AI - first I want to balance & fix it for human vs human play.

    I think everyone will be very pleased with it. The map looks fantastic except the "squeezing" effect is somewhat noticeable when you view the USA and India. The map is HUGE since I used every possible square (256x128).

    I also will post prior to fixing up the graphics and extras. The graphics need to be fixed for the various national flags and such and completed. I would like to be able to mod more terrain files but no one answered my question on modding types (like turning a land plate into a land+sea plate).

  9. Only the first models of the M4 did not have better protection of gas tanks. Also, the models we sent to the Russians and UK were diesel versions and didnt have that problem. Later models had good, high velocity guns. The Sherman was easy to fix. It had decent armor - not great but good enough. It was also good at moving along European roads, whereas the German tanks were better on the East Front where road conditions were poor.

  10. What do you guys think of AT and ATY units? I think AT units are not justified at the strategic level - I got rid of them. Artillery mostly so, but I kept them for the Russians for their Artillery Breakthrough Divisions. Allies used air power instead. Germans I was thinking maybe they could use a unit or so for their big RR artillery. I may do that and change their icon. Again, Japanese never had enough guns. The other option I could use them for is coastal artillery, but since the assets like cities and forts already can damage bombarding naval assets, this seems to be covered.

  11. The AA units - at least in the large scale scenarios, not the smaller more tactical ones - represent large quantities of mostly larger calibre AA guns (like 88s) used for strategic defense. They just set up large walls of flack. The thing is, the targets can already be upgraded, so I am not sure if it is reasonable to have AA units also. I am still not sure if I should keep them. I think I decided the UK, Germany and USSR can have them. US does not really need them, and Japan never really built enough of them. Germans had vast quantities by the end of the war - in fact concentrations got higher as they lost territory to defend. They can also be used to protect armies on the front, so that seems to be a valuable use for them if you don't have enough fighters.

×
×
  • Create New...