WW2-Global

On one level, if the Otsu can deal with deity DDFs, it is probably overpowered. After all, I think we all believe that DDFs are currently overpowered, so something that can deal with them is probably also overpowered. Does this make any sense?

I vote to keep S. America, but I haven't seen a huge effect from it either way. The AIs mostly ignore it, it seems, and it does take a reasonable number of turns for the US to capture it.

I've been playing as Britain, and I believe that the British fighters are, in fact, overpowered. HOWEVER, Britain as a whole is not a cakewalk, and I just barely cleared out the Italians in time to stop the Japanese in Burma. Also, the Germans send occasional tanks through Russian territory toward Persia, and Australia would fall if the AI had any idea how to invade other continents. I feel like I've just begun to stabilize. Should Russia attack, though, it will be a major crisis, and I could lose several Persian/Mideast cities. OTOH, if Russia declares on Germany, this game will be embarrassingly easy.

Early on, Britain is definitely challenging. After the cities start building units at a reasonable pace, though, winning becomes a trivial matter of technique.

I'm worried that weakening Britain so that it plays well as a human could really hurt people who play, eg, the US or China. A weaker Britain AI could lose most of their Asian/African VERY early, and then cease to be a factor in mid-late 1941. This would be, IMO, a Bad Thing.
 
El Tigre: I forget what page it is on, but earlier in this thread Rocoteh posted some testing results vis-a-vis flak. I think it was during the 1.4 era of the thread but it might be earlier.

Rocoteh: I am wondering if you might bump Italian Mountain Ifantry by +1 hp. Italy really needs better Infantry, and even with the extra hit point they will still be weaker then French and cost twice as much. Also if you could let them start with those Alpini divisions as Mtn. units I don't think it would throw the game off. That one has been bugging me for a while. ;)

Started another game as Italy, since it was my favorite of all the ones I've played until the MRDs came calling. :( Not much to report except I managaed to snag Copenhagen as well as Belgrade on Week 36. I am hoping to see a little naval action in the North sea. :lol:

Oh, and I also would like South America to stay; I would miss all the what-if potential if we removed it.
 
On one level, if the Otsu can deal with deity DDFs, it is probably overpowered. After all, I think we all believe that DDFs are currently overpowered, so something that can deal with them is probably also overpowered. Does this make any sense?

That is an interesting point.

However, let me just clarify on my part and you can make the decision yourself regarding effectiveness. an OTSU attacking a DDF has in my best guest a 60% chance of winning. (not to be taken as fact but 60% is my guess from what i have experienced. Also a35 vs d10/11? is about 3to1 but the hitpoints has to effect this as well, which i dont know how to calculate off the top of my head) To feel confident I have to use a veteran or elite when attacking, a regulare Otsu looses considerably more often.

Also, as I mentioned this "idea" of level of play vs unit strengh in my opinion applies to more than just the Otsu sub.

It seams a shame to have to build DDF's to counter DDF's when that is all that the AI builds. Also, after beating a DDF with an Otsu it is almost guarenteed to be red lined so...

But you do bring up a good point they are a very cheap solution to the DDF's
 
Adler,

I fully agree with you about the level of difficulty for play tests and comments. I beleive it should be at least deity, but SID would be better.

Grizx
 
I have found that aa is superior over flak. But coastal fortress is useless

I am playing sid Japan. on turn 8 just pushing all my armies forward with some little draft I have make till Anchorage, Ansi, Lhasa Palawan, Manila Calcuta, and Saigon. And I am not building any military units so far. I starts to get problem when all these USA battleships come to me.
I am enjoying free communist infantry ;)
So far biggest challenge for Japan is to locate USA ships and consolidate forces on they way.
I suggest to add to AI couple of armies sid level at the beginning
 
vlad1917_a said:
I have found that aa is superior over flak. But coastal fortress is useless....
...I suggest to add to AI couple of armies sid level at the beginning

AFAIK you can't add specific units to a given level, unless you make a whole new scenario file for each and post save games, that is.

Coastal fortresses are useless, yes, even more so than in regular Civ3. They can be improved if Rocoteh wishes (or you, for your own game) by jacking up the bombard defense to something that can conceivably resist the units in the game, and jacking up the naval attack to something that has a chance of damaging at least lighter units. I'd suggest something like 30/30, which would mean it would take ~4 shots on average for ships to take them out, and CA's should be hit while passing about 50% of the time. While you're at it, city walls might use a better rating too, with something like 30 bombard defense (keep the % the same), so it takes more than one shot with any artillery to destroy them. Or maybe not, if they're mostly intended to make it advisable to bring along arty on any invasion. Coastals can use the boost more, IMO (and indeed have it in my game). They still suck, as they only help if someone goes between two squares next to the city (which rarely happens, except places like Gibraltar), but at least they wouldn't be useless.

