Hinge of Fate Version 2- World War 2, 1941-1945

One of the objectives in releasing this new version will be to
try extend the decisive period of the game. Most MP games I
have played get decided by mid 1942. Two the biggest problems
are:
1. Early colapse of either the Germans or the Russians on the
Russian front.
2. The "lunarization" (i.e. covered with craters) of German controlled
Western Europe.

Some of the measures taken to address problem 1:
A. Defense rating of fortress divisions increased by 1, bombard
value of field artillery decreased by 1.
B. Some infantry corps have be split into 3 fortress divisions in the
initial setup.
D. Army size reduced. Armies start at 2 units but can be increased
to 3 by building the pentagon (with Mobile War 2 tech).
E. Introduction of auto-produced blizzard units to simulate the effects
of Russian winter on Germans.

To address the second problem:
A. The road/rail network has been increased.
B. Additional fighter planes and flak in Germany.
C. The Resistance wonder (which builds resistance fighter Guerilla units)
in no longer pre-built at the beginning of the scenario. The CW player
must now build it (takes 2 turns to build in London).
D. Same for Harris's Bomber Plant, no longer pre-built.
 

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I have HOF_V2_09a_MP.biq, and HOF_V2_09h_MP.biq, but I'm not sure which to use, I hope atleast 4 players
and the same question for TOS
 
Here is a shot of some CW bombers patroling the
waters NW of Iceland.
In HOF 3 the CW has it's own medium bomber, the
Wellington seen on the bottom right. The standard
heavy bomber for the CW is now the Halifax seen near
the top. The Lancaster is now a special unit which can
only be auto-produced by the Avro Bomber plant wonder.
Also seen in the shot is Rhodie's great new Iceberg unit.
 
Hi Eric, HOF 2.07 has Bergen where Trondheim should be and Narvik is too far south and should actually be where the airfield farther north is.

Looking forward with excitement to a HOF 3! :)
 
I tried implementing the nature units as barbarians, but this did
not work out. So I have implemented plan B. This is to merge
China into the Minor Allies and to create a new civ for nature.
The nature civ would be normally be assigned to the AI in a multiplayer
game.

Nature cities each have an improvement which auto-produces some
kind of offensive unit. For example "Iceberg City 1" produces icebergs.
All nature units have hidden nationality, except for the immobile city
defense units. The screen below shows nature's capital city which
is in New Guinea (and which auto-produces the malaria unit).
 

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By using 2 non era techs (nature_tech and human_tech), I have been
able to give nature it's own custom tech tree for the last (Global War)
era. In the next few days I will post some detailed descriptions of the
various nature units and how they work.
 

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Tropical storms are sea units and have different names, depending
on where they form. In the Atlantic they are called Hurricanes and in the
Pacific/Indian oceans they are called Typhoons. In the scenario they are too costly
for nature to build directly so they are auto-produced by improvements
called hurricane_source and typhoon_source. These improvements cannot be built
once the game begins because they require a non-era tech called "unbuildable",
so the Nature cannot start producing tropical storms in Greenland. Each source
improvement produces 2 storm a year (every 6 turns).

The basic tropical storm is the category 3 storm which has:
Movement=8 Attack=7 Defense=25 and anti-aircraft=1

Once nature has researched category 4 storms, cat. 3 storms can be upgraded
into catagory 4 storms which have:
Movement=10 Attack=10 Defense=28 and anti-aircraft=2
and bombardment of 4 (so they can damage land units on the coast
and ships in port).

Once nature has researched category 5 storms, cat. 4 storms can be upgraded
into category 4 storms which have:
Movement=12 Attack=12 Defense=32 and anti-aircraft=3
and bombardment of 6

Tropical storm units ignore movement cost of sea and coast squares.
 

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Tropical disease units are land units and are represented by the mosquito graphics.
In the scenario they are too costly for nature to build directly so they are auto-produced
by an improvement called malaria_source. This improvement cannot be built
once the game begins because it requires a non-era tech called "unbuildable".
The improvement produces a malaria unit 3 times a year (every 4 turns).

