WW2-Global

Dazz_G,

An impressing report!

"Week 36 : Start off with a nice deal with Japan ... Oil for 700 GP and 125 GP per turn " Dazz_G

Very good deal!

"Norway/Denmark declare war on Germany" Dazz_G

That is not realistic, but it its hard to stop.

"Week 38 : France had sent a large force north into the LowCountries"
Dazz_G

Interesting. I have never seen that move from AI before.

"Russia then sends in an invasion force of 2 MRDs and 1 Tank They attack Vienna but are stopped in their tracks.
Italy, Japan and USA declare war on Russia." Dazz_G

Not a smart move from AI!

"French troops attack Spanish Troops despite her cities falling to Germany"
Dazz_G

Again: Not a smart move from AI!

"Russia sends another invasion force ... this time 1 T-26 and 1 T-34."
Dazz_G

AI is not strong when it comes to mass forces....

Russia captures Budapest with 4 MRD ... the end of Hungary. Dazz_G

Its possible Hungary will be a part of Germany in version 1.3.

"Week 47 : Lufwaffe bombers strike Budapest ... destroyed 3 MRD and redlined remaining 1. Advancing Panzer kills MRD and captures Budapest.
Russia captures Helsinki ... the Fins are dead." Dazz_G

Finland will be much stronger in version 1.3.

"Week 48 : Luftwaffe bombs Russian border cities.
Russia asks for peace ... which I agree to for 250 GP." Dazz_G

No triumph for AI.

"Sweden bombed in preparation for invasion ... several bombers lost over Goteborg thanks to SAMs although when I later capture Goteborg, there were no A/A units and I know there were no Naval vessels there either "
Dazz_G

That is strange!

"Week 4 : Valencia captured.
Sundsvall (Sweden) holds out against heavy Infantry and Panzer attack.
Spain now consists of La Coruna and Barcelona, both have 1 population ... capture will autoraze both so I negotiate peace for La Coruna and 30 GP ... Barcelona shall remain as a Spanish Independant State.
Oil deal renegotiated for 800 GP and 154 Gp per turn."

Both deals seems to be good.

"Week 6 : Panzers capture Gibraltar destroying at least 10 RAF bombers.Sadly a huge Naval force had left Gibraltar during AI turn prior to attack.Oslo falls" Dazz_G

Destroying these bombers should have great impact in the turns
that will follow.

"Week 13 : British Battleship Rodney sunk by Uboat wolfpack.
British Transport unescorted runs onto Uboat and dies" Dazz_G

Unescorted transport. That is interesting.

"Week 18 : Wick bombed then captured, but not before a single British Infantry Division lost just 1 HP while killing a full strength Veteran Infantry Army
Continental Portugal offers peace ... accepted for 25gp and 8gp per turn. I was also offered 2 African towns which I refused as they would have been indefensible." Dazz_G

It seems like Britain AI has great problems defending the homeland
once invasion forces have landed.

"Week 26 : French North Africa bombed.
Tangier captured by single seaborne Infantry Division.
Rabat captured by seaborne Infantry Corps and Infantry Division.
Algiers captured by seaborne SS Infantry Corps, Infantry Corps and Infantry Division.
Troops landed into Tangier.
Casablanca captured by Panzer Corps and 2 Panzer Divisions ... 1 Panzer Division lost.
Tunis captured by Panzer Corps and Panzer Division.
Marrakesh captured by 4 Panzer Divisions." Dazz_G

It seems like North Africa will fall in no time.

"French Infantry divisions appear south of Danzig" Dazz_G

Strange!!

Armies are far too strong ... I haven't came up against any AI Armies and it is too easy to steamroller over enemy cities with them. I'm not necessarily saying scrap Armies ... perhaps weaken them a bit ? Maybe only two units instead of three in an Army .Dazz_G

It sounds like a good idea. Will probably implement it in version 1.3.

"Also, the ability of an Infantry Army to attack from Transports is just too devastating. I can understand the reasoning for Infantry being able to do it (D-Day as an example where no Marines took part) but Armies are too strong to do this" Dazz_G

OK, I will look it over.

