hurtzDonut Posted July 15, 2007 Share Posted July 15, 2007 Cool 200th reply Link to comment Share on other sites More sharing options...
arrack Posted July 21, 2007 Share Posted July 21, 2007 Something I'd like to see to make units more flexible and interesting is a straight rip-off from the panzer general series. Attachments. AT, AA, Engineers, Forward observers, Support Artillery and so on. These would be bought and added to a unit to improve one of it's stats. Link to comment Share on other sites More sharing options...
n0kn0k Posted July 21, 2007 Share Posted July 21, 2007 That's already done through upgrades. If you add even more stuff you risk creating a unit that's good under all conditions against everything. Link to comment Share on other sites More sharing options...
hellraiser Posted August 1, 2007 Share Posted August 1, 2007 perhaps engineers can build roads/rails so the player can have a different transport route than the default one which will be subject to massibe bombings? Took a look at the west european map - if allies level Paris (rail node) via SBs, can they interdict operating units to the other french cities near Atlantic? Link to comment Share on other sites More sharing options...
targul Posted August 4, 2007 Share Posted August 4, 2007 I am still in question mod of these roads and rails. Makes the map look so busy. If the map had been expanded greatly in size maybe but it looks like a city map now. Link to comment Share on other sites More sharing options...
ev Posted August 7, 2007 Share Posted August 7, 2007 Originally posted by hellraiser: perhaps engineers can build roads/rails so the player can have a different transport route than the default one which will be subject to massibe bombings? Took a look at the west european map - if allies level Paris (rail node) via SBs, can they interdict operating units to the other french cities near Atlantic? This is an interesting idea. Imagine a German Player building new roads or rail lines to supply a defensive line deep in Russian territory... Link to comment Share on other sites More sharing options...
Blashy Posted August 8, 2007 Share Posted August 8, 2007 Yep, you bomb Paris you prevent operating to Caen and Brest AND Bordeaun, unless you have Vichy France which helps. AA tech and AA guns are there for a reason, if you choose not to use them, it is at your own risk. Link to comment Share on other sites More sharing options...
MasterChief Posted August 19, 2007 Share Posted August 19, 2007 Amphibious Invasions? Does the new expansion address this? Marines, beach head assault, etc. I didn’t see it anywhere in this thread. This expansion is still great news though! Link to comment Share on other sites More sharing options...
Desert Dave Posted August 19, 2007 Share Posted August 19, 2007 Amphibious Invasions? Does the new expansion address this? Marines, beach head assault, etc. I didn’t see it anywhere in this thread. This expansion is still great news though! Short answer long - sure does. I recently played '39 default game At "Intermediate, +1/2" AI bonus. I was Axis trying to defend Fortress Europa And the Allied AI over-whelmed Northern France. Took Paris fair quickly, And soon was assaulting The Seigfreid line, Using TAC air and Artillery. Now. Are there "marines?" Yes and no. Not specifically named as such (... weren't too many in ETO, true?) but, There is a new unit now That COULD "act exactly" as a Marine would. There is NOT any ability to directly attack An occupied hex. But that's no undue hindrance For anyone wishing to attempt To make a "Pacific" kind of scenario. As pzgndr has already mentioned, He and I have made a "global game," And one of the things you'll yet Have to do (... other than find a way to include China - I'd make it 2 minors, one with USA as "parent" and the other - Red Chinese with USSR as "parent") Is this... when you place the tiles You'll need to make those one-tile Islands - like Malta or Iwo Jima? 2-tile islands. No problem. Because there are all those Partial coastal tiles That don't actually enlarge the island All that much. Not enough to fret over, anyhow. The AI has gotten quite combat-nasty of late. Rather, Hubert has made it so. :cool: [ August 19, 2007, 08:11 AM: Message edited by: Desert Dave ] Link to comment Share on other sites More sharing options...
Timskorn Posted August 19, 2007 Share Posted August 19, 2007 HC touched on this in another thread. The new Special Forces unit has the ability to fight longer when out of supply, and doesn't require a port to load into amphib transports. Link to comment Share on other sites More sharing options...
Blashy Posted August 19, 2007 Share Posted August 19, 2007 Not really fight longer but since it has a small chance of evading damage it can sometimes last longer or require more units to kill. Either way it is a distraction to the enemy if they do evade damage. Link to comment Share on other sites More sharing options...
SeaMonkey Posted August 19, 2007 Share Posted August 19, 2007 So Blashy can these SFs actually disembark from any coastal tile, at anytime, in any weather conditions? Are there any landing restrictions and can they parachute into hostile territories also? Link to comment Share on other sites More sharing options...
targul Posted August 19, 2007 Share Posted August 19, 2007 This is something I will need to see to know if it works. SF/Commando's in Corps and Army level just seem overboard. Maybe fun but I dont think our entire SF/Seals/Force One etc is equal to a corps. Is this basically Rangers and up for type. When I was in we were allowed 1000 total SF. There was the 5th Gp in Nam, 1st & 10th in Germany and Bragg. I know that number has been raised but 100000 seems a bit much. Link to comment Share on other sites More sharing options...
