Ok Does that mean that the new beta soon released will still have the problem of AI unit production?That fix is not a change from AOP2. It's a change from AOP3-Beta3.
Ok Does that mean that the new beta soon released will still have the problem of AI unit production?That fix is not a change from AOP2. It's a change from AOP3-Beta3.
Does this mean that if I conquer Poland ( which I did ion my '39 scenario that I can't build my air and land force there?
Can I switch it off for some time untill I reach the time for war with the USSR and than turn it back on?
Thanks
Ok Does that mean that the new beta soon released will still have the problem of AI unit production?
About the new units I noticed few things. In general I enjoyed the change but for few points I think it's not that ok :
- The first two Japan bomber are ridiculously weak, strength of 5 and 3. Well the G4M has chance to escape from an interception, 40%. Not sure what it worth. But the KI-32 has nothing like that, if it becomes the second Japan bomber, it will need some improvement.
- The Crusader III is ridiculously strong. It is from far the strongest fast tank with 4 moves and strength 24. It's not only too strong from a gameplay point of view, but it's weird when compared for example to a similar German tank Panzer IV. Their speed was quite the same on road and off road and the Crusader III is weaker on everything else, from armor protection to guns. Moreover It didn't perform well against German units. It's speed should be lower to 3.
- British advanced infantry are faster, stronger and are faster to produce than German infantry. Let say the faster production comes from foreign country reinforcement and help a little for weaker production potential but they should be a little weaker and not faster. 2 moves and strength 18 with the 2 nice free promotions (from the leader characteristics) compared with 20 for Germans with one weaker free promotion should be fine.
- The M2 is just too fast with 5 moves, it's just too much from a gameplay point of view (in fact move 4 is already too much but well that's another point). I agree USA tanks was a bit faster but moves of 5 is just weird for the game. In one move such tank can go through a whole foreign country without any fight. Not to mention that 5 attacks is A LOT.
- A last remark is about the speed of the earth units, well it can work like that but I think it's not that cool for the gameplay. The problem is that in the game there is no interception, so too many moves break stuff too much and is unrealistic. In fact ships have the same problem and increased but reduce their number of move will not work well. The current balance is to 3 when 2 should be the fast units and 3 the very rare fastest units (light tanks weak enough).
Well about the first and second bomber as they are in the UE in fact the second bomber has a special 40% chance to escape from interception.1. I agree with the previous statements on the japanese bombers, the 2nd bomber is actually weaker than the first? And the third bomber has much shorter range than the 2nd? If it's suppose to be like that perhaps the player could have the option to keep building the 2nd bomber as well as the 3rd once the required tech has been acquired?
Well in fact it's on purpose, those guns was also used against infantry and yes plane fighters are also doing that.2. My anti-air guns are acting weirdly too; "You anti-air gun has attacked an enemy japanese advanced infantery"... fighters seem to do the same thing when set on intercept.
Well in fact it's on purpose, those guns was also used against infantry and yes plane fighters are also doing that.
You are right but if it's like in beta it will require to edit one file or two. For example if you play against the Axe the solution could be to raise military production increase from fascism.I haven't played UE yet either, but just in case AI passivity is still a problem, we can always tweak the difficulty settings. If you give the AI *hugely* superior production on harder difficulties, then even a frustratingly dumb AI will be able to pump out vast numbers of units, and they may be more aggressive just because they feel they can afford to be. The AI's stupid strategy may be canceled out by sheer brute force, making for a more realistic challenge
I agree with you on that point about Anti-air range, it isn't clear for me too but I didn't investigate this.I wasn't sure if this was on purpose or not, but I guess it kinda make sense but it seems like the range is unlimited on the Anti-air guns?
And yes I'm playing Beta 3, I didn't know there was a UE released
2. My anti-air guns are acting weirdly too; "You anti-air gun has attacked an enemy japanese advanced infantery"... fighters seem to do the same thing when set on intercept.
My comment was because I believed that Chamboozer has requested to exchange the 1st and second japan bomber but the EU keeps it as they was in beta3.
His comment was to swap the graphics for the two bombers. The G4M graphic was showing on the Ki-32.
Did you just misunderstand me again? You had the graphics wrong, yes, but I also wanted the G4M to be Improved Bomber and the Ki-32 to be the basic bomber, because it would be more accurate to their Abilities and the time they were used. G4M was introduced in '42 I think, Ki-32 was introduced before 36. Possibly in '32, hence the name. I'm not sure on the exact dates.
Dale are you going to do something about the global warming? You just ignored my argument about why it shouldn't be in this mod.