WW2-Global

oljb007: I've read plenty of accounts of the submarine campaigns in both Atlantic & Pacific. From what I remember they spent more of their time on the surface then underwater, and did much more attacking at night on the surface. I also seem to remember them stating speeds upwards of 20 knots on the surface too, though that could be wrong.

The point you are missing is it is impossible to duplicate the subs real targets, the merchant shipping. Which were both big, and slow. Really slow! Slow enough for the subs to outrun them when they spotted them and get ahead of them to lie in wait submerged. Now Rocoteh has done the best he can with the Uboats, and has done a pretty fine job too. I think the Uboats have been discussed in this thread since version 1.1 ;) In other words, this is a work in progress!

Now me, I don't see how you consider the Uboats "marginalized". Compared to everybody else's subs they are holy terrors. My sub captains WISH we had that attack & speed; back when they had blitz they were monsters. :p
 
To all:
let me know if i am doing something wrong as i can not start the sceanario. I am running a p4 2.4 gz dfsb, w 512 mb ram and a fx5200 256mb video card...
since v 1.5 doesn't come with the ww2-global folder, i created it myself and put the 134 mb of stuff in it and move the folder to "C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Scenarios" , along with the "WW2-Global 1.5.biq" file.
Am i doing something wrong? because i can never finish configurating the scenario and get bumped with one of those really long errors...
pls advise
keep on gaming
r.r
 
ric ricardo said:
To all:
let me know if i am doing something wrong as i can not start the sceanario. I am running a p4 2.4 gz dfsb, w 512 mb ram and a fx5200 256mb video card...
since v 1.5 doesn't come with the ww2-global folder, i created it myself and put the 134 mb of stuff in it and move the folder to "C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Scenarios" , along with the "WW2-Global 1.5.biq" file.
Am i doing something wrong? because i can never finish configurating the scenario and get bumped with one of those really long errors...
pls advise
keep on gaming
r.r

ric ricardo,

You must also download the biq-file located at Post 1.

Rocoteh
 
ric ricardo said:
a bit of history bluff...prince eugen is an "improved" version of admiral hipper and thus the big diff in price...it's not as if admiral hipper is a good design either...at 14,000 tons it's 40% over treaty limit and thus over priced for the typical fighting qualities 8-8" they posesses.

Ric, the Prinz Eugen was indeed an enhenced Admiral Hipper class ship. But it´s weight was 18400 ts, only 200 more than Hipper. Also her sisters Lützow and Seydlitz would have costed less. So indeed this is not an explanation of the rising of the costs.

To the ship´s speed this I proposed on page 63:

DDs, S- boats, MTBs, PT boats: 9 (35-40 kn)
CLs, Admiral Hipper class CAs, some Japanese CA as well, Graf Zeppelin class CV:8 (32- 34kn)
CAs, Bismarck, Scharnhorst, H- class, Iowa, Hood:7 (30- 32 kn)
BBs, Deutschland class, type XXI Uboats: 6 (26- 30 kn)
SS, Nelson class: 5 (20- 25 kn)
CDS: 4 (-19 kn)
SC: 3

SBoats now have a speed of three and this is okay so. Also you can take 1 MP of all of them, except SC and probably SS. Oh Bismarck class ship achieved 30.8 kn, Scharnhorst class 31,5 kn.

Adler
 
oljb007 said:
this is my first post to this thread. I am going to be going out to get conquests as I only have PTW presently.

I have read about 20-25 pages of this thread and a general problem I see and have always seen is that the computer handles and makes use of units less effectively than a real player. Thus creating a balancing problem. As a result, Roc what do you think about the possibility of "adjusting" AI units stats for each of the "real player" starts. Example: I want to play Britain, so you create a "save game" where you increased the German U-Boats (and what ever other AI's units need a boost: japan, US, russia, etc etc) so the AI can be more effective with them. and so forth. I realize this would be a huge undertaking but it is the only real possibility for truly balancing a game of this scope. People can even do this themselves.

just a thought I had.

oljb007,

The above would mean that I should have no time over to other
projects including the 362x326 map.
If one think that AI is so poor that its uninteresting to play against,
can intstead choose the multiplayer-version.
One MP game started by Dazz_G is already going on at CFC and
finding people interested in a multiplayer game should not be hard.