Theoretically, an AA battery and a Flak unit should have exactly the same chance of shooting down a plane, as both have air defense ratings of 4. Of course, having BOTH gives double protection. It's possible that the chance doesn't apply the same for units vs. improvements, but it's supposed to. :crazyeye:
 
Week 7 + 8:
I lost in week 7 2 Uboats and sank a sub. In week 8 I used my RoP in Sweden to bring my units in position to take over the country what happened after a brief fight. I lost 3 Uboats for the price of only one enemy sub in the PC turn.

Adler
 
Hey, Rocoteh great job. I am working through this thread but as it's growing by a page a day it will take me awhile. Please forgive me if my comments have been covered already. I am currently playing 2 games at Emperor - as the Germans and as Argentina.

I have a 3.4GHz PC with 1G ram, even so initial loading takes a while (15-20 minutes)and there is a 5-10 minute wait when cycling through the AI moves.

Notes from Emperor Game – Germans

It's Sept. 1941. The Russians have been whipped back to East of Novosibirsk & are no longer a real threat. It appears they can't build tanks, and possibly also air units. They destroyed Turkey which I took away from them. After that I captured British Middle East, and wiped out the remaining Chinese cities. European France, Belgium and the Netherlands went first of course. Japan took Saudi (Riyadh and another city) but razed them. I have Aden. Tallinn and Tehran got razed when I took them. I am advancing in Africa, have just taken Tripoli and am waiting for garrison troops to arrive before advancing on Nairobi. I just declared war on Sweden, got a load of aircraft shot up then realised Gothenburg has the Ack-Ack defense improvement (oops). America has taken Sicily and has landed troops at the S. Irish airbase, otherwise just a little coastal bombing by them. Japan has taken a British city in Northern Nigeria, but I have blocked their reinforcement path so hopefully things will stabilise.

I had to conquer Corunna and Lisbon to get the French out of Europe, I gave those to Spain as gifts to remodel the political situation in Western Europe in 1940/1941, I also gave a Northern City (West of Murmansk) to Finland - I believe Russia had captured it.

I'm no expert at Emperor but the game seems really easy as Germany, as long as you avoid Hitlers obvious mistakes. Also the AI is poor to awful at coastal invasions, and in bombing it focusses largely on units not improvements (esp. with air units) - bombing of railroads by the allies (say round Berlin) would be a real pain given the cost of these in this scenario.

Notes from Emperor game - Argentina

No workers - ow! Nice little Navy, no land or air forces to speak of. Only played a few moves so far, no wars though Brazil tried a little extortion. Building infrastructure and land/air units - Chile is probably first target, then Brazil.

It looks like this could be fun, the hard part is going to be getting powerful enough to challenge America. House rules for Argentine victory?

Some specific comments.

1. Africa. Personally I would like to see some more difficult terrain/fewer roads in the Sahara region. As it is, after Suez, there is just no natural stopping point, you have to conquer the whole of Africa. In the real war all of the fighting was confined to North Africa. West/South Africa should be harder to reach.
2. Tech tree. The same problem as Firaxis had with the 1.21 patch - the arrows are all over the place. As a result it's not always clear which techs have to be researched to reach a specific point.
3. Leaderheads. Under the heading of "nice if possible" would be the "flags" rather than e.g Catherine for Russia.
4. Naming: “Soviets” not “Soviet’s”, “Greeks” not “Greece”, the Sweden, etc. Also some of the smaller countries in S. America (e.g. Peru, Bolivia, Colombia) refer to their leader in negotiations as "rulers", I imagine these people had names as well. Also its Paraguay not "Parguay". And it would be nice if "China" became "Nationalist China" (to distinguish them from the Communist Chinese).
5. Do-17 unit. Lethal bombard appears to be off for that one German unit. Is this deliberate? (You never know).
6. Argentina starts with contact only with 13 Civs I think - the 12 other playables plus Chile. Why? They should at least be in contact with all America Civs.

Last, a question. What's the advantage of Combat Engineer vs regular worker?

Thanks for listening, I lookforward to downloading v1.6.
 
