Playtesters needed for TSFE Axis!

Tracid:

I will work more with Barbarossa then. I want that human player has a chance to reach Moscow before 1942. In earlier version it was possible, mainly because you could destroy Russian units outside cities easily. Now they are much stronger because of fortresses.

Can you post here or send to me your savegame made just before the beginning of Barbarossa?
 
I´m afraid I don´t have them anymore. I got one from later, but that was the first one and the turks took all of Bulgaria there, so I broke it off.
I´m sorry.

Sincerly, Tracid
 
Ok :)
May i suggest Marko, that you open a new Thread and its only for posting your updates, and move all your updates for TSFE into there.
 
No problem, Tracid. My mistake that I played only a few turns of v1.7 before sending it to playtesters. I didn't expect that there would be so big gameplay differences compared with v1.5. Now AI really concentrates on building aircraft. Also elite infantry types are too strong because of their mobility and fortresses.
I'm working now to fix these things.
 
SunTzu:

I'll do it with Allied and Soviet versions (or send files directly by e-mail).

The Axis version is now almost ready and I'll release it officially soon. Versions which I have posted here are only for playtesters, they are not ready and I don't want yet that many people play them.
 
Marko, I think especially the NKVD troopers are too strong on attack. I would like it if they got stronger with time...starting from the defense of Moscow, or so. They kill almost every units they attack.

Sincerly, Tracid
 
Hi!:)
Here are some remarks after the first turns. The Luftwaffe had a very difficult time trying to protect the ground troops from the RAF's Spits. I generally need several Messers to bring one of them down!

-Is it wanted that the SS's health bar is hidden behind the SS sign? You can't see if your unit is wounded or not.

-As Tracid said earlier, I think that the Polish Inf has one firepower point too much. Each hit by this unit is simply devastating...

And a question: since you can stack your units safely on nearly every square, do units also benefit from the 50% defense bonus? It makes them much harder to destroy.;)
 
Thank you, Bob, for playtesting. I think that Spitfires you attacked were over rivers what gives them 0,5 additional defence points. Otherway Me-109 and Spitfires are virtually equal - both have 8a/8d points. When you discover FW-190 (11a/11d) you will get upper hand in air until the arrival of American planes.

Yes all "stackable" squares give double defence too (but not against air attacks!). It has been taken account in unit stats. Most units have their attack 2-3 times stronger than defence. Also forests don't give additional defence bonus.

Yes the SS shield is too up. I didn't noticed it :(

I have tried to make the scenario this way that AI don't have any advantage in unit strenghts. When you play Allied and Soviet versions then you have exactly the same units as they have now (NKVD, Polish Infantry etc).
SS Troopers are roughly equal to NKVD:

NKVD Troopers - 16a,9d, 5h,5f
SS Troopers - 18a,8d, 7h,3f

And Spanish Legioners (Axis gets these in July 1941) to Polish Infantry:

Legionaries - 16a,10d, 8h,3f
Polish Troops - 19a,8d, 7h,4f

I think that the problem is that these elite infantry units are balanced for 1942-43 (their strenght is the same during all the scenario and
this reason I balanced them for middle-war years). It means that they are relatively very strong in 1940-41 and too weak in 1944-45.

Tracid, you gave good idea for solution: I'll make all these elite infantry types evolve with time: weaker at the beginning and stronger at the end (of course! :) ).

Also I try to "calm down" the AI bomber building. They really build now too many bombers. When I finish with the new version (1.8), I'll send it to all playtesters. There are quite many surprises what I think you like (I hoped to save them for final release, though).
 
Originally posted by Marko
I think that Spitfires you attacked were over rivers what gives them 0,5 additional defence points.

:o Oops, I didn't know terrain was a factor influencing air combats...

Originally posted by Marko
When I finish with the new version (1.8), I'll send it to all playtesters. There are quite many surprises what I think you like (I hoped to save them for final release, though).

I'm looking forward to it!:D
 
Wow, i didn't know that there was a defense for air combat either.
Is that just for this scenario, or is in the regular game?
 
Yes, as strange as it seems, the terrain defence bonuses affect air combat too. It is so in regular Civ2. So it is good idea to place your fighter over a hill or mountain or at least river. :)


A small Civ2 quiz for everybody:

You can have unlimited range fighters and bombers in regular Civ2 game without cheating or editing any rules. How?


The first who answer this question correctly will get a small prize from me - lets say a mini-scenario about Operation Crusader. ;)
 
Originally posted by Marko
A small Civ2 quiz for everybody:

You can have unlimited range fighters and bombers in regular Civ2 game without cheating or editing any rules. How?


The first who answer this question correctly will get a small prize from me - lets say a mini-scenario about Operation Crusader. ;) [/B]

I hope its ok for a non playtester to reply:

You hit wait, and then CTRL-N at the end of your turn, the planes wont crash and you will get your movement points back next turn :D

(in fact the AI does this a lot:()
 
Correct, Henrik!

Bombers get back their movement points and fighters are dealt as landed (even if they are over water).

You have earned your prize. It is a simple WW2 miniatyr about a clash between Erwin Rommel's Afrika Korps and Sir Claude Auchinleck's British 8th Army.

How do you like to get it?
 
Hi!

Progress report:

I finished version 1.8. I play it now and if everything is OK I'll send it to you after a few days.

My main concern is the AI, and a good sense :) I got a breakthrough in AI unit-building effectiveness. AI nations produce now big number of tanks, aircraft and infantry and unleash them against their opponents in huge campaigns. And they can do it without any events support! This reason I deleted most of events which helped AI and still Deity level is very hard. The key is that before AI simply stockpiled its money but now spend it for rushbuilding units.

I think that I'll lower the recommended playing level to King or Emperor.
 
great work, Marko!

I´m looking forward to the challenge.........

Sincerly, Tracid
 
I sent the version 1.8 out. Did everybody get it?
The main difference with earlier versions is that now AI don't get any help fom events. It means that you can now play as every nation using the same events. :)

It took longer than expected because I decided to try a new move-system and I had to rebalance most units.

The main idea of the new move system is that roads
give no benefit but all units have high MPs: Tanks
have mostly 5-12 moves (depending on type) and Infantry usually 4 moves. Infantry is still "alpine" - in rough terrain they move as fast or faster than tanks. It is more realistic because in real life there are roads everywhere in Europe. Also it helps me to avoid slowdown in Africa during winter (in winter terrain movecost rise in Europe but is unchanged in Africa).


There are now two main questions about the scenario: how the new move system influences the gameplay - maybe to restore the old system? I let it for you to decide.

And is there any need for separate events files for each nation? With these events I can force the war to go historical way (like make particular nations stronger or weaker at certain time and region for simulating historical campaigns) but how important it is for the scenario?

Also, Barbarossa is not fixed to June 1941 anymore. When you play as Germany you need to discover a tech named "Barbarossa". One turn after you get it the invasion can start. If you decide not to attack Soviet Union then Stalin can launch his own invasion. Most likely he will do it around 1942 but not later than autumn 1943.

And yes, "Barbarossa" is in "Philosophy" slot. It means that you'll get one free advance when you discover it. So researching "Barbarossa" doesn't make your technological progress slower.

When you play as Soviets or any other nation then Axis discovers "Barbarossa" tech and starts the war somewhere in 1941.

OK, good luck! :)
 
I got it! nah nah nah nah nah!!!!!!!! :p
Im gonna start playing it.
Also marko is there a purpose for me to play the Axis playtest game that you sent me awhile ago?
:)
 
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