ZeletDude
The Lion
- Joined
- Aug 16, 2009
- Messages
- 5,490
I will load up a new version tomorrow or in the next days as I have RL issues to deal with. I will reupload the files needed. Then it is version 1.1.
Adler
thank you
![Smile :) :)](/data/assets/smilies/smile.gif)
I will load up a new version tomorrow or in the next days as I have RL issues to deal with. I will reupload the files needed. Then it is version 1.1.
Adler
I will upload the new files tomorrow. I have now no time left. Sorry.
Adler
The most grievous is the Raw Materials. I had over 5700 points and another 63 RM’s on the way home. This represents about 2400 RM units gathered by hand and moved and captured.
This would be bad enough, but looking at the score screen you can see the number required. It is 100,000 points! It may be a scaling issue, but in any event I would loose my mind trying wrangle that many RM units to the home front.
Two more issues in common center around the pedia. It was missing information and had some misleading or erroneous data. There were a large number of entries where the words were overlaying each other and hard to read.
In addition to those points, many had no information, other than the cost. Missing on some structures was the corruption impact.
I grant you that the effort required is very large and I understand the desire to not correct them.
The biggest pedia error was the corps. I have not seen any leaders. I looked in the editor and I see that the units I checked one, do not allow leaders?
The numbers of ships granted to start the game was just enormous. The AI making all those transports types compounds this. They want to run all those RM units home. They would be better off making troops.
Ships have too large a movement allocation. Later ships can cover up to 12 tiles. This lets you get all over the map in a flash on the S map. I play lots of games on 250x250 and 31 nations. No ship gets more than 8 moves. It should take time to go around the world.
I also feel that lethal bombardment for the ships is too strong. I was able to take down some early towns using that. Later the large numbers of boats let me paste other towns to soften them up too easily.
Small point, but often the research tree pointed one way and actually went in the other direction.
UN or League of Nation not actually able to build, do not know why. The editor does not show any restrictions.
Still seeing the money bug with Persia. Siam was a two-city nation and I took it down and got over a 140k very early in the game? At one point Persia had over 1.6 million and demanded 100 in gold from me? I had about 130 cities then, they had 8.
I reported the problem with the Kaiser Shipyard, but no answer was giving. It is not a corruption issue as it is the only thing I ran into so far. This does lead to one thing that bothered me with II and I. Why did no one ever incorporate the fixes?
Why make all the new players jump through hoops trying to get the correction in place?
I found that the large population was another thing that makes the game easier for humans. It is harder in terms of play. I mean that it is easier as I do not really have to be worried about happiness.
I have scores of specialist in nearly all cities. Harder in that flipping specialist is a nightmare when you have a pop of over 40 and really hard over 60. You will have to concentrate or you end up flipping the wrong citizen as they are packed in so tightly.
Fortress may be harming the AI, but not the player. I suggest that is the case, as I saw almost no towns switch hands. I saw a number of battles where the attacker just smashed into the fortress and died.
It was not a problem for me, as I will bring bombardment to bear from planes, boats and artillery. I will land enough units to get the job done. I watched France and Spain go at each other in typical AI fashion. Piecemeal, here an attacker there 2 or 3. Once in while more than 3, but never enough to win.
It goes without saying that a ton of work was done by all parties to get all the modifications in and done quite well. The Art was excellent. I especially like the Montana and the CVA United States of America, just superior.
Anyway I decided to make this post to help with any future efforts to update the mod. I know everyone tells me the RM is the thing, but it is just a fun buster IMO. It takes you out of the scenario and is so tedious.
One last thing, the no raze issue. I did not use the mod for razing. It had no effect. I may have missed the count in the first 19 turns as I thought the AI did raze one town. I am not sure that they did, I may have gotten he count wrong.
I know they never raze a town after that point. I razed 40 or about that many. At the point I stopped the game had 364 cities left.
The Kaiser Shipyard gets a text not found error for WON_SPLASH as I posted a ways back. I was just not sure what was needed to fix it, so I just refrain from building it. I have not found any reports of anyone finishing to game, so I guess no one ran into it. As you mentioned, they would have to also be playing with a specific government, if they did.
On the RM's, I would make them count for more and be produced over a very long time period. I have disbanded hundreds of them, but even that is a pain. I just did a turn where I had around 130 of them, ugh. The worst are in Africa as it is large and has no VP location.
So you have to drag them to a boat and load them. Drag the boat to another continent and unload them. Drag a unit over to capture them and drag it into the town. I had 85 in Africa alone that turn.
Some of the islands are a pain, but do not make that many RM units.