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Ancient Demon

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Posts posted by Ancient Demon

  1. Some concerns regarding the 1870 scenario after completing games as both sides against the AI:

    1. Are villages not supposed to provide any supply? It seems it's very hard to keep units in supply because of this (especially for the AI, which seemed to pay no heed to supply at all).

    2. What's the deal with the "broken" railroad West of Metz? Is there supposed to be a rail connection here or not?

    3. The game doesn't seem to end if Germany surrenders before NM reaches zero, like when I as the French took Koblenz in October after destroying most Prussian units out of supply around Metz earlier in the war.

    4. Haven't seen any notification of the establishment of the French Republic as either side. Prussia gets notification that the Prince Imperial (and some Count) flee to Belgium, but not the abdication of Napoleon (or anything else after that). France gets notification of the abdication of Napoleon, but not about anyone fleeing for Belgium (or anything else after that, but maybe the NM didn't get low enough that time).

    5. The AI seems to play especially poorly in this scenario as either side, with me winning as France (on intermediate difficulty) not much more difficult than winning as Prussia (where I was told some AI scripts weren't working).

  2. Hi Ancient Demon

    I'd be interested to know how many French units you've destroyed, and also where you are in France?

    It can be difficult to rebuild destroyed units, but they should with time receive reinforcements from new Garde Mobile units, and later on, International volunteers.

    Thanks

    Bill

    Now at September 15th, I had destroyed a total of 52 French units, with 3 remaining on map (at the beginning of the war they start with 27 units on map with ~30 in the queue, so that can account for about everything). Not sure where the ~7000 so far they spent on units went to, but it couldn't have been all to reinforcing existing units. I looked at their queue now and there's 12 units there, but they're mostly scheduled for near the end of September (purchased units should only have a one turn delay in this scenario).

  3. I'm not sure, as I've just run a test by placing a Russian unit immediately adjacent to Constantinople, on the south eastern side, and the strength of Ottoman resources at Smyrna, Angora and in Palestine, Arabia etc is only 5.

    Is it possible that the campaign has been modified in the editor at all? Only there is a switch that would change the supply rules.

    It is in Campaign -> Edit Campaign Data -> Advanced -> Resource Supply Calculation, which should be set to Rail Only. But if it is set to Unrestricted then I could understand what you're seeing happening.

    That could be it, but this is in a multiplayer game started by someone else. Could I be playing an edited version of the campaign without knowing it? How do I tell if this option is on from the saved game?

  4. Is it intended that Montenegro gets the Albanian Legion event instead of the Ottomans if the Balkan League controls Tirana at the time the event fires? The text says something about the integrity of the empire, which only makes sense if you're playing the Ottomans. I was playing the Balkan League so it seemed very much out of place when I got it.

    Unfortunately it appears this event was not fixed in 1.02 as per the patch notes. Now instead of going to Montenegro, the Albanian Legion simply doesn't appear at all.

    Also, shouldn't the initial strategy advice popup for the Ottomans appear on their first turn, rather than the second?

  5. Hi Ancient Demon

    If the Entente land at Gallipoli and send some naval units into the Sea of Marmara, then by occupying the tiles with those ship icons in, their presence will reduce the strength of the ports at Constantinople. This reflects the panic it would cause, coupled with the interdiction of Ottoman civilian shipping.

    Bill

    Thanks for the clarification, although that doesn't seem like a very useful impact. I would have expected it to have some effect on income or national morale. Also, in this case nobody landed at Gallipoli, Russian ships got in after a landing at Scutari.

  6. It seems when Antwerp becomes a capital, it gains all the properties of a capital. A bigger problem than the entrenchment issue is the incentive the Entente player has to leave Antwerp empty, and the incentive the CP player has to avoid occpying the empty fortress, until Ypres has fallen. The Germans lose out on a significant amount of income over the course of the game (net 11/turn) if they occupy Antwerp before Ypres.

    Such gamey play around Antwerp couldn't have been the intended design, but that's what happens when a country is worth more or less depending on which order the cities are conquered.

  7. Hi Ancient Demon,

    It looks like the Azores event is indeed set incorrectly to not fire and for the Indian National Army, there is a random delay before the appearance of that particular unit but we can change it so that it appears right away for the next build.

    Both of these will be fixed for the next patch,

    Hubert

    Were these actually fixed in patch 1.03 (doesn't appear in patch notes)? If not, will they be fixed in patch 1.04?

  8. Also, in addition to what I said above, you might want to do something about Greenland. I think it should be automatically occupied by the British through event (like Iceland) upon the surrender (or protectorate) of Denmark, or the port there should be removed. Currently this port is useful for German u-boats, and I don't think it's reasonable to make the Allied player go to the effort of invading Greenland manually (unrealistically time consuming and expensive).

  9. I currently playing a game of SoE as the Allies vs the AI, and I've noticed some odd things. When the AI turned down the decision to resolve border disputes in the Balkans in 1940, it prompted me to look into the AI acceptance percentages in the events decision file, and it was apparently 100%, 25% and 0% all for that one event. There appear to be three percentages (sometimes the same, sometimes different) for all decision events, leading to multiple other instances of odd outcomes in game, and I'm not not even sure which of the three is actually supposed to be applied in each case. This file could use a thorough going over for the next patch.

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