WW2-Global

Dazz_G said:
:band: :dance:

For anyone who is interested, I shall be organising a PBEM over on the appropriate board.

Dazz_G,

I will follow the PBEM with great interest.

Human versus human play always gives a very good picture
of the balance in a scenario.


Rocoteh
 
Yeah, for all my seemingly critical posts, this is far and away the best scenario out there IMHO. :worship:

I have a suggestion regarding possibly 'slowing down' the Germans in the opening game alittle (and bear in mind I haven't played further than 7 turns yet so the 'opening' is all I've tested). Historically, it took two weeks to destroy Poland. With the starting units Germany has, if done right, I can take Warsaw on turn one with my mobile units (there's enough infantry to overrun the border city and then with the extra controlled road area the (2) movement units can take Warsaw. Just stick like 5 more wimpy Polish infanty (or even just flak or whatever) in Warsaw and Germany will take Warsaw in two weeks, just like in real history, as there simply isn't enough mobile German units.

Also, I was thinking that upping the Dutch units or simply placing them more into their cities instead of in the countryside would help to simulate the 'phony war' time period of winter 1939. Either make the Germans truly PAY if they want to take Holland on turn 1 or make them HAVE to wait for the end of the Polish campaign to turn their attention to the west.

Regarding the French infantry... Since Italian players are finding that more French infantry would wreck the Italian north, maybe just give the French more of those 0-15-0 immobile units on the German border. That would force the Germans to use a turn or two (at least) of air bombing and wouldn't be unbalencing to the Italians. Also it would help simulate, again, the phony war while Germany reduced France to a level where they could overrun them, but simply NOT do it on turn 2 or 3...

Anyways, today I'm going to work on seeing what I can do to keep the Japanese AI from declaring war on Russia as early as they seem to like to do. :twitch:
 
Sounds great in theory KristiB, but the stupid AI ruins most such plans by taking it's new found units and invading Germany. :p I was toying with the idea of 'helping' the Germans liberate Poland, so I had a couple tank units up there poking around;the Poles sent a stack of like 12 Infantry at the nearest German city and got cut to shreds in the open terrain. If Rocoteh really thinks the Poles are getting overrun too soon then he could up their defense by using City Garrison(1-10-1) or those Special Fortress divisions(1-15-1). They have the added advantage that they can't move. ;) In the two games I have played thus far though, Germany(AI) has taken 3 weeks each time to wipe Poland, that seems about right. IRL there were lots of die-hard Polish resistors that fought for about 5-6 weeks more. It's a pity they don't have partisans pop up every time you take a city like they did in Civ2,they were a real pain to deal with.

Rocoteh: I saw air superiority missions come up on the Advanced unit orders, of at least two of my Italian specialty air units;the bomber and dive bombers. I didn't report it since I wasn't sure if it was a bug or what.
 
Yeah, that's a good idea I think, the more immobile units in Poland. 1-10-0 or something.

I think Roco is simulating the partisians by making the resisters alot slower to put down than in the normal game. I think that's a nice touch. Hell, I can put my whole army in Paris and still only repress 1 or 2 resisters, same with the Poles I notice in Warsaw. It would be nice for resisters to pop up since EVENTUALLY the larger cities will be pacified, but the long time it seems to take to suppress resistances is a good middle ground. Hell, even after taking Paris on turn 3, by turn 7 I'd only suppressed like 4 or 5 of the rowdy resisters with a pretty large garrison.
 
"As these stats show though it was a unit to count:

60xT-34
215xLight Tanks (of different types)
51xArmoured Cars
158xGuns and Mortars
11 600 men" Rocoteh

Well one suggestion is to keep the current stats but make them unbuildable and give the Russian a wonder that autoproduce it in like 8 or 9 turns.