Rocoteh
 
ric ricardo said:
Dear Rocoteh:
just stumble onto this site a couple of days b4, still only pg 62, so some of the suggestions here may be out of date/fixed by then, but here's my 2 cents worth:
1. awesome...it's incredible for anyone to put this time and effort into develop this, u truly r amazing.
2. about battleship not being sunk by carriers...i am thinking along this line:
a. 1 plane unit represents a 16 plane flight (squadron). so on the CV(ie. yorktown, essex class of 80 planes) can be represented by a placement of 5 planes, with the smaller CVM can carry 3x16=48 planes and CAM ships carrying even less. therefore with more planes, BB will hopefully be sunk
b. make battleships upgradable. for example, with tech 1941, radar can be added to a capital ship for increase atk pts. on the other hand, make a "dual purpose secondary arament", "approx. fuse" etc. to increase def pts against planes, such that as the war goes on, if the civ has $, their older ships can get better while new ships to be built to the new std...don't know how that could be done though as this may mean 3 to 4 extra units for every unit that is now in the game.
3. on china: ok, china with tank is just weird...recommend that cheap auto produce units with bad atk/def but gd mvt pts be made to allow for pillaging infrastructure agianst jap adv. (think partisan units in civ2)
4. on russia: same with china...auto build cheap and crap russian foot soliders instead of tanks, and to emphasis the terrible shape the russian military is in b4 1939 (the purge is just about to end), recommend providing crap tanks/planes/soliders that can not be built when the game starts in order to show the improvments in russian fighting quality
5. on jap: point 2 should help with pearl harbour...kamakazie r missiles...o, another naval point: would it be possible to convert BB into CV? (think kaga, lexington)
6. on spain and other neutrals that won't stop declaring war: how about static formations mainly that emphasize on def...also reduce thier navy so that subs won't be discovered, and their cities should be really behind the rest of world in terms of production capabilities such taht mainly foot soliders can be built...
7. thanks again, go play the game and contribute!!!
r.s

ric ricardo,

Thank you for the positive words.

2. Carrier based air-units represents 15-20 aircraft. Ground based
air-units represents 30-40 aircraft.

What you say about upgrades for Battleships is interesting, but
since the naval system in CIV 3 is so simple the changes would
not pay off.

3. Its flavour units. A trade off against realism.

4. The problem is that a human German player then will fight
a defensive war in the West and instead will turn East and crush Soviet
in 5-6 turns.

5. Conversions of BB to CV: It would be problematic.

6. It would result in inaccurate OOB:s for minor powers.

Thank you and welcome back.

Rocoteh
 
andis-1 said:
I've been thinking about the sub problem, and I might have solution that reduces war declarations: place in both turkey's and spain's coastal cities some immoveable destroyers, so they will spot sub's at coast. However, this won't remove problem fully, so maybe change neutral civ's submarines to no nationality. Only neutral civ's...
And about the Soviet's attacking india, it's no way realistic! You could make some mountains that are not passable by any units, and make some chokepoints in India/Iraq border.

andis-1,

Its not possible to have a second type of mountains that is
impassable for all units.

Rocoteh
 
AndrewH said:
I Have a problem. After it configures the AI players, and goes into configuring Scenario, it freezes up. I have probably tried 10-15 times. Am i screwed ? Or should i try deleting it and redowloading? What?

AndrewH,


You must wait longer.

How long depends on your computer-capacity.

Rocoteh
 
Bob1475,

Thank you for the report.

Its interesting to see that you have the U-boats under control.

Overall I think your strategic sitation looks good.
Its strange though that the US Navy do not show up.

As mentioned earlier I am considering to place auto-production
of infantry in India. I will also see what I can do to make a Soviet
campaign in India harder.

This is a very interesting playtest and I am looking forward to follow it.

Thank you and welcome back.

Rocoteh
 
mircea74,

Thank you for your comments on speed and move-rates.

With regard to air-units, one carrier based air-unit represents 15-20 aircraft
and one land based air-unit represents 30-40 aircraft.

Welcome back.

Rocoteh
 
Well, i suggest one air-unit represents 10 aircraft planes. I really think this would make carriers more important as they were in real war.
 
mircea74 said:
Well, i suggest one air-unit represents 10 aircraft planes. I really think this would make carriers more important as they were in real war.

mircea74,

The problem is that in such a case I would also have
to increase land based air-units by 100%.

Rocoteh
 
General comment on the U-boat issue and Strategic Warfare:

There is no Strategic Warfare Module in CIV 3. Here the problem
with the U-boat issue begins.

Germany build more than 1 000 U-boats to conduct strategic warfare,
not to destroy the Royal Navy. This fact can thus never be simulated in CIV 3! Then there all the time it will a second best solution.

Its second best, due the fact that in the CIV 3 the U-boats must
fight
the Royal Navy instead of merchant shipping.

The alternative would be to "factor out" most U-boats and Destroyers.
I do not think that many people think its a good solution.

In Barbarossa I and Sarevok did choose to factor out the naval
aspect. I still think it was a correct decision.
One should note though there is still complaints about it.

In a multi-player game one can work with such solutions like
giving Britain one autoproduced Convoy unit each turn in Canada.
That convoy would have a shield-worth of 800.
Moving it to Britain and exchanging it for industrial-production
could in some way recreate strategic warfare since Germany would have
to sink the convoys.
In a single player game this is not possible since AI will not "understand"
where to send the unit. AI will not even "understand" that it can
be used for production!

Its issues like this, I mean whether there will be improvements
or not, that will determine if I will continue with scenario-creation
beyond CIV 4.

Rocoteh
 
Rocoteh,

Just wanted to let you know that my playtest with America is progressing slowly(I'm in week 47, 1939 I believe). Still just building infrastructure. I am able to research at 70% and still make about 90GPT, so I'm making progress. I'll get Sea 1940 in 3 turns. Once that is in, I'll be able to tell how my progress on research capability is going.

