I just changed the events in the previous post, to include an edit forbidding the production of red army groups.
will probably begin the playtest later today
-Are we really at the "hang on" point in the mid 50's and if so, what does that mean about a 125 turn game? You've long suggested 100 might be better, and you might be onto something there but we'll see.
-The bigger question, I suppose, is how your invasion goes and how fast it can progress with the few units that you get to prosecute it with.
Messerschmidt Flugzeugwerke at Regensburg: I like your idea about doubling production of 109s. I would point out that I've built all of a handful in the scenario and it was the most mass produced aircraft of the entire war. I haven't built them because they carry weaker ammo that struggles against B-17s, and they typically only get to fire once after you account for MP spent traveling to target (if it's a really short journey they can fire up to twice). They really aren't worth building in large numbers currently, but I wonder if I got 2 of them every time I built 1, if that would change. I'm trying to think this through in case we did this (every airfield builds 2) and someone built nothing but 109s because of it. I don't think it would imbalance things, because it would mean that you might face twice as many aircraft, but they'd fire 50% to 66% less munitions and the munitions would be weaker. It would be harder for your own aircraft to shoot them down as they have stronger defenses, but your bombers would tear them up defensively I would think. I don't think it would be imbalancing, might get the aircraft built, and would give the German player "some" option when they start getting slammed (which is pretty much why the 1930s design stayed in production throughout the war anyway - it was easier to manufacture). Also, the Allied player can shut it off by hitting Regensburg now and then, so it's not like they're helpless.
If we do this, I would *not* have a 190 plant that does the same thing as those I feel would definitely be imbalanced.
This could potentially respawn 10(?) turns later (you'd probably need a way to keep track of this as the Germans).
Blohm & Voss U-Boot Werke: Same theory but for U-Boats. Maybe you get 2 every time you build one if this is alive. Heck, maybe even 3. This plant is in Hamburg so it's a fairly easy target (I'd say anything along the north German coast is fairly strikeable early). Perhaps it keeps the Battle of the Atlantic competitive a bit longer or at least gives a good reason to build U-Boats (I think I built none).
This could potentially respawn 10(?) turns later (you'd probably need a way to keep track of this as the Germans).
Peenemunde: We need to talk about this one more. Not sure how best to employ it, but what do you think of this? Possibly if it is active and Germans have "experimental design" tech, they have a small chance of earning a "prototype" unit each turn? I don't want them getting 262's on turn 3 but experimental design is a tech that is achievable in the high 30's to 50's depending on what you go for.
Perhaps a respawn time of 10 turns?
Politz Refinery: This is a very deep target in Poland but destroying it would remove Fuel Refinery III or II or I depending on how many the Germans have. This would probably need to respawn 2-3 turns later so it could keep up with potential tech regeneration by the Germans.
Schweinfurt Ball Bearing Plants: Same thing as Politz, but this one takes Industry III, II, or I. Again, it needs to respawn 2-3 turns later so it can be repeatedly hit.
Möhne Dams: The trains being diverted is actually a pain in the rear. Maybe 5 divert each time this thing is killed and it respawns every 5 turns or so?
OTHER CHANGES
-I'm thinking of upping the a2a rocket attack by 1 point given anything that fires it is stuck out there so it ought to be a guaranteed kill which it currently isn't late game.
-I'm considering reworking "hispanos" into another term, giving the same munition to the Fw190A8 as a primary attack, and increasing the Fw190A8's cost to account for it. Right now it has the same cost as the A5 but is weaker defensively. It fires rockets as a secondary which leaves it terribly exposed. It had 4x 20mm cannon as its primary armament so having a more powerful attack would be warranted. The Ta152 would probably also get this attack (it had 1x 30mm and 2x 20mm cannons). It too would probably get an increased cost.
We might just be at a point where you lose the ability to build up the Dortmund Cologne, Dusseldorf, Essen area. This is a shift, but it might just mean that you have to keep your interceptors out of range of my P38s.
My next technology is Escort Fighters III, which gives the best P47. Those P47s drop 2x1000lb bombs, so I can use them for air support, and also as escorts when needed. I might decide that I want the best Jabo fighter, to do better against flak, but I don't know.
I guess this means that I am about 4 techs from P51s, and so could have them out in about 10 turns. I suppose that would be the sign of the "hang on" point.
I think that aircraft technology wise, 1st gen P38s, P47s and B17s could achieve the level of air superiority that I have at the moment, though I might need a few more aircraft. So, if Allied research were slowed by a third, then Mustangs would be out around turn 90, while not impacting combat too much as it has occurred thus far.