"Obviously what i'm suggesting is reduce the capacity of transports."
Dazz_G

Agree. Their capacity will be reduced in the next version.
That will be more realistic.

"and I would think about removing Infantry Armies ability to attack twice a turn ... they are still Infantry after all " Dazz_G

Its hard to do within the current game-system.

"I have to add that I have really enjoyed this game and I intend to finish it and bring you further reports. What I think will be really interesting though is the reports you will get from the PBEm ... I expect that suggestions from this will go against what I have said above because there is a world of difference playing an incompetant AI and playing humans ... you may find that, rather than just being a single player scenario with several players playing, the M/P version could go in a different direction to the S/P version, with its own set of changes and tweaks making it virtually a different scenario"

Yes I will follow the PBEM-game with very great interest.
With regard to Civ 4 I hope Firaxis will change the current 8-Civs limit.

Thank you and welcome back.

I am looking forward to more reports.

Rocoteh
 
Dazz_G, thank you for your comments and battle reports regarding armies. That is really what I was afraid of. I've seen AI armies, just not a lot of them. I wonder if they are using MGL to buy BBs instead... Week 51 in that Swedish city, maybe they had a AA emplacement that was destroyed when you took the city? It is an expensive improvement so more likely to be lost first.

France,Week 50- This turn and the next few are turning points for mainland France. I survive German Army attack on Paris;my Somua Army lives...with 3 hit points. :twitch: On the Germans turn, a Panzer SE of Paris slips through and attacks Brest...I have 15 ships in there. Including 2 BC. Incredibly, the Garrison units survives, with 1 hp! :salute: The Panzer retreats.

Week 52- Having survived their best shot, I kill four Panzers and one Flak unit. It costs me an infantry, and every single artillery in France has been howling, you can believe me. Allies get dragged into war with Turkey via MPP,England started it...

Week 1, 1940- Naval battles off Madagascar;we both lose some(Italy & me) I sent a lot of ships around the horn to get there. I lose a BB attacking Turkeys' BC, I should so have won that... UK takes Tobruk.

Week 2- Damascus Liberated! Germany only had a light Division there thankfully,the one that took it.

Week 3- Marcus Is. fall to US, I take Sakakah in Arabia. Chungking Falls to Japan,that is BAD!

Week 4-I take Riyadh. USSR declares war on Axis! :goodjob: Maybe Japan will let up on China a bit now,in no other try with this scenario has Japan done this well there. I make peace with the Thai's,which is good; my allies want way too much for rubber since my initial trade has just expired. I plan on connecting a rubber for them and then trading for it. :mischief:

Unless you want more reports Rocoteh I will not clutter up your thread with any more from this game. After I killed that German Army and those Panzers Germany has been dead quiet outside of naval and air attacks. I am thinking the Italians actually rush-bought that armor I saw in East Africa now, since my own Renault tanks are not airliftable. Are the Italian 12-6-2s checked for airlift in 1.2? I am feeling safe again in mainland France and am building up my Infantry units a bit there. If I get much stronger I am going to take Milan finally. Italy is much more troublesome in Africa then Europe!.

I really am not sure why you think you need communist China in there Rocoteh;China is really weak as it is. I can see China and Comm. China fighting each other, and I don't think that is what happened historically. AFTER the war they went right back to fighting but during the war didn't they cooperate? China will be pitiful if you cut it up that way.

Given that the Capitals are victory conditions maybe you could put a few Special fort infantry in each of them? I spied on Chungking a turn or two before it got squashed and they had like 3 infantry in it. I saw a few Chinese tanks, that is what they spent their shields on. Also once the allies went to war against Thailand, China sent a horde of infantry into Thailand to die againt their cities. I think that is why Chungking fell actually, at least a dozen units got pulled south in a pointless attack;they had no chance to win with their pitiful infantry. I have a few units up in China trying to help out a bit; the Japanese are hitting their cities with like 12+ attacks each per turn. Just murdering them, I'm glad you are going to give them some flak next version because they really need it!
 