One more thing, maybe someone has mentioned it before. Put the dutch in the locked alliance with the allied. Well they keep a neutral stand in the start of the war, so was United States. I remember from the my history class back in my junior high school, that A combined allied fleet put out a fight agianst Japanese fleet in Java sea; and the allied was lead by Kareel Dorman(sp?) a Dutch Admiral. Maybe it will make the Japan(AI) forced to occupy Dutch East Indies, since it was their main objective in their campaign of the south east asia.

Arvln
 
"psweetmans problems with bombing UK cities is easily explained if they still have fleets of light naval; the flak is insane with large groups. Also, he should check the range of his fighters. If they are not within half their range they are not going to intercept any UK fighters;his bombers will get creamed."

Well, no, not considering that my death was to the RAF and not the AA guns. The only time I could get a bomber through edgewise was when I bombed an area more than 2 squares from any of their citites...which was pretty useless, except for sinking boats in the North Sea.
 
Hmm, here's something I read on another thread that I thought I'd pass along...

I was reading someone else who'd noticed that aggression level doesn't actually have ANYTHING to do with how likely they are to declare war but aggression is a level telling the AI how aggressive they should prosecute a war against a particular enemy based on their government. That might have something to do with what the Italian player was saying about the Germans dilly-dallying around and not taking down the French fairly quickly. I noticed that everyone's AI aggression level is set to the lowest setting.

Anyways, after looking at the Soviet's setup in the Pacific, I bet that the reason Japan ends up declaring war so quickly IS because they run into one of those 30 Russian subs when they are submerged. I've have the same thing happen to mine in the Atlantic when a Spanish ship tries to go to the hex my sub is in... As soon as they run into me, there's a pause and then BAM, they declare war... Same thing in the Pacific is happening between Russia and Japan I wager.
 
psweetman1590 said:
Well, no, not considering that my death was to the RAF and not the AA guns. The only time I could get a bomber through edgewise was when I bombed an area more than 2 squares from any of their citites...which was pretty useless, except for sinking boats in the North Sea.

I too have had the same problem ... playing as the Germans, I spot an English invasion force heading towards occupied France ... because the fleet was still close to the British coast, I lost a stack of planes to the RAF without a single strike on the ships.
 
Well I too met a similar situation, but in the different end of the gun. A Bismarck Battleship appear in the channel and I attack with spitfire. I lost only one and shot down more than 6 german plane mostly Me-110. The spitfire is the undisputed best fighter in the early game
 
Rocoteh said:
Nick,

Thank you for the report.

Both China and Australia soon in your control. It sounds like
an interesting strategic situation for Japan.
I agree with you on Soviet: There is a great risk for an attack
as soon as there is peace with US.

German forces has razed Paris. I hope the improvements done
in version 1.2 will stop most razing.

I really agree with you: You will soon have to take a very hard
decision if to invade US West coast or first deal with Soviet.

I am looking forward to hear from you again. It will be very
interesting to see which strategy you determine to follow.

Rocoteh

Hi Rocoteh,


Here is the latest. The conquest of Australia was complete on turn 46 1940 after the fall of Melbourne. The last Chinese city, Khotan fell the next turn. Nearing the end of 1940 all of New Zealand fell quickly, now the entire Pacific is under Japanses dominion. In an effort to kick the Brits out of India, Mandalay and Myitkyina fall just before the year end.

However, as the year ends, the Germans declare war on the Soviets and we are in it now! I try to redeploy forces for the expected Soviet attack in the Far East, but except for some fighter raids, nothing happens for 5 turns! In the meantime, the Soviets destroy both the Romanians and the Hungarians. I am going to have to launch an attack of my own to try and relieve the Germans and Italians in Europe. The Germans are getting their buts kicked. I have been bombing the rail lines in the Soviet Far East and have now cut the Trans-Siberian railway in multiple places. Hopefully with the lines interdicted, I can crush the closest Soviet cities. I'll let you know.

Nick
 
KristiB,

Thank you for many interesting ideas on how to improve
the scenario. I have made notes on them in my special planning
file for WW2-Global.

