WW2-Global

El Justo said:
Rocoteh,

i really like your proposed changes. i think it'll make WW2 Global even more successful despite it already being the most DL'ed scenario ever at cfc.

i like your priority list, too. an MP version of this would be superb imo. is there one already available btw? or is this a new project?

El Justo,

Thank you. I am glad to hear that.

There was a MP-version based on the old map but it was removed
a long time ago.
The new version should be an heavy improvement compared to the
first one.

Rocoteh
 
Rocoteh said:
I batman,

Thank you,

On CIV IV:

I guess we will never see an editor for CIV IV like the one for CIV III.
Thus I doubt that anymore of the now active CIV III creators will
go to CIV IV.

On priority:

I decided to change priority some time ago.
Its now:

1. WW2-Global 2.3.

2. WW2-Global new multiplayer-version.

3. WW2-Global special German AI-version.

Concerning AI transport, bombardment, artilllery and so on:

I agree 100%.
As long CIV 3 is a "frozen" game-system (maybe forever) its impossible
to solve these problems.
Still I think the regular version of this scenario can be evolved further.

Thank you for your comment.

Rocoteh


Rocoteh, I do hope you prove me wrong about the SP game being enhanced further.
As for the MP game, all I can say is "wow!" I guess you are insane after all.
:)
 
I batman,

Well its a matter of how much time that must be invested.

With regard to the new MP-version I do not think it will require
heavy investments.

Rocoteh
 
1. Mobilization no longer possible.
That would reduce the shield output by about 30 – 40 %

2. Draft removed.
larger cities, how the AI will defend these town I don’t know. Will it build fewer strong defence units or will it settle for mediocrity?

3. No German Panzer-units will upgrade.
Now that will ensure some variety and create the need for more careful planning.

4. Increased cost (10-15%) for all armoured units.
0.6 * 0.85 = 0.51 … that will effectively !double! the cost of armour, … I am going to curse these Mathilda IIs and KV Is even more ;)

5. Decreased cost (10-15%) for all infantry units.
0.6 * 1.15 = 0.69 Infantry will also become more expensive by about 30% in relation to version 2.2
To be honest I don’t think I am going to produce significantly more infantry units, simply because they are only really useful for defence. For one they lack the required speed to keep up with tanks (UK and US inf are the exception) and thus for purely defensive purposes the original units with some reinforcement are enough to consolidate and defend the newly acquired territory. In addition, since I have fewer resources available I have to focus even more on the tank force and its upkeep.


Now these are some changes indeed! :goodjob:
 
A very interesting set of proposals that add a new context to this fine beast.
One has an enduring interest in the naval affairs of the Second World War, and this scenarios enables great scope; there are a whole lot of new potential units that should appear by the end of the year from certain sources, which stand to add to the entertaining war at sea.
Other features could perhaps include badging of Allied naval units, additional use of mines, a balancing of the Regia Marina, encouragement of ASW escort carriers using vingrjoe's trick and so much more.

These are good days for scenarios.
 
Perhaps if one can incorporate a fortified Terrain Tile which can support an airport you can eliminate some of the marginally productive cities (Verdun)
and Pacific Island "cities."
 
Those planned changes sound great Rocoteh! Right up my alley. :)

I shall still carry out my experiment when I have the time. I'm gonna prove you who say it'll slow things down too much wrong, mark my words! I'm a gonna put youse to shames! :P In a friendly way, of course.
 
Baldurslayer,

Yes its possible armoured units now will become to expensive.

Anyway I will try this new system for version 2.3.
The 500 Panzer-units reported from some playtests should now not
be possible.

Rocoteh
 
Aecon said:
Perhaps if one can incorporate a fortified Terrain Tile which can support an airport you can eliminate some of the marginally productive cities (Verdun)
and Pacific Island "cities."

Aecon,

Would be hard to implement with the current editor though.

