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jeep

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Everything posted by jeep

  1. How does actual combat affect experience? I see in the rules to get .1 point for every turn you stay alive....
  2. I get a lot of random crashes from my video card (stupid dell). The way to tell is if you get the crashes in other games as well. The frequency may be different, but if they show up at all that's the smoking gun.
  3. Cool. Any chance you could change it to visible range? (so radar and satellites enable long range intercepts)
  4. Will they intercept if they are currently landed? Also, is there a specific range at which they check for intercept, or any visible unit (as soon as it becomes so)?
  5. Is there any way to make your fighters (jets,etc) automatically intercept all air units that enter visible (and reachable) range? Seems like they MAY already do this to some extent, but only if the bombers/tac targeted the city they are IN. What I would like is fighters that could be given "intercept" field orders, and they would automatically launch and pursue any enemy aircraft that comes in range. This would make radar bases / awacs more valuable. The intercept flight path would not know the enemy's orders of course, so they may not be able to intercept, but they should still try (given you have the oil).
  6. jeep

    Food!

    It's easy enough to change the resources used by cities in the editor. Probably would be a good idea to try out some differences to see how it plays out. You could make cities consume no food/oil, but increase the resource cost of building / maintaining units.
  7. I put it together mostly to see what it would be like to have two large nations with a significant nuke stockpile duke it out. Haven't really had a chance to play it since the AI doesn't seem to handle the nukes well. Also, it really needs an option to force a few turns of peace before war can be declared. With H<->H, this could always just be an agreement.
  8. What is the range of a Nuke explosion? Is there any way to modify this in the rules editor?
  9. Anyone want to try a HvH PBEM game on this scenario?
  10. I just uploaded a WW3 scenario which uses this ruleset. Haven't fully playtested it since the AI doesn't seem to use the nukes well. Looking forward to some feedback on it.
  11. It would be nice if there was a setting to have your arty follow behind your combat units automatically. Or maybe change it so if they are in a group they are considered "out of range" to attackers as long as they are engaged on one side only. I am also updating the rule set to make all arty and aa a new combat type (GroundSupport), so that I can balance the terrain bonus and attacks against them better.
  12. Yep I liked the 10x set you did, but felt that sea and air combat should still be fast. Sea combat already felt about right, as it always goes quickly IRL anyway. Was on the fence with air craft, but decided if they just took damage you could never really destroy them without hitting their home base (which could have heavy AA). In this set, they will do some attrition to ground combat units each turn without much risk of getting damaged (unless AA or fighters are around). Against everything else they are similar to before.
  13. Oh yeah, it is called: Jeep 1900-2030 v4
  14. Just shared my modified rule set. This is a modification to the official 1900-2030 set. These rules slow down ground combat to around 3-4 turns. They also add two new units, ASW aircraft and AWACS. Played these through a few times and it seems pretty balanced. Let me know what you think The changes are: Ground combat changes Terrain modifications for infantry increased (combat type soft) Paratroopers use 0.8 food Inf / tank / para -------------------------------------------------- HP are 5x original to slow down ground combat Air => ground: Tact bombers to armor attack increased by 100%. Ground => air: inf/tank/para air attack is almost zero. Don't need this since air does little damage Ship => ground: No change, ship bombard takes much longer (but this is also desired) Arty / AA remain unchanged: Note, this makes them very weak to ground attack, but this is ok Increased missle damage vrs soft/armor Naval combat changes Added AWACS aircraft & surfaceship tag to all ships Added ASW aircraft Cruisers & BBs now weaker vrs subs (to offset ASW aircraft advantage) (sub attack *0.66) Cruisers and batteships now have increased ship attack range at class X This models change to guided missles from cannons Still Need: Heli and AWACs bitmaps Missle animations for BBs & cruisers
  15. Ok, that explains it. So is the unit circle range equivalent to a range setting of 50? I was trying to reduce the ground attack range so that arty can have a bit more distance buffer away from the fight. If I set soft/armor attack ranges to 30, would that cause other issues?
  16. What is the actual engagement range for the unit circle setting? Is this equal to 30? I can tell that units (with this setting) engage well beyond the circle outside the base of the unit.
  17. Any chance the people could post the final save game file from the matches in the tourney (for after action viewing)?
  18. One more What tool do you use to create the unit bitmaps? I has going to add one for helicopters.
  19. Just out of curiosity, what zone of control does a unit block? Say I have a tank on the road between two cities, and the enemy sends a tank to take my city. Will the enemy tank try to go around my tank? The reason I ask is because I am adding an "ARMY" unit to my rule set that has a lot of HPs, and thus will last through a couple turns of combat.
  20. What do you think of reducing the attack range of all ground units to 30 (half the viewing distance)? This would make it harder to kill arty behind your lines. Trying to think of any negative side effects of this....
  21. Looks like view range for all units vrs special forces is 0. Does this work out as no one can see them (thus never be attacked directly)?
  22. Thanks. Couple more: 1. What is "prone"? How is it used? 2. In combat types, there is a setting "can block and be blocked". What does this do? 3. Sub-targeting, random vrs targeted. What is this?
  23. It is a little hard to manage combined arms right now. I like to try to back up my tank assaults with arty, but whenever arty is involved the defender will charge the arty and destroy them. Keeping your tanks just far enough ahead to block the charge but not too far to be out of support range is not manageable.... One side effect is that if inf charges, they loose entrechment. Kind of models the effect of bombardment in a strange way... Similar issue with protecting transports. You can't just put them in a group with warships (like a normal convoy). This helps some, since attackers will die fast. But they still get hits in on your transports. Maybe this is realistic though. Back when I played Harpoon that tended to happen anyway, since the transports were high priority targets. So I guess if I was to fix something, it would be a way to protect your arty from ground troops. Arty should never get killed unless totally overrun, or hit with counter arty or air. Also like the idea of bonuses for facing. The old global conquest games handled this by giving a bonus whenever a unit is attacked from more than one quadrant. Should be relatively easy to implement (easy to say for me, right ), and is no overhead for the player.
  24. Inf armies always have an anti tank component. In WW2, it was mostly AT guns. Modern day it is largely guided missiles. The limitation of these weapons is that they need prepared & hidden positions, but when used properly they beat the tanks every time. Tanks have the advantage whenever the defender isn't prepared (moving encounters, flank attacks, etc). AT guns / etc also aren't worth much on the offense. The Combat mission / Strike force games illustrate this really well at the tactical level. If you run your armor against dug in AT, you are toast You need to send in scouts to find them, soften them up with arty/air, then hit them from the direction they least expect. I'm just trying to model this more accurately, while adding more planning to the ground combat portion. Without it I think we should all just build tanks (the superunit). Sort of like battleships were before Brit made them weak against subs. Now you have to protect the BBs instead of just building a bunch and stomping everything. You probably do have a point about tanks in WW1. The inf really didn't have much AT then. Not really sure how they stopped the tanks, mustard gas???? Hit them with Arty?? Maybe they just ran and hoped the tanks got stuck
  25. Just fired up the editor and found something that fits: Changed the combat type: soft to have 150% bonus for cities/forest (+25%) 175% bonus for mountains (+25%) 75% bonus for entrenched (+25%) With this entrenched inf in good terrain has an advantage over the tanks, otherwise they are dead meat as normal. I'll play with this for awhile to see how it does.
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