I have 2 cities (NY and Washington) capable of building units. NY is building a destroyer flotilla just for the heck of it, while Washington is building Heavy Artillery. I'm going to need them with the Marines being weaker. Once I get a stack of about 10 Marines and Heavy Artillery (will draft up some infantry for support), I will attack Mexico.

Japanese have taken all un-defended islands in the Phillipines. The only city I have left in the Far-East is Manila. My navy is doing hit and run tactics out of that city. Whenever, the Japanese get too close, I pounce and run back to the city. I have destroyed a couple of light cruisers, about 10 destroyers, and 3 transports that way.
 
allin1joe said:
Rocoteh,

Just wanted to let you know that my playtest with America is progressing slowly(I'm in week 47, 1939 I believe). Still just building infrastructure. I am able to research at 70% and still make about 90GPT, so I'm making progress. I'll get Sea 1940 in 3 turns. Once that is in, I'll be able to tell how my progress on research capability is going.

I have 2 cities (NY and Washington) capable of building units. NY is building a destroyer flotilla just for the heck of it, while Washington is building Heavy Artillery. I'm going to need them with the Marines being weaker. Once I get a stack of about 10 Marines and Heavy Artillery (will draft up some infantry for support), I will attack Mexico.

Japanese have taken all un-defended islands in the Phillipines. The only city I have left in the Far-East is Manila. My navy is doing hit and run tactics out of that city. Whenever, the Japanese get too close, I pounce and run back to the city. I have destroyed a couple of light cruisers, about 10 destroyers, and 3 transports that way.

allin1joe,

Thank you for the report.

It will be very interesting to hear what you think about playing
America in 1.5 compared to 1.3.

Looking forward to follow this playtest.
Welcome back.

Rocoteh

Edit: Saved games (version 1.5) have now been added for Italy
and Japan at Post 10.
 
Playtest: turn 1, week 36 part 2:
I had some trouble with my PC so here is the next report:
U 26 is sunk by attacking the Dutch fleet. But nevertheless the Dutch do not have any ships in Europe now. Amsterdam is mine. No losses there.
U 38 sinks the French CL Jeanne d'Arc.
U 34 sinks the French minelayer Pluton. I lose an Otsu by attacking a French CL off the French coast. Nevertheless the French fleet there is anhiliated.
I have about 40 land units not moved. Shall I wait for the French attack or shall I attack Belgium like last time? This time I will make a defense line to strike the enemy next turn.
I deposed spies in Japan, UK, USA and France.

PC turn:
The Belgian army attacks one of my 88 FlaKs and has suffered heavy casualities. My FlaK is now Elite!
Sub bug: I am at war with Spain! One Uboat less.
I could not see all fights in that long time but a few remarks: The US again attack and then the French and British. I strongly suggest to make the allies the last in the turn. What I saw is that the French had heavy losses in the Med sinking the Italian fleet. US attacking Japanese forces sank a little more ships then they lost.

Adler
 
Rocoteh said:
allin1joe,

Thank you for the report.

It will be very interesting to hear what you think about playing
America in 1.5 compared to 1.3.

Looking forward to follow this playtest.
Welcome back.

Rocoteh

Edit: Saved games (version 1.5) have now been added for Italy
and Japan at Post 10.

Well, for starters, it's more boring :) In 1.3, I was able to take my 2 Marines and go after the Japanese islands. I don't dare do that in 1.5. Instead, I wrote off the Phillipines, and put my fleet into a defensive position until the mainland is capable of better production.

Other then that, my strategy will remain the same. Concentrate 100% on improving my mainland focusing on universities/banks first. Once those are done, I'm moving over to factories/plants. Only after a city has all of it's improvements am I building units from it. I probably won't even be ready for Mexico until later 1940.
 
Rocoteh,
Could you please do following enchantment to the version:
1) Increase price on combat engneers.
2) Reduce there defense to 3.
3) Eliminate bombard strength.
4) Remove capiture flag.
5) ADD All terrain as roads.!!!

Playing German SID. Change all the plans. Do not care about Paris any more. My target is weak Russia...
Have sunk all Russian Fleet in Black sea on turn 2.

Where all these buildings in Chelyabinsk?
 
Week 37:
My S- boats come out of the minefield and sink CV HMS Argus and DD HMS Watchman. My Uboats can sink the British invading force that set a lone tank on German soil. My Uboats clear the North sea of British CV, DD, and CL. U 1 becomes regular by sinking HMS Boreas. Emden took out HMS Cairo. The Flak cruiser is history. The torpedoboat Iltis sends HMS Eagle into the floods. No enemy ship is in the North sea at this moment. Again the AI sent CV into the north sea. They were not loaded. I can´t see any reason why they did that.
U 52 sank HMS Berwick in the Atlantic ocean. U 40 and U 53 sank 2 DD. Not more because of the lack of a blitz ability. Off La Coruna U 34 becomes elite by sinking a French CL.
4 enemy fighters were shot down over the maginot line.
I have to stop now.

Adler
 
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