I'll trust your analysis on this one. We can always tweak the shield cost of the 109s, or make the extra unit appear, say, 80% of the time instead of all the time.
How about this: If Blohm & Voss U-Boot Werke is active, and the Germans have less than 3 wolf packs, wolf packs are created in the Atlantic until there are 3. This would keep a German presence in the Atlantic, but if the Germans really want to focus their efforts, then aircraft production will suffer. I don't think a couple wolf packs would create too much extra micromanagement for the Allies. Since convoys tend to survive a single attack and Sunderlands have a lot of movement, the allied player can simply keep a few sunderlands either in the Atlantic or in westerly airbases, and react to the attacks, rather than going on active search and destroy (if there is a lot of danger, then they will have to take a more proactive role, but then the battle is important anyway).
Maybe Peenemunde 'researches' each of the techs from pulse jet engines to Vergeltungswaffen 2 for free, say 10 turns per tech, once available. This would mean that the Germans can research other stuff, but still get V1s and V2s, unless the Allies target the facility. If the facility is targeted, the Germans can still do the research elsewhere if they want (or wait for the re-spawn), but then they have to give up other research.
At the moment, I've kept the two 'jailbreak' special missions in the scenario (technically, all but Berlin are still in the game). They do seem like missions for which it is reasonable to be random, and also the stakes do not seem so high as to imbalance things. Should we keep them in the updated version, or scrap them?
The trouble with guaranteed kills is that stack kills are also enabled. Unstacked formations will get quite large, and I've already had some trouble flying large formations when running into something like a railyard target.
To me, the medium guns already seem very powerful, perhaps a little too powerful. Maybe this is because you've been using low defence aircraft.
Actually they drop 500lb bombs - so I take it I have a documentation error somewhere? I changed it to 500 so there is a reason for the Typhoon/Tempest to make a show. The 500lb is still a pretty strong bomb but you'll definitely (I believe) want some dedicated jabo before embarking for Overlord.
They are just more train ones, correct? Yes, I'd say we should keep them.
I think that would be a good idea because I seriously doubt that anyone will ever build these units if we don't do this. I am curious how much they'd disrupt you (if any) if they were in the game.
It might be OK as it is but I've noticed a lot of "duds" lately and the problem with using them from my perspective is that it is a sacrificed unit - I can only move it 1 MP (regardless if a bomber destroyer or 190A8).
My medium guns have a very hard time beating your P-47s, and veteran B-17s. I've occassionally managed to shoot down B-17s and B-24s in one shot if the fighter is an ace and the bomber is (presumably) not. I think they're balanced from the Luftwaffe side but am unsure about from the Allied side. How do your P-47s (who fire the light guns, as will the P-51s) generally do against fighters? Again, I don't have many 109s up there.
The Pedia description for the last P47 is in error.
Hard to tell. If we implement the firestorm mechanic, then the V1 and V2 could conceivably be used to try to achieve that. I could try setting the disorder flag if an Allied city has a urban center destroyed, since under fundamentalism, the happiness effect of the structures will be irrelevant. It is a way for the Germans to accumulate points, but the Germans already significantly outnumber the Allies in ground forces, so I don't know how useful that would be.
Maybe that is because there are veteran bombers now? It's more important to have effective combat than convenient movement, so make the change if you think it is necessary. However, the other tactical options are to attack bombers outside of fighter cover, or to have fighters ready to counterattack the counterattacking fighters. Rockets are payload attacks, correct? We could simply reduce the movement cost of that kind of attack, so the unit has a chance to move at least a few squares away.
I seldom use the P-47s in combat. Partly this is because the combat takes place beyond their operating radius, and partly because they have light guns, when I have a medium gun option in the P-38. The P-47 is basically a 'guard' unit for my bombers, and you rarely put an air unit in position to be attacked by them. I do remember from our first playtest that light guns tended to take a few hits to make a kill, while medium guns were better.
I suppose the strong medium guns make the P-38 an effective counterattacker, otherwise the P-38 would have basically no role. Since it is not strong defensively, it runs a significant risk of being killed on the next turn, so the P-38 is worthwhile because if it makes the kill, the attrition favours the Allies, even if it dies next turn.
I would propose that the 410 fire 2x rockets going forward for each key press (so a true "barrage"). It would still only get to attack once, and would still have all the same disadvantages, but having 2x rockets would be a reason to actually research it and use it (I haven't). In the best case, it could mean you destroy 2 bombers (or stacks), but even if that doesn't work out, the 2 rockets would probably at least be enough to guarantee you kill 1.
