WW2-Global

saulosi said:
I know there's a multiplayer version (me and my son are playing it :) ), but I think it's from a few versions ago.

I bet that would be fun to play with no AI!

Very fun. Diplomacy is real diplomacy.
 
Sasebo said:
I like the auro-production wonders too much maybe. Just one more idea; I'm using like 7 artillery in this game, and I'm probably going to limit how many I build to 10-15 since I like there not being too many around. The AI though, still does not use them well except defensively. I was wondering though, if you limited each country to what they have to start, and then use auto-production for the rest, with a buildable wonder when the tech comes in later to auto produce the newer ones might be better then having players build them while the AI does not. I don't think I've ever seen a game report where a Soviet AI built Artillery Corps, but I would "love" to run into one someday. Just a thought.

I can see where Sasebo is coming from with the comments on Artillery however I would like to see them remain as normal production items. I think with the new large scale map, the extra fortresses and the additional onus on deployment the player has to really strategise when using their artillery. Sure the AI is hopeless at using it offensively but it is hopeless at using a lot of the units. Some of the civs in this scenario need their unique artillery units to make up for their inferior armour (USA). By limiting the amount of artillery you would curtail the free flow of the game and bog it down into a waiting game when dealing with the forts, maginots etc. etc.
Auto production of more potent yet rarer units such as paratroops and SS Inf makes more sense than auto producing a common inventory item.
 
I_batman said:
Hi Rocoteh:

A couple things that have caught my eye.
They have probably been discussed in the long, long history of this thread, but I can't find reference for them.

1. Regarding the long build queues, have you ever considered allowing units to upgrade? I see in my build queues Panzer IIIG's, when I can now build Panzer IVh's, Pathers, Tigers, etc.
Same goes with Carriers 1, 2 and 3.

Is this to maintain some historical relevance that you suddenly can't convert a divsion of tanks or ships from one type to another?

I was going to suggest something I have seen in other scenarios, where you essentially leapfrog the upgrades.
So a Panzer IIIG would upgrade to say a Pather, a Panzer IVh upgrade to a SS Panzer 1943, Carrier 1 upgrades to a Carrier 3.

The logic of that is it shrinks the build queues, plus it keeps the current and second most current units available, which I would think would make sense as production lines were retooled.

2. Has there been talk of reduction of the amount of civ's in the game by merging and making it into an MP? I am in a game right now in El Justo's TCW where the amount of civ's was merged from 31 to 8 for the MP , and we have all 8 civ's being played by humans, so we have NO AI players, which makes it very interesting from the beginning.

I_batman,


1. Yes its for historical reasons. However I will probably introduce
upgrades for armoured units. No such plans for naval units though.


2.There have been 2 multiplayer versions earlier.
I think the new version with the huge map should be better
for MP, so its possible there will be a third after that 2.1 has been
completed.

Rocoteh
 
saulosi said:
I know there's a multiplayer version (me and my son are playing it :) ), but I think it's from a few versions ago.

I bet that would be fun to play with no AI!

saulosi,

As mentioned in an earlier post its possible there will a
new multiplayer version with the huge map as base.

I think the new map will make MP more interesting.

Rocoteh
 
Hornblower,

I have no plans to restrict production more than now.

Thus there will be new autoproduced units added.
However autoproduction will not replace standard production
(as in the case with SS Infantry).

Rocoteh
 
Now that I have a civ IV copy, I can tell you something about the game.
1. 3D. The Graphics are now in 3D but this point you can discuss long if this is positive or not.
2. XML: Editing that is very easy like editing *.ini files. Here you have to work to edit units and so on, but it is only a small disadvantage to civ III. Also some people here are working on a editor.
3. Python: I did not had time to make experiences on that topic.
4. AI: I played 2 games to the end. The gameplay is a bit better although the game still lacks the strategic level. I mean oil for instance can be found in the water or on the land. If you have only found oil in the ocean you have to secure this site with ships. If not you can have only a small fleet to secure the coast and make naval landings.
5. Bombardment: Positive news. Units can bombard and the collateral damage hits also the other enemy units. So a big stack of units is dangerous. However planes do not have a lethal sea bombardment as I heart. But I never tested it.
6. Spearman kills tank. Yes the phenomenom is still there but only if you have a heavily damaged tank. It is better now.
7. Air force is now better integrated as you have to defend against enemy planes. SAM infantry is good but only fighters have a good chance to kill them.
8. The promotions are a good thing. You can use units to attack a heavily fortified position at first with a cavalry with a better retreat possibility. After retreating a second cavalry can finnish the job.
9. The new great leaders can give you boni from a religious wonder to a new tech to a fast production of a wonder to cultural bonus.
10. Religion: You can use this point very good to make sympathies and antipathies. In an epic game it is very important to form a new religion. There are seven and if you have one discovered at first you can select this religion and if they are spreadin other nations you can see the cities as well as having a better relationship to that civ. If the civ has another religion, there can be struggles. So a Jewish Germany and a Muslim Japan can be in struggle. This can be modified of course with fascistic an communistic elements, I mean redesign the religions to real govermental forms.
11. UU: The German Panzer looks very like a Tiger and the fighter like a Spitfire. There can be used several of the units in their original role. But nevertheless you have to wait on the SDK for new UU made by the fans. If there is a Pzkw IV or a Me 109 I do not know now. I only had a small visitit in the desert war scenario.