The malaria unit has:
Movement=3 Attack=3 Defense=2

Once nature has researched Dengue fever, malaria units can be upgraded
into dengue fever units:
Movement=3 Attack=4 Defense=3

Disease units ignore movement costs of jungle and swamp terrain.
 

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Icebergs are sea units. In the scenario they are too costly for nature to build
directly so they are auto-produced by an improvement called Iceberg_source.
This improvement cannot be built once the game begins because it requires a
non-era tech called "unbuildable". The improvement produces an Iceberg unit
once a year (every 12 turns).

The Iceberg unit has:
Movement=5 Attack=5 Defense=11

Iceberg units ignore movement costs of coast and sea tiles.
 

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Gales are sea units which are produced in nature cities in the North Atlantic and
North Pacific. In the scenario they are too costly for nature to build
directly so they are auto-produced by an improvement called Gale_source.
This improvement cannot be built once the game begins because it requires a
non-era tech called "unbuildable". The improvement produces a Force 9 Gale unit
once a year (every 12 turns).

The Force 9 gale unit has:
Movement=14 Attack=5 Defense=12
Bombard=4 anti-air=2

Once nature has researched Force 10 gales, Force 9 gales can be
upgraded to force 10 gales which have:
Movement=16 Attack=7 Defense=15
Bombard=6 anti-air=3


Gale units ignore movement costs of coast and sea tiles.
 

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The final offensive nature unit, the blizzard is unique in that is
not contrlled by the Nature civ. Blizzards are Russian units auto-produced
in Russian cities. Since the game starts in winter, Russia starts with a full
compliment of blizzard units on the map. They are placed well back from
the front lines so that some of them cannot actually reach the front until turn 2.
Also the player order has been changed so that the Germans move first, this
will give them a chance to hit the Russians before the weather can have an
effect.

Blizzards are land units and have hidden nationality like all offensive nature units,
so that the Allies must be wary of them as well.

When Russia is controlled by a human player, certain house rules concerning
blizzards are in effect. The 2 most important rules are:
1. Any blizzards still on the map at the beginning of the April turn must be disbanded
2. Blizzards may not move south of Baku.

Other house rules concerning blizzards can be found in the HOF "Nature " PBEM thread.

Blizzard units have:
Movement=2 Attack=6, defense=2
Blizzard units treat all terrain as roads

Blizzard units are produced once a year (every 12 turns).
 
The final nature unit is the immobile city defense unit called natural defense.
Each naturecity starts with 2 of these units and they are cheap enough that
nature can build more in the course of the game.

The main reason for this unit is to discourage the AI from attacking
nature cities. Human player are prohibited from attacking nature's
starting cities by a house rule, but if nature captures a city, human
players are allowed to re-capture it.

The natural defense unit has:
movement=none attack=1 defense=30, anti-air=3
 

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I am extremely flattered that you have included a ‘Nature’ Civilization within your HOV scenario using some of my nature units. As I mentioned some time ago, Nature is the one element that is missing from the Civilization game. That is why I created and included nature units as an AI Civ in my WWII scenario ‘Defeat into Victory 2’.

Creating non-era techs so that the AI can expand Nature’s capabilities through the introduction of auto-production sites is an excellent innovation.

I have just finished a great ‘Sandstorm’ unit but as it is a new feature of an unpublicised Egyptian scenario that I have not completed, I have not yet uploaded it.
At this moment, the ‘Blizzard’ unit is half complete but with Vuldacon's assistance, I hope to have that finalised soon.
 
I have just finished a great ‘Sandstorm’ unit but as it is a new feature of an unpublicised Egyptian scenario that I have not completed, I have not yet uploaded it.
At this moment, the ‘Blizzard’ unit is half complete but with Vuldacon's assistance, I hope to have that finalised soon.
:banana: :coffee:
 
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