SeaMonkey Posted July 11, 2009 Share Posted July 11, 2009 So...define..."a lot"? Here's the problem, since I almost always do a Sealion, the RN devastates my shore forces as the geography of the Isles lends to multiple attack positions for naval vessels, and obviously the UK has a few. I don't mind my forces taking damage as it seems historical for bombardments, but there is absolutely no counter in inclement weather when airforces are grounded. Besides even when you do counter with subs, naval surface, or air, your units always take damage, in turn, bombarding naval vessels never take damage. Land forces need a counter where they don't take damage and that should be artillery/shore batteries. By the time I do Sealion, the artillery has had a very short period of time to build experience. Tell you what, seems that the experience thing is the real breaker for artillery, I understand, well let's get them up there quicker, give them double strikes. Link to comment Share on other sites More sharing options...
jon_j_rambo Posted July 11, 2009 Share Posted July 11, 2009 I can attest to SM-SeaLion........the dude just took London on me. Link to comment Share on other sites More sharing options...
Nupremal Posted July 13, 2009 Author Share Posted July 13, 2009 well Jon took it from me too and scoured my fleet with subs and air, but I held in the north and eventually prevailed Link to comment Share on other sites More sharing options...
Big Al Posted July 14, 2009 Share Posted July 14, 2009 BTW how do you convert to pacific theatre from PDE? I didnt see any intructions and of course importing it doesnt help. Is there still the limitation on the amount of countries? Link to comment Share on other sites More sharing options...
SeaMonkey Posted July 14, 2009 Share Posted July 14, 2009 Soon as you get that done Al, I'll be looking for a game of your campaign vs a human. Link to comment Share on other sites More sharing options...
Big Al Posted July 14, 2009 Share Posted July 14, 2009 My game is playable human vs human. Im only working on AI now. Link to comment Share on other sites More sharing options...
SeaMonkey Posted July 14, 2009 Share Posted July 14, 2009 But not on the Pacific Theater platform, right? Link to comment Share on other sites More sharing options...
Big Al Posted July 15, 2009 Share Posted July 15, 2009 Correct. But if someone can explain how to move it to that platform I will do it. I got enough AI working that it should be ok. Also are there less major powers to work with? How about minors? Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted July 17, 2009 Share Posted July 17, 2009 Research quibbling once again. In part this is a longstanding criticism of mine, only partially amenable by a scenario designer, but in my current game I put a chit into Japan's ampibious tech-and in 2 full years it has yet to pay off. Meanwhile the Italians put one into Motorization (to help with the race across Iraq)-and it paid off the next turn. Your percent chances are 8% across the board. The issue is your one chit maximum; in this example the Motorization was a luxury, a shot in the dark which will be helpful, but wasn't an absolute necessity. But for Japan being stuck at 0 Amphib will really hurt their forays against the various Pacific island groups. If I were you I'd let players put in an extra chit at say +5/6% more; perhaps only a select few research areas could be given such an option. Otherwise your scenario will suffer from the wild randomness inherent in Hubert's design; a quick simulation I just ran gave no hits in two years in 10% of 100 trials (using your 8%), including two hits which took 52 and 59 turns to happen! Link to comment Share on other sites More sharing options...
Big Al Posted July 17, 2009 Share Posted July 17, 2009 The chips right now are @ the following +2% for 1st chit TOTAL 2% +1% for 2nd TOTAL 3% +1% for 3rd TOTAL 4% usually 1 chit in a category should yield 1 advancement per year. If players spend a lot of resources on it then you can get on average 2 improvements per year. I couldnt find a way to make it scale right except this way. The most you can invest in a tech is 3 MAX LEVELS Inf Weapons 4 H tanks 5 Adv Air 5 H Bomb 5 Nav WF 2 LRA 2 Adv Sub 3 Art NO tech V1-2 Kam - Germany can advance only. They get the rockets in 1944 they can choose to pursue the tech. 5 levels (top level = V3 to reach USA) Abomb is just given to USA at 1 str point and costs a butload to build. Japs just have Kami, no tech. Anti T 4 Mot 1 (anymore would make it pretty redic IMO) it costs 30% of base to motorized a unit. So while the axis can its rather expensive. The allies with their production should be able to ez. Jap and Italy dont start with it because they didnt have the capacity to do it. Anti Sub 3 Radar 3 Amp 3 Intel 5 Infra 5 Prod and Ind 5 Here getting to level 3 by 1945 puts you at exactly historical. Its just hard to balance a tech system based on randomness. If it were up to me Id simply make it invest over time like HoI2 Link to comment Share on other sites More sharing options...
SeaMonkey Posted July 17, 2009 Share Posted July 17, 2009 JDF2 has the proper equation, we just need to get Hubert to adopt it. Link to comment Share on other sites More sharing options...
