WW2-Global

Sasebo said:
I have oljb007; I have it set on 'more aggressive' usually. I am not able to say for sure, but the AI does seem to launch riskier attacks; they will attack with an elite when it is down to 3-4 hit points even. It might be a better idea not to do that.
It is my understanding that the aggression level settings only change how 'friendly' newly met civs are. I don't believe that they have any effect on AI behavior. (am I wrong?)

Grizx mentioned trouble with bombarding DDFs retreating to port. This may be considered an exploit, but leaving some cannon fodder (DD usually) 5 tiles down the channel will often goad the DDF into attacking. Then, it can't retreat back to Amsterdam or Hamburg and British BBs or other forces can take it down in the open.

EDIT: Also @Sasebo: the AI will sometimes raze cities if it believes that there will be too many resisters.
 
Rocoteh,

Some very small mods for Germany that might be useful.
1. Changed name of Hamburg to Kiel/Hamburg
2. Changed name of Submarine Yard to Blohm & Voss Submarine yard (stats the same, this was the name of the Hamburg Yard that put out VII's for most of the war)
3. Moved Submarine Yard 2 to Kiel/Hamburg
4. Changed name of Submarine Yard 2 to AG Weser Submarine Yards (historically accurate name of the IX submarine yard)
5. Changed output of AG Weser Submarine Yard to 1 IX per 3 turns (again, historically accurate compared to VII production).
6. Created new wonder Krupp Steel Works in Ruhr (same stats as Iron Works with no resource requirement to simulate the Krupp works in Essen).

In the midst of testing playability against 1.7 now, but adds some nice historical flavour.

One other question, I noticed that Me-109 (11-8 +3 hp) still overwhelmed by Spitfires (12-10 +4 hp), will this be changed in 1.8?

Cheers,
Xatokuom
 
Well, I think the Me 109 and Spitfire variants should be introduced, perhaps also FW 190 variants. I have started a game with German on Sid and will post a first report here in a few days.

Adler
 
im starting to relise a great mistake i made.

going after the middle east and africa (french/uk cities) first, felt really easy and a clever thing to do, but right now my panzer IIIg's are no match for russians T34s. im loosing pretty much every battle in defence and attack. Im in a rush to research for the panthers, which is 13 turns away and the war will probably be over by then.

The only thing ive been able to do is draw all my armies back to the Russian front, and take some cities that way. I will also use my Ju88s/109s/190s to take out most of the russian roads so if peace IS declared before my panthers come online, at least ive done some damage to russia.

the hint out of this? you gota kill russia faster. Its still possible i guess now, but its much harder! :(
 
Air superiority lack bomber support. What about introducing escort fighters ? They should be flagged as bombers, have low bombardment, have no attack value and high defence. Then bombing they will attract air-superiority fighters and exhaust them.
Was it suggested and rejetced already ?
 
s3d said:
Air superiority lack bomber support. What about introducing escort fighters ? They should be flagged as bombers, have low bombardment, have no attack value and high defence. Then bombing they will attract air-superiority fighters and exhaust them.
Was it suggested and rejetced already ?

s3d,

I think its an interesting idea, worth to consider for
coming versions.

Rocoteh
 
Sasebo,

"What is with the T-26 having 2 AA ability!?" Sasebo

OK,the bug have been fixed now.

On Soviet being to weak in version 1.7:

I will wait for more feedback before I make any changes.

"Which is why I took Norway, Sweden, Copenhagen, and have a landing force sitting next to Reykjavik as we speak." Sasebo

I consider to replace Reykjavik with a US control airfield in version 1.8.

"Did I mention last time that you forgot the Do-17 was going to get recon ability?"
Sasebo

Yes, you did. Recon ability have been implemented in 1.8.

"p.s.: Since I can't build Cossacks, any chance we could get Guard Cavalry or Guard Infantry units for USSR? It feels kind of weird playing a WWII Soviet Civ without them. You could change that T34/76 factory to auto-produce one of these in fact, or have it buildable after 1941 Land tech perhaps. Maybe 7-4-2/+3 hp/80 shields for Guards Cavalry, 11/13/1/+3 hp/150 shields for Guards Infantry? Just some ideas there. What do you think?" Sasebo

I will introduce both Cavalry, Guards Cavalry and Guards Infantry in version 1.8.
Will look over auto-production again.