Sasebo

"France,Week 50- This turn and the next few are turning points for mainland France. I survive German Army attack on Paris;my Somua Army lives...with 3 hit points. On the Germans turn, a Panzer SE of Paris slips through and attacks Brest...I have 15 ships in there. Including 2 BC. Incredibly, the Garrison units survives, with 1 hp! The Panzer retreats" Sasebo

That was close.

"Week 3- Marcus Is. fall to US, I take Sakakah in Arabia. Chungking Falls to Japan,that is BAD" Sasebo

Agree. However its interesting that Japan-AI managed to occupy
Chungking.

"Unless you want more reports Rocoteh I will not clutter up your thread with any more from this game." Sasebo

I do not regard reports as "cluttering up". Playtest-reports are important
if a scenario should evolve. Of course you should not write them if
you regard them as pointless or boring to write. Again: I think they are of value.

On the value of playtesting and playtest-reports:

As some of you maybe know I once worked with the ACW-scenario.
There is several reasons to why ACW become a very good scenario.
One of them is that ACW and the current version by Misfit_travel
and the ACW-team have had more playtesting invested than any
other scenario.

Thus I think all playtest-reports on WW2-global is of value!


"I really am not sure why you think you need communist China in there Rocoteh;China is really weak as it is. I can see China and Comm. China fighting each other, and I don't think that is what happened historically. AFTER the war they went right back to fighting but during the war didn't they cooperate? China will be pitiful if you cut it up that way! Sasebo

Communist-China will be in for increased realism. Since it will start
the scenario in war with the Axis, I do not think it will go to war with China.
Should it not work well I will remove it. China will not be pitiful.

"Given that the Capitals are victory conditions maybe you could put a few Special fort infantry in each of them? I spied on Chungking a turn or two before it got squashed and they had like 3 infantry in it" Sasebo

I will consider that.

Rocoteh
 
Having some trouble starting up the scenario. I can select what country I wish to play but when the screen goes black while Configuring the scenario the game crashes. Anyone else having these problems?
 
Adrianus1984 said:
Having some trouble starting up the scenario. I can select what country I wish to play but when the screen goes black while Configuring the scenario the game crashes. Anyone else having these problems?

Adrianus1984,

I wish I could help you, but since there is no error-report
its hard to say what the reason for crash can be.

Rocoteh
 
Ahh alright. No worries :P It's just really annoying since I've been waiting for a scenario like this for some time now. I'll try again later and hopefully it'll work!
 
When you say it crashes, do you mean the screen stays black for a long time making it look as if it has locked up or crashed ?

If this is the case, it is normal ... the screen stays black while the scenario configures and on my machine (Pentium 4 2.4GHz 256MB Ram) that takes 35 minutes. Just bear with it.

If, on the other hand you get an error report, we would really need the report to try to offer help.
 
Not in any way trying to rush you, but do you have a timeframe for releasing v1.3? I'm anxious to try out the new changes :drool:
 
Ahhh well, I haven't tried waiting that long. Lost patience after 10 minutes. I have a fairly good computer, but when I click Ctrl Alt- Delete then it says my CPU usage is at 100%. Am I just supposed to leave the screen blank for 30 mins or so and not do anything else in order to make it work? It seems to crash a few seconds after I press Ctrl Alt Del. Just gonna try leaving it for a while now. Thanks for the advice!!
 
KristiB said:
Not in any way trying to rush you, but do you have a timeframe for releasing v1.3? I'm anxious to try out the new changes :drool:

KristiB,

No problem.

I will first check all units again to get rid of the bugs once and for all.

Then I will check all the notes I have made after that I read
comments and playtest-reports here. The changes will be implemented.
Then more bug-checking.

I hope version 1.3 then can be uploaded January 19 or 20.
After that I will start work with the great graphic expansion, that
will be included in version 1.4.

