Playtesters needed for TSFE Axis!

Originally posted by Marko
Hi!

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.


So what's the secret?
 
Tracid:

It kept saying "failure delivery, exceeded storage
allocation" every time when I'm trying to send the files.. :(


SunTzu:

You can safely delete all older files except sounds (only hold the folder for our PBEM).


Kob:

Basicly, I'm rotating seasonally unit roles. For example lets say that AI can build 2 different tank units, "A" and "B". In one season "A" has attack and "B" defence role. AI uses "A" tanks for offensives and stores lots of "B" tanks in cities. Next season the roles are switched - AI unleashes "B" tanks and is building "A" tanks in great numbers. AI wants to have always certain number of defensive units in a city. When season changes, he discovers "suddenly" that there are too few defensive units and starts rushbuilding. You can do this trick with any type of unit, only these "defensive" units must have some real defensive values too, or you can get some quite badly defended AI cities :)
 
Originally posted by Marko


Basicly, I'm rotating seasonally unit roles. For example lets say that AI can build 2 different tank units, "A" and "B". In one season "A" has attack and "B" defence role. AI uses "A" tanks for offensives and stores lots of "B" tanks in cities. Next season the roles are switched - AI unleashes "B" tanks and is building "A" tanks in great numbers. AI wants to have always certain number of defensive units in a city. When season changes, he discovers "suddenly" that there are too few defensive units and starts rushbuilding. You can do this trick with any type of unit, only these "defensive" units must have some real defensive values too, or you can get some quite badly defended AI cities :)

Wow that would work really well. :goodjob: It would work too if A and B were exactly the same unit - same picture and same stats.
 
Marko, I did get them, but somehow stupid hotmail junk mail filter sorted them out............:mad: :mad:

Sorry, about that, I´ll be playing tomorrow.........:goodjob:
Sincerly, Tracid
 
Marko, didn´t play yet, but the first thing when starting up as Axis is the pop up saying "soviet union launching preemtive strike". Don´t u think that´s a little odd?

Sincerly,
 
You got a very rare event. Probability of Soviet preemptive strike is 1/40 in each turn - once per 3,5 years (Randomturn=40). I tested it a lot and in my tests it never happened before 1942, usually late 42/early 43.

Reason for including this event is that there is no more fixed date Barbarossa event. Playing as Axis you can choose yourself when to attack. This is realistic but unbalances the game because Axis player can simply send all his units against Allies. Possibility of Soviet offensive makes you hold some forces in Eastern border even when you don't plan to attack yet.

But yes, it can be quite irritating if Soviets decide to attack during the height of Wehrmacht Western Campaign in 1940 :)
I'll remove the event from Summer 40.
 
Progress report: :)

From the feedback what I have got has become clear that nation-specific events files are still neccessary. Especially for early stages of the war when AI-controlled Germany must have chance to conquer huge territories. I like that in Summer/Autumn 1941 Soviet player is fighting for Leningrad, Moscow and Kijev, not for Brest-Litovsk, Lvov and Kishinev. As it is now, eventually AI superior production in Deity level will win the day but there is nothing like Blitzkrieg.


Other changes beside nation-specific files:

Infantry movepoints will be raised from 4 to 5.
All ships get gradually better over time.
Allies and Soviets start out as allied. There is technology which, when discovered, triggers war between them. Human player can discover it any time but for AI it is at end of the tech tree (very low value).
Some changes on map to raise historical accuracy.
Some graphic changes.

Things are developing now quite fast. It took me 6 months to move from version 1.1 to 1.2, mainly because I stupidly upgraded the scenario as whole. From 1.2 forward I concentrated on only Axis medium version and now when it is more-or-less finished I am making relevant changes to other parts of the scenario.

So, this will be the version 1.9. Hopefully it is the last playtest version and 2.0 is already public release. ;)
 
Originally posted by Marko

From the feedback what I have got has become clear that nation-specific events files are still neccessary. Especially for early stages of the war when AI-controlled Germany must have chance to conquer huge territories. I like that in Summer/Autumn 1941 Soviet player is fighting for Leningrad, Moscow and Kijev, not for Brest-Litovsk, Lvov and Kishinev. As it is now, eventually AI superior production in Deity level will win the day but there is nothing like Blitzkrieg.
[/B]

I fully agree! Nation-specific events will make the game more realistic and fun, especially for the Soviet player. You could eventually introduce a German "resurrection" event that creates infantry on the Eastern front when one is killed, like it was done in Red Front. Devastating effect! :D But please only for a short time! It's very demoralizing to kill a unit and see it re-appear some squares away.


So, this will be the version 1.9. Hopefully it is the last playtest version and 2.0 is already public release. ;) [/B]

Well done!:)
 
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