Frost Posted August 19, 2007 Share Posted August 19, 2007 The games sounds like it will be fun, I like the idea of Commandos. I have two questions though...has anyone heard if the German flag would be the Nazi flag and not the Iron Cross? I honestly felt it was a little bit of a cop out to use the Iron Cross German flag instead of the Swastika, and two...Hubert should change the colors too the national colors on the "losses" chart in game. It's so hard to tell who's lost what, when the Allies are all a shade of red...you know what I'm talking about? Link to comment Share on other sites More sharing options...
Timskorn Posted August 19, 2007 Share Posted August 19, 2007 Targul, it seems the SF/Commando unit in WaW is probably more inspired by Rangers, Marines and smaller-force SF rather than a direct interpretation of a single type of unit. Link to comment Share on other sites More sharing options...
SeaMonkey Posted August 19, 2007 Share Posted August 19, 2007 Exactly Tim, we're trying to capture an effect, not a real unit. Targ, of course there are not units of corps' TO&E that would be considered special forces, but there were battalion size. You know as well as I, that just because an army represents 100k men, not all those are in action at one time. Actually in real combat the maneuver forces are rarely larger than a reinforced battalion in the front echelon with the others following or in various modes of support. Yes I know SC tiles represent larger areas and yes there are many instances in WW2 that large formations were on the assault, but we have to get over the premonition that these SC units represent a combat action encompassing their entire TO&E. Link to comment Share on other sites More sharing options...
Hubert Cater Posted August 19, 2007 Share Posted August 19, 2007 Frost I like the idea for the national colors in the losses chart and will probably implement this for the new expansion. Link to comment Share on other sites More sharing options...
Hubert Cater Posted August 19, 2007 Share Posted August 19, 2007 Originally posted by Timskorn: Targul, it seems the SF/Commando unit in WaW is probably more inspired by Rangers, Marines and smaller-force SF rather than a direct interpretation of a single type of unit. Correct and either way most countries are limited to a single SF unit just to add some fun/flavour/variety but the real meat and potatoes of the war is still all the other units already represented. Also, for modders, the SF unit provides an additional unit slot to create other unit types such as Cavalry and so on... as will be seen in the smaller scenarios also to be provided with WaW. Link to comment Share on other sites More sharing options...
targul Posted August 20, 2007 Share Posted August 20, 2007 I like the ability of the extra slot to make units. Cavalry in specific. Still question the Rangers but no way to know if it is overpowering until many games have been played. Regardless of it histosity or it value it will be fun to play with. If I dont like them I can always just not build them. Link to comment Share on other sites More sharing options...
borsook Posted August 20, 2007 Share Posted August 20, 2007 So, from what I gather we won't be able to have cavalry in the main campaign without sacrificing some other unit? Couldn't we have one empty unit slot? Especially that cavalry contrary to "special forces" discussed above was used on the corps level. Link to comment Share on other sites More sharing options...
Hubert Cater Posted August 20, 2007 Share Posted August 20, 2007 borsook, essentially correct and unfortunately the idea to include Cavalry with the main level campaigns came about just a little too late in the development cycle and as is always the case, there are always compromises to be made in order to wrap up the game in a timely manner Link to comment Share on other sites More sharing options...
borsook Posted August 20, 2007 Share Posted August 20, 2007 Originally posted by Hubert Cater: borsook, essentially correct and unfortunately the idea to include Cavalry with the main level campaigns came about just a little too late in the development cycle and as is always the case, there are always compromises to be made in order to wrap up the game in a timely manner Oh, yes, as much as I would like cavalry included I would not want any delay too... so maybe in a patch? (together with the non-random tech system ) Link to comment Share on other sites More sharing options...
targul Posted August 20, 2007 Share Posted August 20, 2007 I like the random but it should probably be offered as non random also as an option. Too bad about the Cav but we have seeded Hubert mind as you can see so maybe not immediately but eventually SC3 (with hexes) and/or cav will be in an expansion. Oh to dream they say is to live. Link to comment Share on other sites More sharing options...
borsook Posted August 20, 2007 Share Posted August 20, 2007 Originally posted by targul: I like the random but it should probably be offered as non random also as an option. The change proposed by me and others has always been meant to be an option, of course the current system should be the default one. Link to comment Share on other sites More sharing options...
ev Posted August 21, 2007 Share Posted August 21, 2007 Originally posted by targul: I like the random but it should probably be offered as non random also as an option. Too bad about the Cav but we have seeded Hubert mind as you can see so maybe not immediately but eventually SC3 (with hexes) and/or cav will be in an expansion. Oh to dream they say is to live. A semi random would be best... what I mean by semi random is that as time goes on since research started, the probability of success should increase. There are several ways to do this: One way is for the program to remember the date when research started and then the probabilistic formula should take into account time elapsed since that date research started. Another way is what I call the bucket approach. Imagine you have to fill a bucket. Each turn you have a probability of adding one cup of water to the bucket. This probability of adding water to the bucket depends on # reseach chits allocated, intelligence, and anything else Hubert cares to throw in. As the bucket fills up you get closer to completing research. Say each bucket holds 10 cups. The probability of adding one single cup may be quite high (say 80%), but it still would take at least 10 turns to fill the bucket. On average it would take about 12 turns to fill the bucket. If you have bad luck it may take a few more turns... so you get some ramdomness, but not quite as much as you currently have. Link to comment Share on other sites More sharing options...
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