Facit: The bad things can be edited, so civ IV is indeed good to mod. However not every modification is possible. But now you can have the chance to mod more than you could with civ III with only a little more work (unless editors comes out). Also I could not see every aspect of the game now. So this report is only the first impression.

Adler
 
Adler,

Thank you for your comment.

I got my copy of CIV IV yesterday and I agree with
most of what you say in your post.

No doubt CIV IV gives a "one more turn" feeling!

Still I think there is a clear need for a editor like the one
in CIV III. With regard to scenario and modpack creation Firaxis
mean that people shall form teams with at least 6 members.
This sounds very good in theory. However I doubt it will work in reality.
OK time will tell. Hopefully there will be some teams formed that
will function.

Anyway, my work with WW2-Global version 2.1 continues.

CIV IV now here and also the new patch for Crown of Glory downloaded.

I wish there were more time...

Rocoteh
 
Well XML is easy to use and as I saw in the files it is easy to change the positions. But not as easy as an editor. Perhaps either an editor will be made by Firaxis after/ together with the SDK or there will be a fan made one.
However Firaxis goes a way which has disadvantages and advantages. At first there won´t be as many scenarios as now. But the ones which will come will be of high quality.
BTW I did never see you in the history forum here. Why?

Adler
 
Adler17 said:
Well XML is easy to use and as I saw in the files it is easy to change the positions. But not as easy as an editor. Perhaps either an editor will be made by Firaxis after/ together with the SDK or there will be a fan made one.
However Firaxis goes a way which has disadvantages and advantages. At first there won´t be as many scenarios as now. But the ones which will come will be of high quality.
BTW I did never see you in the history forum here. Why?

Adler

Adler,

The main reason is lack of time.


Rocoteh
 
Rocoteh said:
I_batman,


1. Yes its for historical reasons. However I will probably introduce
upgrades for armoured units. No such plans for naval units though.

Rocoteh

Perhaps obsolete tanks could be upgraded to assault guns like the Stug, since obsolete tank designs historically were refitted to suit such a role.
For instance an armour unit without blitz, but with some sort of bombard ability?
 
Tantor said:
Perhaps obsolete tanks could be upgraded to assault guns like the Stug, since obsolete tank designs historically were refitted to suit such a role.
For instance an armour unit without blitz, but with some sort of bombard ability?

I like this idea. Just not sure how to implement it. The tech tree is amazingly complex with all the different units involved...
 
OgrePete said:
I like this idea. Just not sure how to implement it. The tech tree is amazingly complex with all the different units involved...

I gave the upgrade question a lot of thought when I designed my "Hinge
of Fate" scenario. The solution I came up with was for the most part, don't
allow direct upgrades. If you want to trade in your panzers for panther tanks
just disband the panzers in a city and use the shields to build panthers.

There are a few execeptions, destroyers can be upgraded to ASW destroyers,
for example, as this does not involved building new ships, just bolting on
improved sonars and hedgehogs. With the number of units involved in this
scenario, i would recommend keeping it simple.
 
Tantor said:
Perhaps obsolete tanks could be upgraded to assault guns like the Stug, since obsolete tank designs historically were refitted to suit such a role.
For instance an armour unit without blitz, but with some sort of bombard ability?

Tantor,

Yes I think that is a good idea worth to consider.

I must check though of course if its possible to upgrade
that way.

Rocoteh
 
eric_A said:
I gave the upgrade question a lot of thought when I designed my "Hinge
of Fate" scenario. The solution I came up with was for the most part, don't
allow direct upgrades. If you want to trade in your panzers for panther tanks
just disband the panzers in a city and use the shields to build panthers.

There are a few execeptions, destroyers can be upgraded to ASW destroyers,
for example, as this does not involved building new ships, just bolting on
improved sonars and hedgehogs. With the number of units involved in this
scenario, i would recommend keeping it simple.

eric_A,

More upgrades will be introduced in version 2.1.
Hopefully these will not disturb play-balance.