Rocoteh
 
Adrianus1984 said:
Ahhh well, I haven't tried waiting that long. Lost patience after 10 minutes. I have a fairly good computer, but when I click Ctrl Alt- Delete then it says my CPU usage is at 100%. Am I just supposed to leave the screen blank for 30 mins or so and not do anything else in order to make it work? It seems to crash a few seconds after I press Ctrl Alt Del. Just gonna try leaving it for a while now. Thanks for the advice!!

Adrianus1984,

Dazz_G is right.

If you have a fairly good computer its possible you must wait 45
minutes or more.

However I have made saved games that you can download at Post 3,
9 and 10.

Rocoteh
 
Also, Ctrl Alt Delete interupts all computer processes so don't do it. Your comp will be at 100% usage during configuration ... you can run things like email while playing the game but the scenario is too memory hungry for the processer to do anything else during setup.

Bear with it ... it is worth the wait.
 
No unit heve caused so much discussion as the Soviet
Motorized Rifle Division (MRD).............

Stats for this unit was to much build on "paper strenght".
The low shield cost was also overlooked.

Here then are the new stats for version 1.3:

Attack 15 Defense 11 HP +2 Shield cost 200.


Rocoteh
 
Russia - Emperor - v 1.2 adj MRD to 21/13

It is now week 33 1942. Russia rules all of continental Europe. Italy is eliminated, Japan eliminated (by US), Germany holds only Belfast.

Soviet empire includes northern China(Peking), northern India(Bombay) and Egypt and everything in-between. Current situation is war with Allies - China has one city which will fall soon.

Russia holds 23% world area and 42% population. Primary concern is the U.S. - I must reinforce all coastline cities in preparation for inevitable marine attack. In the meantime I will continue the drive in Asia to take out the remainder of British and French holdings there. Defensive action in Egypt - love those Mobile Rockets!

Tech - researching Sea 1944 - apparently mimimum tech is 6 turns. Don't know what to do with the rest of my funds?

Comments - disappointed that I don't get a sub each turn now that I control Hamburg - not complaining - realistic.
- surprised to see that Communist infantry wonder remained standing when I took Ansi from the Chinese - I just suppose that works for Soviet Russia (have not seen any infantry generated yet - that would be interesting!
- these minefields are driving me crazy! How many ships do I have to sacrifice to use the ports I have taken from the Germans? Anyway to fix that?
- Should you consider looking again at government and efficiency. While I agree that the scenario plays well with cultural improvements so cheap, should it not be a little more expensive for Facist and Communists representing their weakness in this area - not sure how you build that in Civ.


Comment on other discussions -

Armies - we know that AI does not effectively use armies (Russia currently has 29 - we generate one new Army every fifth turn not including promotions from the field. I think it is good that you do not have Pentagon wonder. I am open to some limitation on Army.

Amphibious landings - I believe you gave all infantry amphibious ability when you took marines away from all but the U.S. I know that this is more work but I suggest you add Marines back to major countries with naval power (British, Russian, French, Japanese, etc) at same or lower attack/defense level than their infantry. This will force separate building of these specialized units. I know this is more work but will provide more balance play.

Transport capacity - I caution against too rapid a change here. On the one hand it is an advantage for the human player but we can always build more. However, for the AI it is definitely a help in that they tend to send only one or max two transports at a time. At least 10 gives them a fair chance of succeeding. I would consider an increase in capacity (with necessary shield cost) rather than a decrease.
 
Bob1475,

Thank you for the report.

"Russia holds 23% world area and 42% population. Primary concern is the U.S. - I must reinforce all coastline cities in preparation for inevitable marine attack. In the meantime I will continue the drive in Asia to take out the remainder of British and French holdings there. Defensive action in Egypt - love those Mobile Rockets!"Bob1475

I think this strategic situation is very interesting!

"Comments - disappointed that I don't get a sub each turn now that I control Hamburg - not complaining - realistic."

Agree. However its probably due the fact that the Submarine Yard was
destroyed when you occupied the city.