The A8, in my mind, isn't differentiated enough right now. It was specifically designed to act as a bomber destroyer. It was better armored, and much more heavily armed than the A5 or D9. This made it a pig vs. fighters, which it is in this game, but it should do better against bombers. I'm thinking maybe we tweak it with your idea of giving them MP for the rocket attack. Perhaps the big deal is the rocket attack doesn't take any MP at all, since it is payload. This shouldn't be too unbalancing but would allow a chance of destroying a bomber right off the bat.
I'm also considering adding a new .ds for the bombers specifically for the A8 that is much less effective, but can still hurt them. Allied fighters would still chew it up.
If both of these changes are done, I would increase the cost of the A8 by at least 10-15 shield rows--I'd aim for 2.5 trains to be necessary for one to be built. I'd like to test it out in our test but I don't want to mess with events to that scale without checking if you're doing something with them.
What about your Spitfires? It seems that the heavier gun package wasn't enough to give them a reason to be used (why bother when the P-38 guns work just fine vs. 190s and they have better range, right?)
Proposed Solution: Remove the hispanos from Spits and give them the same package as the 38's BUT, now allow them to not draw reactive fire (I'd put them in the same tables as jets and Experten, so only jets and the fastest aircraft could intercept them). I will tell you, this is a big deal and makes my Experten so darned useful (to the point where I wish I had more). The Spitfire range is so limited that I doubt this would be an issue but if they had this ability, you'd probably want to have at least 5-6 squadrons because the idea would be "attack enemy fighters with the Spitfires first and knock a few down so they can't react against other fighters/bombers."
I have a way to make the V1 and V2 a little more useful to the Germans. If an Urban Center is killed in England, make it so the Allies can't get additional points for 3 turns or until they kill a launch site. This would create a 'political' motivation to focus on the rockets, even if ignoring and re-building might be the player's preferred option.
I was looking at the strategic bombing code, and it might be easiest to use the strategic bombing mechanism to tie an improvement to the "critical industry" targets rather than building a custom solution, like I did for the historic missions. The application of the bonus could simply check if the appropriate city has the improvement. This would allow the German player to choose when to 'repair' the industry, perhaps waiting a couple turns if continued attacks seem to be forthcoming. We can use counters and modify the 'can build' function if we want to force a delay in construction. The only trouble is if we want to have some targets on the day map and some on the night map (the code expects all targets of a type to appear on the same map), but that can be worked around, I'm sure.
Do you want Air to Air rockets to be improved by discovering Tactics? This might address some of the issues with their effectiveness.
Done for attention.
This is a multiplayer only scenario, and is exhaustively well-documented as such
I have to put my kid to bed but will have a more thoughtful response to some of your observations shortly.
I just installed this earlier in the week, Wednesday. The Scope and ambition of this work inspires me. But here's the basic problem I'm having:
It's turn 20, I'm playing the Germans and I'm SLIBBER knocking the crap out of Britain. Everything is on fire, I'm not ******* around
I hate being forced to do nighttime bombing, just because I don't believe in it, and would rather send all my forces to high altitude bombing. What I mean is I don't like bombing urban centers, it's a waste of time, and everyone should have known it from the Spanish civil war and the Blitz. Bombing the industry and refineries at night would be a nice option, even even if it were harder to hit them, maybe give those terrains on the night map a defensive bonus.
I don't like how limited my city building options are, because I'd like to be able to build up urban areas that don't have cities on them, and there are a lot of such places on the map. Have an idea: why not make the installation terrain be transformable to the railway. Make it take a long time, but it would give more latitude. I know this is mostly historical, but I'd REALLY like the option to research helicopters and build landing craft on the german side, not so much to invade Britain but build air bases in Jersey and so forth. I'd like more cities to work with east of Berlin, and MAYBE, something to do with Ireland, and a way to close off the Italian campaign, maybe some way to pay 15,000 fuel/goal to say, Hitler launches a major offensive and retakes Italy. Expensive but an option.
Me personally, I'm ******* around with the terrian to make it more worth it to have lots of construction crews: I was thinking of giving the hills and forests more resources just to make them less of annoyance.
Also, I'm going to regret saying this but iven everything I've heard about how WWII nukes would have worked in Europe, I'd like to be able to use them, on the high altitude map.
There isn't much direct benefit to targeting civilians in our scenario, but those targets do yield 'points' which progress the 'story.' You can call this a political motivation, if you like. You can get points for attacking factories and refineries also, but, you might find your losses from enemy defences to be higher, just as they were in reality. Attacking civilian targets was a part of the war, regardless of how we might evaluate it in hindsight.