Nupremal Posted July 18, 2009 Author Share Posted July 18, 2009 I dont like the random % for research. I would rather have it that you build up and eventually get it, with some randoms thrown in where you can have a setback or rapid progress. Intelligence could help too - right now it seems to defy logic how it works - you can get an advance higher than your opponent somehow. Until it changes I like this method because you cannot focus all in one area and get very high in only one area quickly. The downside is the random bad results - or good. Link to comment Share on other sites More sharing options...
Big Al Posted July 19, 2009 Share Posted July 19, 2009 Yea I agree. Invest X points you get tech in Y turns adjusted by randomness. The more X points you invest the faster it comes. But there is an optimal range for X points converting to Y time. Link to comment Share on other sites More sharing options...
jon_j_rambo Posted July 19, 2009 Share Posted July 19, 2009 Random tech can certainly ruin a good game, that's for sure. Nupremal Vypuero has had both sides of the luck coin versus me. Facts about tech: 1) If you get hosed as tech by the Russians, you're toast 2) If the Americans or Japs get a strong naval tech advantage, they instantly own the seas. The rest of the tech, isn't that big of a deal. Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted July 19, 2009 Share Posted July 19, 2009 I'll make one last recommendation then, and then speak of it no more. Switch to a 8%/4% system (thus 12% with two chits). This will simultaneously be less efficient overall (you use (waste) a chit at half effectiveness) while increasing the odds for a hit in that tech which you cannot go without. I think that is a good tradeoff; specialize in a few techs or spread it all around. Link to comment Share on other sites More sharing options...
jon_j_rambo Posted July 19, 2009 Share Posted July 19, 2009 On the otherhand, tech makes games different, forces action. I'll change my strategies quickly due to tech or lack there of. -Legend Link to comment Share on other sites More sharing options...
Big Al Posted July 19, 2009 Share Posted July 19, 2009 If I make it that high by 1941 everyone will be tech 5 if not sooner. Link to comment Share on other sites More sharing options...
Nupremal Posted July 19, 2009 Author Share Posted July 19, 2009 John maybe I misinterpreted the way the game works - I have been thinking the whole time that the chits related to the levels - that if you were level 5 you had the level 5 chance of tech - now I think I have been in grave error the entire time... 1 chit is always at level 1 chance? Link to comment Share on other sites More sharing options...
Nupremal Posted July 19, 2009 Author Share Posted July 19, 2009 No I re-read it and I am right - Level 1 is 8% to get and it drops 1% each tech level, so to get to tech 5 is only 3% per turn Link to comment Share on other sites More sharing options...
Big Al Posted July 19, 2009 Share Posted July 19, 2009 Im a moron yall are right. I apparently reworked my brain in how the tech levels worked and placed them in completely wrong in the scenario. it was 2% level 1, 1% level 2, 1% level 3, and you could never get 4 or 5 even though it was in the game. Well now I understand how the tech works within the game. The scaling is correct now. Max 2 chits @ 2% per chit per level. So to get to level 1... each chit gives you a +2% chance, max 2 chits per tech. same for levels 2 through 5. Since each year is about 22 game turns with putting 2 chits in a category you should get it within the year. So by 1945 a country that focused on X tech for 2 chits each time should have level 5. But you cant all get level 5 in everything without being very very lucky. Uploading it now Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted July 20, 2009 Share Posted July 20, 2009 No I re-read it and I am right - Level 1 is 8% to get and it drops 1% each tech level, so to get to tech 5 is only 3% per turn Nup, you have it at 8% for your one and only level-the editor easily allows you to set the %'s for each successive level, for each country if necessary. Level 1=8%, Level 2=8 + 7 = 15%, etc. In my recommendation, this would be L1 = 8%, L2 = 12% (or +5%, or whatever you think is best). And, if you think the Japanese tech sector, or that of the Italians, or whoever, is inferior to the Germans, Brits, and Americans, you could also drop the former countries down to ~6% if you wanted to). Not sure about you Al. There is a hit imposed as you go up levels-at L4 tanks say your chance of hitting L5 with one chit is a meager 8 - 4 = 4%. I'm not sure if that is editable. Link to comment Share on other sites More sharing options...
Nupremal Posted July 20, 2009 Author Share Posted July 20, 2009 No that is not how I have it set. Open it in the editor you will see it is set to: Level 1 = 8% Level 2 = 7% Level 3 = 6% Level 4 = 5% Level 5 = 4% I guess not down to 3 - I forgot - but that is how everyone is set now Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted July 20, 2009 Share Posted July 20, 2009 I know-the point is that you can make them whatever you like. My position is that I would just like a chance, when necessary, to concentrate on those "must have" areas, at a cost of overall efficiency. Link to comment Share on other sites More sharing options...
Nupremal Posted July 20, 2009 Author Share Posted July 20, 2009 Yeah I don't want to do that Link to comment Share on other sites More sharing options...
Big Al Posted July 20, 2009 Share Posted July 20, 2009 The problem with letting players focus on that important tech is this. Take Germany. They say F#$! subs. Through everything into inf, arm, and air. Then rape the Russians in an all out 41 barb. Link to comment Share on other sites More sharing options...
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