Rocoteh
 
Simon Darkshade said:
A very interesting set of proposals that add a new context to this fine beast.
One has an enduring interest in the naval affairs of the Second World War, and this scenarios enables great scope; there are a whole lot of new potential units that should appear by the end of the year from certain sources, which stand to add to the entertaining war at sea.
Other features could perhaps include badging of Allied naval units, additional use of mines, a balancing of the Regia Marina, encouragement of ASW escort carriers using vingrjoe's trick and so much more.

These are good days for scenarios.


Simon Darkshade,

It all sounds like good ideas.

I am also considering auto-produced Destroyer Escorts for US
and Britain.

Rocoteh
 
Rocoteh:
Yes its possible armoured units now will become to expensive
On the contrary, they'll just become more of a strategic as opposed to a tactical asset in version 2.3 :) I am really looking forward to the new scenario!

Rocoteh: I am also considering auto-produced Destroyer Escorts for US
and Britain.
How about an autoproduced transports or convoys for the US -> Liberty ships?
After all subs need targets and the destroyers need bait :mischief:

All the best
 
Baldurslayer said:
On the contrary, they'll just become more of a strategic as opposed to a tactical asset in version 2.3 :) I am really looking forward to the new scenario!


How about an autoproduced transports or convoys for the US -> Liberty ships?
After all subs need targets and the destroyers need bait :mischief:

All the best

Baldurslayer,

Yes, the combined effect of these changes should make WW2-Global
much more interesting to play.

Liberty ships:

Its a good idea. Probably Destroyer Escorts and Liberty ships will be
included with version 2.4 though.

Best Regards

Rocoteh
 
About the changes:
If you disable draft cities will be bigger
=>Increased defense power of cities cause of 16 def bonus for citizens (is it each?)
So perhaps it will be necessary to adjust that rate, when you are planing to decrease the number of offensive units (like tanks)
About mobilization.. this might be necessary for gameplay but also some realism will be lost...Increased wartime mobilization was quite important (esp in Germany where more and more production facilities were lost lateron to strategic bombardment)
 
Samez said:
About the changes:
If you disable draft cities will be bigger
=>Increased defense power of cities cause of 16 def bonus for citizens (is it each?)
So perhaps it will be necessary to adjust that rate, when you are planing to decrease the number of offensive units (like tanks)
About mobilization.. this might be necessary for gameplay but also some realism will be lost...Increased wartime mobilization was quite important (esp in Germany where more and more production facilities were lost lateron to strategic bombardment)

Samez,

Should the changes give an inaccurate result I will solve that problem
in version 2.4.
In such a case its for example possible that draft will reappear.

Rocoteh
 
Rocoteh said:
Aecon,

Would be hard to implement with the current editor though.

Rocoteh

Could we use another tile (like Volcano) and change the graphic set and features to create a fortified plains tile? I do not believe it should adversely affect the game play.
 
Aecon said:
Could we use another tile (like Volcano) and change the graphic set and features to create a fortified plains tile? I do not believe it should adversely affect the game play.


Aecon,

Notes have been taken.

I will look over this issue.

Rocoteh
 
I have an idea for a new naval unit for the Allies, that I don't think is in here. Q-ships, they were basically merchant ships that had heavy guns hidden on board. They were meant to draw out enemy U-boats, who thought the Q-ships were transports. Then they opened up on them before the U-boats new what was happening. I think if you make a transport unit and give a high defense factor and a low attack. Then if you tag it as a transport in the unit editor, the AI will be tempted to attack it instead of other ships. Just a thought that I'll play around with some more in my game.
 
otacon_22 said:
I have an idea for a new naval unit for the Allies, that I don't think is in here. Q-ships, they were basically merchant ships that had heavy guns hidden on board. They were meant to draw out enemy U-boats, who thought the Q-ships were transports. Then they opened up on them before the U-boats new what was happening. I think if you make a transport unit and give a high defense factor and a low attack. Then if you tag it as a transport in the unit editor, the AI will be tempted to attack it instead of other ships. Just a thought that I'll play around with some more in my game.


otacon_22,

Sounds like an interesting idea.
I will have it in mind.

Thank you.

Rocoteh
 
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