I will look over the if there are to many resisters.
Maybe changes should be done here.

More immobile units for play-balance can be worth testing.

Rocoteh
 
DrNick said:
Hi Rocoteh,


Here is the latest. The conquest of Australia was complete on turn 46 1940 after the fall of Melbourne. The last Chinese city, Khotan fell the next turn. Nearing the end of 1940 all of New Zealand fell quickly, now the entire Pacific is under Japanses dominion. In an effort to kick the Brits out of India, Mandalay and Myitkyina fall just before the year end.

However, as the year ends, the Germans declare war on the Soviets and we are in it now! I try to redeploy forces for the expected Soviet attack in the Far East, but except for some fighter raids, nothing happens for 5 turns! In the meantime, the Soviets destroy both the Romanians and the Hungarians. I am going to have to launch an attack of my own to try and relieve the Germans and Italians in Europe. The Germans are getting their buts kicked. I have been bombing the rail lines in the Soviet Far East and have now cut the Trans-Siberian railway in multiple places. Hopefully with the lines interdicted, I can crush the closest Soviet cities. I'll let you know.

Nick

Nick,

Thank you for the report.

I guess there will be a gigantic struggle for control of Siberia now.
It seems to be a very good idea to bomb the rail lines.

Germany-AI and Italy-AI will probably not be much help in the struggle.

Looking forward to hear how this develops.

Rocoteh
 
Sasebo,

Yes, its possible I will place more immobile units to create
play-balance.
Few playtest-reports on France so far though.

When the multiplayer game start I think it will give further
indications on play-balance.

Thank you for reporting the bugs with Italian air-units.


Rocoteh
 
Arvln said:
"As these stats show though it was a unit to count:

60xT-34
215xLight Tanks (of different types)
51xArmoured Cars
158xGuns and Mortars
11 600 men" Rocoteh

Well one suggestion is to keep the current stats but make them unbuildable and give the Russian a wonder that autoproduce it in like 8 or 9 turns.

One more thing, maybe someone has mentioned it before. Put the dutch in the locked alliance with the allied. Well they keep a neutral stand in the start of the war, so was United States. I remember from the my history class back in my junior high school, that A combined allied fleet put out a fight agianst Japanese fleet in Java sea; and the allied was lead by Kareel Dorman(sp?) a Dutch Admiral. Maybe it will make the Japan(AI) forced to occupy Dutch East Indies, since it was their main objective in their campaign of the south east asia.

Arvln

Arvln,

Yes, autoproduction is one way to with Motorized Rifle divisions.
Anyway their strenght will be reduced in version 1.3.

The Dutch will be in locked alliance with the Allies in the next version.

With Switzerland removed as an independent Civ, Belgium will
be a new Civ.

Rocoteh

WW2-Global Multiplayer have been released.
Link to download:

http://forums.civfanatics.com/showthread.php?p=2465012#post2465012
 
This may have already been reported ... the German Heinkel 111 Bomber has Air Superiority capability - I believe this to be a bug ?

Also, in 1.2, I have seen sites of 4 razed cities ... one in Poland, 2 in Finland and 1 in Japanese occupied China. What do we have to do to stop the brutal AI from putting cities to the torch ?
 
Dazz_G said:
This may have already been reported ... the German Heinkel 111 Bomber has Air Superiority capability - I believe this to be a bug ?

Also, in 1.2, I have seen sites of 4 razed cities ... one in Poland, 2 in Finland and 1 in Japanese occupied China. What do we have to do to stop the brutal AI from putting cities to the torch ?

Dazz_G,

Yes its a bug. Thank you for reporting it.

On razed cities:
There is not much left to do with regard to razed cities.

One theory says that AI never raze a city with a Great Wonder.
In such a case it would mean many wonders to add.

I once hoped that there would be a patch from Firaxis that
fixed this problem (and others). However now I assume
there will be no more patches.

Rocoteh
 
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