However there will only be a few naval upgrades.

Rocoteh
 
OgrePete said:
I like this idea. Just not sure how to implement it. The tech tree is amazingly complex with all the different units involved...

OgrePete,

Yes you are right: The tech tree is complex.

I do not think it will be great changes with regard to version 2.1 though.


Rocoteh
 
Adler17 said:
A PzIII can´t become a Panther, although the unit could get new tanks. However I think the best solution indeed is the conversion to StuGs or self propelled artillery.

Adler

Adler,

In such case one had to assume that a Panzerdivision had
its PZIII tanks removed and replaced with Panthers.

However in general (there can be exceptions) I do not plan
to include this type of upgrades.

Rocoteh
 
I just had a thought for 2.1. I just read an article on the Flying Tigers. Perhaps to provide a bit of colour for those who enjoy playing as the Japanese or Chinese you could add a few squadrons of P-40s as an unbuildable unit for the Chinese?
 
I think you got me wrong. I meant in reality tanks were exchanged. But in the game the pz III should be imrpoved to StuGs and not Panther, which are to be built newly, perhaps in the tech before Stugs are researched.

Adler
 
I am a little leery of this upgrade to a assault gun? Tank destroyer? idea. Other then the germans with the Stugs I don't remember a whole lot of conversions going on. Though the Germans did have a ton of captured materiel/factories to work with, the possibility might be there. Would the Allies or Soviets, even the Japanese/Italians have used such though? I tend to doubt that idea. What kind of stats are we talking here?

Germany 1.9, Emperor:
Going to try and keep it short this time. I took down the numbers of my and the UK/France/USA on turn 5,1940; when the last French mainland city fell(Marseilles). I wrote them down again for turn 14,1940 when London was taken, securing mainland Europe. If you want me to post those numbers let me know Rocoteh, or I can send you a PM. I will probably list the week 5 ones eventually just as a benchmark to compare to other people at that time. I suspect I do way too much "butter" and not enough "guns".

Main highlights from the two periods that I can see is that the UK lost 2 BB,12 CL, and over 110 1939 DD, mostly to me. I have the last of the UK DD soon to die,about 13 left. I have not managed to get a spy in USSR or Italy, but I suspect Italy has no real Navy left. UK is switching production to Matilda/Blackburn Skua/Spitfires. US is begining to produce SBDs and Marines/Inf.. Also USA has shocked me by building about 36 workers, almost as many as me! That could be bad down the road... France is on CPR after the mainland fell. Japan has built up a force of 15 SNLF, has some air and Navy left, and has built 4 DD flotillas and about a dozen militia, all good signs. My own build up is slower, but going well. I outnumber all allies in air and navy except for BBs, naturally.

France was tough but beatable;Gibralter/Lisbon fell easily via ROP with Spain; a leader there built another Offshore platform at Lisbon. I've decided to leave Spain and Turkey alone since they are such good trade partners. Plus, I'd like to see if the Allies will attack Spain at some point. NO little wars between minors at all yet, did you change something Rocoteh?

London was TOUGH! Over 20 ground units, and the last 2-3 turns they were putting up a new Vet. Matilda each turn. I only have 15 artillery, and only 12 of it was there,plus several ships. Bloody a bit too, about 4-5 units killed, many others within a hair of dying. My whole armor force other then the 4 armies is Pz IIIg types, and lost a few of them, and a Vet. Marine unit(That made me mad):mad: .I have 3 armies at 16-8-3 and 1 at 18-10-3,nothing outrageous. A wounded Matilda left one of them at 1 hp. :eek: Suffice to say my troops won't be doing much next turn. I used up every offensive unit I had, and then started throwing in the Infantry; it was very close.

Worth it though, since the Atlantic is clear except for the last few UK DDs. The US fleet appears to be in the Pacific. I could probably sail right up to NY without any trouble. :mischief: I plan on doing some work in Africa first though, as I don't really have the navy to support that kind of adventure, and the French are begging to be taken out. I need to finish getting all those conquered cities up and running before I take on the Soviets. I've failed twice at a spy so far. If I ever get one in and see they are weak I may go in early, but I have a feeling I am not going to like that spy report at ALL.:sad: The two front war has been avoided though, so this is looking very good indeed. I fortified the whole eastern front, and now my troops are free to actually man it.:rolleyes: Africa and the Far East have solidified with no cities falling for a bit. Japan has stalled after taking chungking, and now faces UK in NE India, along with the last french city there. It did not help that the UK capital in now Delhi I guess... More later.
 
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