Laffertytig Posted May 11, 2006 Share Posted May 11, 2006 im thinkin of gettin this game, what is the general consensus of it? how many turns does a campaign take? for eg there are only 6 turns every winter which seems very quick Link to comment Share on other sites More sharing options...
jon_j_rambo Posted May 11, 2006 Share Posted May 11, 2006 Well, see the distance a tank can cover in one turn with good weather, you'll feel the power. Buy the game, son. -The Man, The Myth, The Legend Link to comment Share on other sites More sharing options...
Blashy Posted May 11, 2006 Share Posted May 11, 2006 15 turns per year, 60+ turns before you usually have an idea who is winning if you have balanced opponents. Link to comment Share on other sites More sharing options...
Fubarno Posted May 11, 2006 Share Posted May 11, 2006 I thought there were 27 turns per year. 3x4=12 summer 3x2= 6 fall 3x1= 3 winter 3x2= 6 spring total = 27. Correct me if I'm wrong, but I'm going to bed now and can't look it up. It's an abstraction that works well for this scale. The main campaign is lots of fun. I've played one of the smaller campaigns too, North Africa, also fun. The AI is not a factor as I like human opponents. Recomend buy. Link to comment Share on other sites More sharing options...
Blashy Posted May 11, 2006 Share Posted May 11, 2006 Oops my bad, I was thinking something else completly. Link to comment Share on other sites More sharing options...
Todd Treadway Posted May 11, 2006 Share Posted May 11, 2006 As for the number of turns per season, I was wondering about this also. The original concept in SC was that there would be fewer turns in the bad weather months, but that there would be no weather in the game as an abstraction. Now that weather is in the game, does that still apply to the same extent? I'd think not. In other words, there should probably be more bad weather turns. Link to comment Share on other sites More sharing options...
Lars Posted May 11, 2006 Share Posted May 11, 2006 You got 15 turns of probable bad weather compared to 12 turns of probable good. How much more bad weather do you want? Link to comment Share on other sites More sharing options...
Todd Treadway Posted May 11, 2006 Share Posted May 11, 2006 My point was simply that under the old game the turn length was the same I believe. But in the old game the weather was abstracted and there was no bad-weather movement penalty. Seems like the turns should be more standardized in length now, since the movement penalty is now in place. Link to comment Share on other sites More sharing options...
pzgndr Posted May 11, 2006 Share Posted May 11, 2006 The turn sequence is something folks can experiment with using the Editor. There are 14-15 alternating seasonal turns for each side during a year, which does a great job recreating the fast-paced action during summers and the general slowdown during winters. Weather is random all year long, so this is still OK for the most part. Standardized turn lengths and revised weather would still present the same problems that drove Hubert to consider seasonal turns in the first place. If you make turns short enough to simulate those historical summer blitzkrieg campaigns (Fall Weiss, Fall Gelb, Barbarossa) then you're going to have a very long game. If you keep the turns more reasonable then you lose some of that blitzkrieg effect. Players may want to try a simple mod using the new normalized production feature. See how that plays differently. If you start making other turn sequence changes then you also have to make other adjustments to unit AP values, production costs, etc. to keep everything relative, and that gets complicated. Link to comment Share on other sites More sharing options...
Rolend Posted May 11, 2006 Share Posted May 11, 2006 I don't have a problem with how the turns are set up now, I think they have found a fairly good balance with weather and length. I do wish however that since this is a turn based game that the weather would be the same for both sides in the same turn. I am not a very lucky person and the other guy always seems to get better weather then I do Link to comment Share on other sites More sharing options...
Ottosmops Posted May 12, 2006 Share Posted May 12, 2006 The same weather would give the first player a small advantage. Better to leave it random, IMO. Good luck for the weather in your next game. Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted May 12, 2006 Share Posted May 12, 2006 I think 7 day turns year-round would work IF the movement costs for snow were smaller (i.e. units moved slower). I tried it with 7 day turns (14 days between your turns) and those snow turns made the game go too fast (France died in like April 1940). I think normalized production is the way to go and HC should make it the default (I like the Winter Bonanza you get, allowing you to refit your troops and buy lots of tech). Link to comment Share on other sites More sharing options...
Sombra Posted May 15, 2006 Share Posted May 15, 2006 Problems could be: - Even more tech research with more turns per year -many turns were nothing happens as it is hard to conduct war in winter. - How do you handle rebuilding of resources and entrenchment in Winter ? Link to comment Share on other sites More sharing options...
Honch Posted May 15, 2006 Share Posted May 15, 2006 Use simultaneous turns with 14 day normalization. It works great! Link to comment Share on other sites More sharing options...
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