AOI Deluxe (U.S. vs. the World version) 7.2

Klyden said:
Actually, I would say try making one for the English. They start as the premier world power. Lets see if they can hang on to it.. ;)

I have only dabbled a bit with the scenario. I actually tried that scenario before doing El Justo's version and tried to take the "traditional" route for me of building up. With the increased worker times and additional cost of the workers, I made a mistake in that regard. I played for awhile, but it was clear I would do a lot of things different. I had lost nothing, but I had not taken anything either.

I have been tinkering with different starts for the US and I think there is an opportunity for them to be very agressive right off the bat and either launch an attack into Canada or into Mexico while forces are low on both sides and also before substancial pressure can be brought to bear from Europe. I am not sure what can be done with the situation in the PI as the US must make a decision on where to contest naval control at and has issues with the west coast being totally undefended and also having requirements to take care of the east coast, carribean, and also the canal zone. (Holding Panama is critical as it allows the fleet to shuttle back and forth and also bottles up south America.

Yes, You have summed up the situation quite well on the map and I do have a preferred attack route along a line you mentioned but I have found even at best the situation remains difficult for a long time. The navel pressure is as intense as I have ever seen in the game and this makes it fun to battle the ai . I play like you, and try to build and attack little by little and this may have some drawbacks in this version. Holding Panama is critical indeed! :goodjob:

Let me know if you find things get to easy going.

I will note your vote for the English version....thx...
 
Klyden, here are the stats for subs---armoured cars in this version.

EARLY SUB----att. 24 def. 4-----400 shields----lethal sea-----stealth attack------bombard range 1-----str 12----rate 2----invisible except to subchaser

early sub is extremely useful at the stealth attack can directly kill transports and it can bombard(torpedo) at range unseen---moves 3

ARMOURED CAR---att. 10 def. 10---+3 hitpoints ----300 shields----wheeled ---flagged off and def. for ai so they will use this against you. (nice unit)---moves 1? I think

Are they too good for this time period? I like what they add to the game from a strategic stand-point.
 
Looks pretty good for the most part.

I would think Armoured cars would not defend that well and would be a bit more mobile. Maybe drop defensive to 7 or so and up movement to 2. This would make them a bit more offensive and defensive than cav, but not quite as mobile. +3 hp might be a bit much too and I think +2 might be a pinch high, but I could deal with it. +1 seems to be a better option perhaps.
 
Klyden said:
Looks pretty good for the most part.

I would think Armoured cars would not defend that well and would be a bit more mobile. Maybe drop defensive to 7 or so and up movement to 2. This would make them a bit more offensive and defensive than cav, but not quite as mobile. +3 hp might be a bit much too and I think +2 might be a pinch high, but I could deal with it. +1 seems to be a better option perhaps.

Ok, Thx . I will look back to this if I do a new one-country version. I dont plan to re-release an update to this one as I think overall its ok.Let me know if you notice anything else of note.

I still wonder if armoured cars were widely used in combat as I dont remember much about them.
 
For this time period, they were not widely used in Europe as they could not overcome even the most simple terrain issues presented by the trenches.

They did see action on the fringe of the war, mostly in Africa and also against the Turks, but not wide scale action, just small numbers.
 
For those that have downloaded this I have run into a error when trying to upgrade the Wright Flyer to the Curtis Jenny airplane. I am working to fix this problem but for now I would not use the flyers for upgrading. Im at week 42 1909 , turn 355 so you have to be quite far to see this problem.
 
dreadknought said:
For those that have downloaded this I have run into a error when trying to upgrade the Wright Flyer to the Curtis Jenny airplane. I am working to fix this problem but for now I would not use the flyers for upgrading. Im at week 42 1909 , turn 355 so you have to be quite far to see this problem.

Ok, I think I have figured it out. The wright flyer that is produced for free from the WRIGHT BROTHERS wonder causes the crash because it is not listed in the editor as an available unit to build for any civ. When you try to upgrade the flyer it conflicts with the fact that this is not a unit that can be built.

I have not seen this happen before but I guess if you make a wonder produce a unit that you dont wont to be flagged to be built in the game then you cant upgrade that unit.

In this version( DO NOT UPGRADE) the wright flyers. I know that makes them almost useless but it doesnt effect the game play.
 
i see...

never knew that fact...

also, there was no error message when the crash occurred? just blackness and then the desktop?

if this is the case then i would recommend that instead of autoproducing a unit, the wonder could increase research, or add happy faces, or produce vet air units, or increase production?

i dunno but there are many other options to choose outside of autoproducing a unit.
 
oo dreadkought what a devious twist on AOI!
This sounds like almost every game i play as the americans on a world map tho! Seriously, every time i always get ahead of the rest of the world, and then they all gang up on me, and then i kill them. It doesnt seem to be so easy on this one, i look forward to many an ew civ headaches in this scenario. kudos
 
Cheezy the Wiz said:
oo dreadkought what a devious twist on AOI!
This sounds like almost every game i play as the americans on a world map tho! Seriously, every time i always get ahead of the rest of the world, and then they all gang up on me, and then i kill them. It doesnt seem to be so easy on this one, i look forward to many an ew civ headaches in this scenario. kudos

Hi, Cheezy, Yep, its funny , I had actually forgotton all about this one. Alot of times when I really get into a scenario (like the awesome AOI one) I liked to twist the Victory conditions around for fun, mainly to help the ai. For a while I was playing AOI a ton and decided to try this, and it made for a interesting game, though its important to note I take no creative credit here. I dont hold a candle to the true creators here, such as El Justo--Last Conformist--Plotinus-- to name a few. But still, hope you have some fun with it.
 
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