Ancient Demon
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Posts
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Posts posted by Ancient Demon
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Hey, is it intentional that you're cutting off the bottom portion of the screenshots? I want to see what the national morale balance is now.
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Don't worry, I think you've already won.
It turns out this prediction was a little premature.
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All in all a fairly terrible turn (over a page of losses, many out of supply). It will take a miracle to right things again!
Don't worry, I think you've already won.
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I'm ready to start a game of Call to Arms 1914 or Franco-Prussian war with Breakthrough 1.04 patch. Send me a PM if interested.
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Not a bug this time, but rather a play balance suggestion:
I think it is currently too easy for the Ottomans to prevent the Arab revolt from happening by railing only three detachments to the Medina area to block all partisan spawn points. The big value in this move is not so much in stopping the partisans themselves (who can't really do any damage anyway), but in preventing the -2000 NM loss from the event from ever being able to occur (and that's certainly worth the loss of these detachments from being used elsewhere). I'm assuming the Ottoman NM is balanced around the assumption that this event will almost certainly occur at some point (similar to the Basra loss), so I think it would be worthwhile to make it at least a little more difficult to stop.
Some possible solutions:
1) Make the -2000 NM Arab revolt event happen at a certain time regardless of the existence of partisans near Medina (justifiable since much of the revolt was in off-map areas anyway).
2) Move the partisan space in the oasis South of Hail one space to the right so that itself and the one in Hail can't both be blocked by one unit.
3) Add one or more other partisan spaces in the area, perhaps one at the oasis North of Hail.
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In a game I was playing recently, the turn after Bulgaria withdrew from the war due to NM falling below 10 for Germany, they twice got hit with the event that Bulgaria takes an increasing interest in events in Serbia. Now this wasn't enough to bring them back into the war, but I figured that it wasn't intended for this event to happen at this point.
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Ancient Demon, luckily for me, this time it's not me getting a hammering here!
Hyazinth von Strachwitz who also posts here is playing this against the Entente AI.
Oops. I can't read German, but I saw that HvS dropped your name in the first post, so I just assumed...
I see what you mean about Ottoman supply levels in Syria and Palestine, and will have to check with him to see if he can shed any light on it.I'm just happy to know that it wasn't just me imagining things.
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You sure let him walk right over you, didn't you Bill?
Also, am I the only one can see something wrong in the following screenshot (unless I seriously misunderstand the supply rules)?
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OK, I finally saw it happen, but it was on the July 15, 1916 turn. It's supposed to happen almost a year earlier on August 1, 1915, and I don't know what changed so that it would happen later (as far as I know, all the requirements for the event were met since the Ottomans joined the war in late 1914).
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I see 9 pages of decisions, and events 121 and 207 are selected (along with everything else). I don't know what I'm missing here.
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I see what you mean, but I prefer the variable chance as otherwise the Central Powers player will know that taking Russia out of the war automatically leads to war with the USA, whereas this way it is a very variable contributor to US mobilization which won't necessarily lead definitely to war.
Admittedly if that was the only factor triggering the US to mobilize, then war with the USA would be very unlikely before France is also knocked out, but I wouldn't want to penalize Central Powers players who have used some unrestricted naval warfare and then pulled back from carrying it too far. Especially as Russia alone would not have been enough to make Wilson enter the war.
I am an aggressive user of unrestricted naval warfare, and I do tend to pull back from actual war with the USA, so that might be influencing my thoughts here.
I like the risk involved, and the current set up keeps things slightly unpredictable too, because there is a chance of war with the USA due to my unrestricted attacks coupled with the fall of Russia, but it isn't certain.
I guess the % chance could be changed slightly, and I'll think about it.
I understand, though I think the Entente may be too weak to defeat the CP without US support after Russia withdraws from the war. Also I'm concerned unrestricted warfare in it's current form may be a bit too all or nothing.
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All the conditions you've mentioned are valid, and Greece is 15% leaning Entente. I've also started another game to test it, and still by August 1915 the decision does not appear. I simply can't get this decision to happen in version 1.03, though it worked fine in 1.02 and earlier.
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I'm currently playing a game as the Entente against the AI with patch 1.03, and it's March 1916 and I still haven't received the decision to support the coup in Greece despite meeting the conditions. What could be the cause of this?
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I noticed in the last patch for Assault on Democracy the research breakthrough threshold was increased from 30% to 45%. I believe it would be a good idea to make a similar change for WW1. I'm all for having chance in the game, but I think it goes too far with the research system. There are some techs, especially infantry warfare, that can decide the game in and of themselves between similarly skilled players if one side gets them much earlier than the other.
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I didn't mean that the US entrance should be guaranteed, but rather that the 1-2% increase per turn should be if Russia surrenders.
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Hi Ancient Demon
Sorry for the delay in replying but I've been out of action for a while.
I've checked the 1914 Call to Arms campaign for Breakthrough and there are two Decision Events as there are different situations that can trigger the decision.
The first is if the Germans sign the Treaty of Brest-Litovsk, and the second is if Russian National Morale has fallen below 1% (i.e. a treaty wasn't signed).
I can see therefore that this decision wouldn't arise if Germany conquers Russia and forces it to surrender by capturing its capitals (which leads to the script mentioned below) but otherwise it should.
Regarding the first point, the script for US mobilization to increase every turn by 1-2% if Russia surrenders, only has a 50% chance of happening every turn, so it will be fairly random in its application.
I hope this makes sense and might explain things.
Bill
That's ok, thanks for the clarification. I wasn't that familiar with this as I've seldom had games last through 1918.
I'm wondering however if it wouldn't be better to remove the 50% chance and have it guaranteed instead, given that most players think the US is currently too slow to enter the war. What do you think?
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Glad to hear it, thanks. Do you know if what caused the problem only applies to those specific situations? I'm wondering if there might be other cases in other scenarios where the same thing happens.
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Sorry, am I the only one who sees this? It should be easy to verify.
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Furthermore this reminds me that in the 1914 Call to Arms campaign, the town of Mudros on Lemnos is only supply 3 despite being a secondary supply after the event that gives it to the UK.
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Only the ports are at 5. All towns and cities and resources in Norway, even Oslo itself, remain at 3 if occupied by Germany. Does being a primary supply not do anything if occupied?
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I've noticed that supply in Norway only goes up to 3 even though Oslo is a primary supply. What's going on?
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If Russia has surrendered or withdrawn from the war, then there will also be a 1-2% per-turn mobilization towards the Entente from the date that Russia leaves the war.
Are you sure? I don't think I've seen this.
Led by Teddy Roosevelt, the Preparedness Movement campaigned for an increase in the US armed forces and to prepare American opinion for entering the warThis will cost 50MPPs a turn for 3 turns, and will then swing the USA 4-7% towards the Entente. This will then be followed by a swing of 1-2% per turn thereafter.
I don't think I've ever been given this decision. I just looked and the exact same event is there twice, as DE-140 and DE-141. In the strategy guide it only lists DE-140. Could this duplicate event be causing a problem?
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How close are we to a first patch for AoD?Any word on this?Any word???This was over two weeks ago...Waiting on starting a new game until this comes out...Hubert?
Pardon me, but I don't think you're making the patch come any faster.
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Multiplayer Thread - Opponent Finder
in Strategic Command - World War 1: The Great War 1914-1918
Posted
I'd like to try a multiplayer game of the Russian Civil War scenario. Please send me a message if interested.