Big Al Posted July 4, 2011 Share Posted July 4, 2011 I took some time off from my mod to give me time to think about new ideas. Wanted some suggestions. I was thinking of the following. #1 In Asia due to the 2x movement cost supply is difficult. While in some places like Burma its expected but I noticed the supply problems in China for both sides. I was going to add roads just for this. #2 Was thinking about adding more decision events around large naval construction projects. Make it easier on players to build out a navy over time and add some flavor to the game. Plan in Z-plan or maybe 2 or 3 different versions of it for example. That way players can simply say yes and it auto deducts over time or say no and manually do it. Link to comment Share on other sites More sharing options...
Big Al Posted July 5, 2011 Author Share Posted July 5, 2011 Fixed supply problem for Japs Link to comment Share on other sites More sharing options...
SeaMonkey Posted July 6, 2011 Share Posted July 6, 2011 Yeah, I hear you about supply. One of the last games I played had a Jap HQ in some little town in Burma which I had completely surrounded with British(Indian) and Chinese units along with a couple of HQs in support. Turn after turn you could only get a couple of attacking units with supply at 5 because of the terrain AP cost of 3, tropical mountains. Air was largely ineffective as it rained all the time. Attack after attack would only yield a couple of strength hits to the Jap HQ while all my units took triple the amount of damage with the growing experience level of the enemy HQ and he could fully reinforce every time. You can't even bomb the supply level down with the rain and the HQ replacement status, an impregnable position.:mad: Somethings wrong! Link to comment Share on other sites More sharing options...
Big Al Posted July 6, 2011 Author Share Posted July 6, 2011 Burma was tough for supply but yea its a little harsh. I fixed the China supply problem. Now Im working on burma. Link to comment Share on other sites More sharing options...
Big Al Posted July 7, 2011 Author Share Posted July 7, 2011 Improved map and made Burma easier on supply. Some other things Im working on. Link to comment Share on other sites More sharing options...
SeaMonkey Posted July 7, 2011 Share Posted July 7, 2011 Excellent Al, at least you have corrected a deficiency that still resides in the default campaign. Bill, Hubert....are you listening? Link to comment Share on other sites More sharing options...
Big Al Posted July 30, 2011 Author Share Posted July 30, 2011 With all the bugs being fixed and more time I have improved Brute Force. I should be uploading it soon. Afterwards I will be making a 1942 scenario, maybe more. Some improvements AI (as always) Surprise attack for effects for 1941 Barbarosa Corrected Weak German AI Roads added to many parts of the map Germany/Japan/China increased production to balance late war 10% more units per country Couple more cities/towns Change of some terrain Japanese Supply in China improved Better offensives for USA, UK, and USSR AI (based on Huberts improvements) Germany :Nazi Zombie Troopers (1AP but 10 soft attack and defense -sweet-) Germany: The Red Skull Base - Auto advance any unit's experience +1 per turn USA: Captain America unit with 50 range and 10 strategic attack value. USA: The Howard Stark Research Center - Auto advance any weapons tech +1 every 3m -anti-grav tanks here we go- Link to comment Share on other sites More sharing options...
Fintilgin Posted July 31, 2011 Share Posted July 31, 2011 Played Brute Force for the first time yesterday. Amazing map. Some small issues, playing on +0.5xp for AI: Shouldn't the AI keep a garrison or something in Chunking at all times? Is there a way to force it? I seized it with paratroopers and forced an easy Chinese surrender. Not sure about the Soviet AI/setup. Attacked with Japan and Germany on a clear turn in April 1941. Had a couple mud turns following. Was two squares from Moscow by the end of June 1941. Took Leningrad, Moscow, and Stalingrad by first snowfall. Pretty much game over at that point. Tried a 1940 attack on Soviets. Held the west wall against France and focused army north of the Pripyat. Took Leningrad and Moscow by late summer 1940. Otherwise enjoyed it. Going to try as allies, and I kinda hope the AI goes for Sealion. I think it would be fun. Link to comment Share on other sites More sharing options...
Big Al Posted August 1, 2011 Author Share Posted August 1, 2011 The chinese should have 2 capitals and it should keep a garrison there, Ill have to check. Ill check. As for the weak AI hopefully my fixes will improve it. Thats for trying out those 2 situations. Its very tough to make solid AI and I dont like cheating for it. I made some provisions for the USSR. And you gave me something to script incase you go after USSR in 1940 Allies attack you ! Link to comment Share on other sites More sharing options...
Big Al Posted September 2, 2011 Author Share Posted September 2, 2011 The deployment of Brute Force 2.0 is being delayed. Because of the AI improvements in the SC1 engine I have to modify about 1/2 of the attack scripts to make them work properly. Link to comment Share on other sites More sharing options...
Big Al Posted October 12, 2011 Author Share Posted October 12, 2011 Next phase complete. I improved the Axis AI and played them as allies. I actually lost @ +.05 exp for axis. Link to comment Share on other sites More sharing options...
acrashb Posted October 12, 2011 Share Posted October 12, 2011 Look forward to trying Brute Force for the first time when 2.0 comes out! Link to comment Share on other sites More sharing options...
Recommended Posts