"surprised to see that Communist infantry wonder remained standing when I took Ansi from the Chinese - I just suppose that works for Soviet Russia (have not seen any infantry generated yet - that would be interesting!"
Bob1475

There should be autoproduction of Communist infantry with frequency 4.

"these minefields are driving me crazy! How many ships do I have to sacrifice to use the ports I have taken from the Germans? Anyway to fix that?"
Bob1475

OK,I understand that. Hard to fix though. You must wait until Germany
surrender.

"Should you consider looking again at government and efficiency. While I agree that the scenario plays well with cultural improvements so cheap, should it not be a little more expensive for Facist and Communists representing their weakness in this area - not sure how you build that in Civ"
Bob1475

Game-engine makes it difficult. However it will be changes.

"Armies - we know that AI does not effectively use armies (Russia currently has 29 - we generate one new Army every fifth turn not including promotions from the field. I think it is good that you do not have Pentagon wonder. I am open to some limitation on Army".Bob1475

Army strenght will be reduced to 2 in version 1.3.

"Amphibious landings - I believe you gave all infantry amphibious ability when you took marines away from all but the U.S. I know that this is more work but I suggest you add Marines back to major countries with naval power (British, Russian, French, Japanese, etc) at same or lower attack/defense level than their infantry. This will force separate building of these specialized units. I know this is more work but will provide more balance play." Bob1475

Marines will be back for major powers in the next version.

"Transport capacity - I caution against too rapid a change here. On the one hand it is an advantage for the human player but we can always build more. However, for the AI it is definitely a help in that they tend to send only one or max two transports at a time. At least 10 gives them a fair chance of succeeding. I would consider an increase in capacity (with necessary shield cost) rather than a decrease" Bob1475

I appreciate more feedback on this subject.
As you say a cut in capacity can create problems for AI.

Welcome back.

Rocoteh
 
Next Report, Germany, Emperor, v1.00

On Week 40, 1941, I had one of the rudest shocks in my gaming career. AMERICANS INVADE PLYMOUTH! A transport filled with marines takes the city! And next turn the march over and take London! Man are those American Marines tough! they beat the crap outta my German 88s there. Quickly I drafted everyone possible from the other cities on the island, and with the help of the 29th Panzer Army, the cities are re-taken. That was a close call though, if the Americans had brought in even a slightly larger force, or some air-support, they could have proved to be a major thorn in the side!

On other fronts, War was Declared on Saudi Arabia in wk 43. After a massive airstrike, Sakakah was defense-less, and the supporting radar tower destroyed. My troops marched through, and took up positions North of Riyadh. This city was taken next turn, and the turn after that, Mecca was gone. The Arabs are dead.

Most of the 11 armies took up positions South of Turkey in preparation for the invasion. There are also the 30th, 31st, and 32nd Panzer Armies waiting to assault Istanbul from Europe.

The last British city South of SA was captured by the 6th Infantry Army.

Greece was taken by a Landing on Crete of ten SS divisions. They were then moved up to Athens, then they took Thessaloniki. Greece has now been relegated to two cities in India (no clue how they got there :confused:). I rebased the Afrikan airforce (numbering some fifty planes by now, mostly Bf 109s, Me110s, some Ju87b, and very few Heinkels and Ju88s)in Athens, so that they can overlook much of turkey.

In other parts of the world, Japan has taken Hanoi, Hong Kong, Panay and Davao. The Chinese have only one city left (Batang). The Italians had also invested two of the Chinese Himalayan cities (the Idiots, I'd rather they had helped me in Africa).

Armies: They definetly need to be resticted, two units per army seems good. They also need to be made much more expensive; I have over thirty by now, and new ones coming at a clip of one every four turns. I can hardly make enough Panzers to fill them!

Transport capacity: I think they should stay the same. They do provide some advantage to players having such capacity, but this is counter balance by the AI's tendancy to invade using only one transport, as has already been pointed out. Using the current transport seems realistic enough, because I can see the AI does use them well. The Japanese have taken the Phillipenes, in my game! And the Americans launched an amphibious attack that actually made me nervous! I'd say that the transports are fine as they are.