Week 9:
Off Brest my Otsu U 66 sinks a British DD flotilla. My Stukas in Brest damage a second flotilla which is finally and very luck sunk by U 85. U 33 is very lucky to sink the third British flotilla.
Sea battle of Lisbon: U 107 (IX) sinks 3 US subs and is elite now- like U 69 (IX). U 87 sinks another- like U 109, U 110, U 118, U 72 and U 111. U 110 becomes elite.
Crete is captured with ease.

PC turn: Manila is fallen to the Japanese! Only Palawan is still US.

Remark: I just saw the Me 262 has an operational range of 2. That´s way too few.

Adler
 
clearbeard said:
AFAIK you can't add specific units to a given level, unless you make a whole new scenario file for each and post save games, that is.

You can add specific units to the AI and it is very easy.
This scenario has disable it because usally it give settlers that are problem.
I have find out that the best choice is to give AI artilleries and armies.

Here is know how.
In Rules dialog
In general settings tab set
Start Unit 1: Artillery
Start Unit 2: Army.
In the Difficulty Level
I set in AI bonuses Additional Starting Units:
#of start unit type1 type 2
Sid___________5_____3
Deity__________3____2
Demigod_______2____1
Emperor_______0____0

That will give 3 army and 5 artillery to each AI on SID.
I have tested that only AI does recieve them at least on my version.
That is a fan :D


I also think that Germany should not have carriers... They never build any. And Hitler does not want them.
 
vlad1917_a said:
You can add specific units to the AI and it is very easy.
This scenario has disable it because usally it give settlers that are problem.
I have find out that the best choice is to give AI artilleries and armies.

I hadn't realized that those were turned off, I figured they were already used. :blush: Is artillery really a good choice for the AI though? It has no clue how to use it. Armies are a good idea though, as the AI uses them okay, just has no clue how to BUILD them! :crazyeye:

Edit: How about combat engineers instead of artillery? One big advantage the player has over the AI seems to be improving terrain, so that would help offset that a bit. You'd have to make sure they have the terraform AI strategy though (they don't now, a bug?).
 
Could somebody give me a step by step on how to get this into the scenario editor so I can make a minor change or two to play with them? I knew how to do this with Civ2, but I can not for the life of me figure out the Civ3 editor! :( I go into the Editor and try to load but it keeps looking for a .bic file; I know the one for WW2Global is a .biq file, but how do I load this? :confused:
 
Announcement of joint project:

I and El Justo have agreed on a joint project:

WW3-Global - A World In Flames.

As you all know El Justo is a very competent Scenario Creator -
one of the best, and I am very glad to announce that we will launch
a WW3 scenario.

Release date will probably be May-June.

WW3-Global - A World in Flames will be a confrontation between
US and Russia/China. Division level.

It assumes there will be a strategic nuclear exchange at some point.

After that Social Darwinism will prevail everywhere and desperate armed
settlers will look for new lands...........

Rocoteh
 
Sasebo said:
Could somebody give me a step by step on how to get this into the scenario editor so I can make a minor change or two to play with them? I knew how to do this with Civ2, but I can not for the life of me figure out the Civ3 editor! :( I go into the Editor and try to load but it keeps looking for a .bic file; I know the one for WW2Global is a .biq file, but how do I load this? :confused:

Each version of Civ3 (vanilla, PtW, and Conquests) has its own editor. Vanilla civ's extension was .bic, PtW is .bix, and Conquests is .biq. Make sure you're opening the file in the Conquests scenario editor, not either of the others. If you have more questions after that, feel free to ask, but it's fairly self-explanatory, and wonder of wonders the help files are decent too.
 
Does anyone know if there is relatively easy-to-understand step-by-step guide on how to add units to a scenario.

Thanks

Grizx
 
El_Tigre said:
First of all, I do not know what amazes me more: this brilliant scenario, or
your continuous presence in this thread, replying to all suggestions, releasing
one update after the other! Great job!! :thumbsup:


Have you ever published the results of your AA-experiments? I'm trying to
find some information on the basics of AA for a long time now, and besides
cracker's comments on air superiority in the FAQ I haven't found anything.
How did you come to the conclusion that 3-4 AA units should be stacked for
optimal effect? I would appreciate every information you can give me on this matter.

El_Tigre,

Thank you for the positive words.
The results of the experiments have been archived somewhere.
It will take some time to find them. I intend to make new experiments
though.

3-4 stacked = optimal effect is based on many experiments.
5-10 stacked never resulted in an average better kill.

Thank you and welcome back.

Rocoteh
 
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