There are several difficulties associated with making the AI do stuff for this scenario, not to mention that the scenario isn't actually 'done' yet.
1. K-Attacks. I have an idea of how to achieve this, but this leads to:
2. Make the AI get into position for attacks, especially attacking in sufficient force so that planes are not shot down one by one.
3. Make the AI use escorts where appropriate, and/or position fighters to defend targets from the enemy.
4. Make the AI choose targets intelligently, and maybe change targets if one area is well defended.
5. Make the AI understand ground/sea warfare as implemented in the scenario (i.e. don't sacrifice the irreplaceable units)
6. Make the AI use trains to build planes, or implement a 'cheating mechanism' to achieve production.
7. Go through the ten thousand plus of lines of code to figure out what mechanisms have to be changed for the AI, make the fixes, and then test the fixes.
8. Change the effects of destroying certain targets, to account for the fact that the AI might cheat anyway (e.g. maybe AI doesn't need fuel to attack, so refineries are less significant, unless an AI specific change is made).
I disagree that there is no benefit - the cities that you've completely destroyed (especially early in the scenario) are exceptionally difficult to rebuild because you must first invest funds in the civilian improvements to then build the industrial ones. Early in the scenario, I was able to rebuild improvements if I wanted to (I generally didn't as a strategy because you were generally attacking places that were nearby, thus could be hit repeatedly so I thought it would be a waste). However, Hamburg was never rebuilt and had you done that to any other city outside of your initial range, it probably never would have been, either. When we implement the random fire storm chance, this could get really bad for any particular place.
While I wouldn't say it "can't" be done, I shudder to think about what it would take to make this scenario player as a single player experience from the German perspective. I do think a single player experience is much more easily achievable from an Allied perspective. If I was going to try something like that, I'd:
1. Reduce most German fighter range and MP drastically and make them regular-attack units (pretty sure the AI cheats on range anyway);
2. Invest a lot more time in the zone system that you implemented, make it much more detailed and test it much more thoroughly;
3. Invest a lot of time having "create unit" events (in this case, German fighter defenses or flak bursts) that are based on Allied aircraft are in the zone system. So, if Allied units are in "NW Approach to the Ruhr," AI fighters would appear there on the AI turn to attack them.
4. I'd probably scrap the ground war and make the progress 100% happen due to points so I wouldn't have to worry about the AI being stupid in defense. I'd probably just have all cities in a certain zone (including airfields) change hands as progress is made.
Anyway, something like that.
First, thank you. I can see the power of lua firthand and I'm in awe.I'm glad that you were able to get Test of Time up and running again. The playtest of this scenario has taken up nearly all of my 'civ time' over the past few days.
The industrial targets were hard enough to hit during the daytime. There isn't much direct benefit to targeting civilians in our scenario, but those targets do yield 'points' which progress the 'story.' You can call this a political motivation, if you like. You can get points for attacking factories and refineries also, but, you might find your losses from enemy defences to be higher, just as they were in reality. Attacking civilian targets was a part of the war, regardless of how we might evaluate it in hindsight.
The Germans do start with a Task Force, which they can use to ferry combat units to Britain. They get a few more if they score enough points.
Given that the German goal is to hold out as long as possible (unless things go really well), a nuke in our paradigm would sort of signal a 'victory' for the German player. That is, they would have held out until credibly threatened with having everyone killed. I don't see any need for nukes in this scenario, but if I were to program one in, it would not distinguish between the day and night maps.
3. I downloaded the scenario from the link posted at the beginning of the thread. There's no unit called task force and Germany doesn't start out any landing craft.
7. IG Farben is VASTLY underpowered as the Colossus because it ONLY increases trade by one per square with terrain that produces one. Maybe have the entire city limits have rail tracks (rivers) to simulate this.
2. German only improvements called Other Fronts. As expansive as the Air training program, and represents German resources to other fronts. They should do something with points.
4. Make freight trains VERY vulnerable to sabotage and bombing.
1. What is not finished about this scenario? Is it feature complete with only field testing to go through for the right balance?
That said I wish there was a thing with the Germans whether or not to use slave labor or how much to feed them. Like have a total advance of 2,200 Calories a Day, and Operation Reinhard is Stupid, where the Armentment minister decides the in the interest f Endsieg to get the Nazis to stop doing stupid stuff....for now. They feed the slave labor because they want to keep them alive. I like pragmatic villainy.'
9. Concentration camps for Ger,any. Doesn't increase production in the city itself but DOES create new industry asset