Don't fix what isn't broken.;)
 
psweetman1590,

"On Week 40, 1941, I had one of the rudest shocks in my gaming career. AMERICANS INVADE PLYMOUTH! A transport filled with marines takes the city! And next turn the march over and take London! Man are those American Marines tough! they beat the crap outta my German 88s there. Quickly I drafted everyone possible from the other cities on the island, and with the help of the 29th Panzer Army, the cities are re-taken. That was a close call though, if the Americans had brought in even a slightly larger force, or some air-support, they could have proved to be a major thorn in the side"
psweetman1590

I call that a surprise! Positive that AI is able to make amphibious
landings like that though.

"On other fronts, War was Declared on Saudi Arabia in wk 43. After a massive airstrike, Sakakah was defense-less, and the supporting radar tower destroyed. My troops marched through, and took up positions North of Riyadh. This city was taken next turn, and the turn after that, Mecca was gone. The Arabs are dead." psweetman1590

In version 1.3 Saudi-Arabia will no longer be an indepedent Civ.

"Greece was taken by a Landing on Crete of ten SS divisions. They were then moved up to Athens, then they took Thessaloniki. Greece has now been relegated to two cities in India (no clue how they got there :confused. I rebased the Afrikan airforce (numbering some fifty planes by now, mostly Bf 109s, Me110s, some Ju87b, and very few Heinkels and Ju88s)in Athens, so that they can overlook much of turkey" psweetman1590

In India!! :) :) AI sure have many surprises.

"In other parts of the world, Japan has taken Hanoi, Hong Kong, Panay and Davao. The Chinese have only one city left (Batang). The Italians had also invested two of the Chinese Himalayan cities (the Idiots, I'd rather they had helped me in Africa)."psweetman1590

AI-allies most of the time is of limited value.

"Armies: They definetly need to be resticted, two units per army seems good. They also need to be made much more expensive; I have over thirty by now, and new ones coming at a clip of one every four turns. I can hardly make enough Panzers to fill them!" psweetman1590

Two units per army will be the new limit. Cost will also increase.

"Transport capacity: I think they should stay the same. They do provide some advantage to players having such capacity, but this is counter balance by the AI's tendancy to invade using only one transport, as has already been pointed out. Using the current transport seems realistic enough, because I can see the AI does use them well. The Japanese have taken the Phillipenes, in my game! And the Americans launched an amphibious attack that actually made me nervous! I'd say that the transports are fine as they are.

Don't fix what isn't broken."psweetman1590

Yes you have a point there. Notes have been taken.

Thank you for the report and welcome back.


Rocoteh
 
Rocoteh said:
Bob1475,



"Transport capacity - I caution against too rapid a change here. On the one hand it is an advantage for the human player but we can always build more. However, for the AI it is definitely a help in that they tend to send only one or max two transports at a time. At least 10 gives them a fair chance of succeeding. I would consider an increase in capacity (with necessary shield cost) rather than a decrease" Bob1475

I appreciate more feedback on this subject.
As you say a cut in capacity can create problems for AI.

Welcome back.

Rocoteh

In my single player game, Britain was throwing 7 or 8 transports about with reckless abandon ... the problem was that when they landed troops, it was only with one transport which only contained 1 unit, therefore the large capacity only benefits human players.
 
Dazz_G said:
In my single player game, Britain was throwing 7 or 8 transports about with reckless abandon ... the problem was that when they landed troops, it was only with one transport which only contained 1 unit, therefore the large capacity only benefits human players.

Dazz_G,

How much do you think transport-capacity should be cut?

Do you think a capacity of 7 units would work?

Rocoteh

Interested to follow the PBEM-game on WW2-Global?
Check this link:

http://forums.civfanatics.com/showthread.php?t=109319]
 
I would say the standard C3C capacity of 6 would suffice.

If you go ahead and reduce Armies to 2 units, then a Transport can still carry two Armies at a time ... I feel this is still a bit much but you have to draw the line somewhere :)
 
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