"Rocoteh: It is week 4,1940 now, and a Marine unit popped out of the wonder in Irkutsk! Did you add that in 1.7? I have not played USSR before so I was wondering. I thought I had forgotten to change it's orders until I saw I had a building 1/2 completed there" Sasebo

Yes, I added it since building-cost now are at 800 shields.

Thank you and welcome back.

Rocoteh
 
William Mitchel said:
French ver. 1.5 at demigod with normal AI aggression. first post. to week 25 of 1940 (second game as france)

General: used the same general strategy that i outlined in my previous post (destroy roads leading into france, build fortifications and armor, no science - use money to accelerate builds, bombers to africa and fleets to med to destroy italian improvements, etc.) this strategy really seems to be the most effective.

Conclusion: the french are viable at this level as well. i never lost territory in france and was able to eventually take mainland italy. (the italians are very vulnerable to bombing/shelling - i have trashed their economy now as either british or french.)

Possible Bug: in all games played, in central africa, garrisons for some french (/ belgian?) cities are not in the cities, and cannot be moved into them.

Game Flow: germans and russians trash turkey within first 10 turns of the game. german forces kept going south - never saw an army on french border (don't know if preparation encourages AI to shy away). germans swept thru middle east and were actually down in the congo. most cities to fall were british. i made french north africa into a production area and cranked out enough tanks to provide a defense and take out a few italian cities. at this point, italians are greatly reduced and have no economy to rebuild. ussr just declared war on axis (as in my first game, just a little later). finally got a leader, which i used to build intel center. finally got a spy in japan and was able to steal my first tech level. a lot harder than i thought. still can't get one in germany. never did build any air - just used it very carefully.

if ussr had stayed out, this would be more in doubt - but now just looks like a matter of time to build critical mass of proper units for city-crunching. have seen other posts indicating that ussr may make peace later. i will try to keep this one going a little longer to see what happens.

William Mitchel,

General.

I agree.

Conclusion.

Yes, Germany-AI seems not be able to create any
serious offensives.

Possible bug.

Sounds strange. I will look it over.

Game Flow.

I am disturbed by the fact that Germany-AI so often use
its forces to attack Turkey. I will see if I can do something to
change that.

Thank you and welcome back.

Rocoteh
 
Rocoteh said:
s3d,

I think its an interesting idea, worth to consider for
coming versions.

Rocoteh
isnt that what the fighters are for. run the fighters over the targets first, bombing them. any fighters that are in the area will go for the first flights (ie your fighters) first
 
Overlag said:
isnt that what the fighters are for. run the fighters over the targets first, bombing them. any fighters that are in the area will go for the first flights (ie your fighters) first

Yep,but is AI use them this way ? With escort fighters with no attck value AI will use tham as bombers and trash <I>your</I> air superiority fighters. Another thing - most fighters have relativly low defence, and using them as fisrt wave is a waste.
 
Overlag said:
isnt that what the fighters are for. run the fighters over the targets first, bombing them. any fighters that are in the area will go for the first flights (ie your fighters) first

Overlag,

I will look over the stats for those fighters that were
meant to function as long-range escorts.

Rocoteh
 
Grizx,

Thank you for the report and screenshots.

"Matildas may be OK on defense but they are not offensive powerhouses." Grizx

However its realistic.

"Overall, Britain has been on the defensive buying time to build the economy throughout the British Empire. It was very dicey for a while, but all fronts are now anchored on strong points and favorable terrain with good kill zones in front of all positions." Grizx

It should be a good position to launch offensives from.

The US AI has still not invaded Mexico. But it has sent almost its entire land army up into the Canadian tundra in search of Santa Claus. I think putting US obersvation posts/weather stations up there for the start of the scenario will help stop this.
Grizx

Yes, I place such posts in version 1.8.

On Germany-AI and Turkey: Notes have been taken. However its a exception
to the rule that Germany-AI like in this playtest manage to conquer so much
of Russia.

"Specialist units: Russia, US and Italy AI's are producing mostly marines and parachute units." Grizx

There will be changes in version 1.8 with regard to this.

"Light Cruisers: I like the changes you made to light cruisers." Grizx

I am glad to hear that.

Thank you and welcome back.

Rocoteh
 
Xatokuom said:
Rocoteh,

Some very small mods for Germany that might be useful.
1. Changed name of Hamburg to Kiel/Hamburg
2. Changed name of Submarine Yard to Blohm & Voss Submarine yard (stats the same, this was the name of the Hamburg Yard that put out VII's for most of the war)
3. Moved Submarine Yard 2 to Kiel/Hamburg
4. Changed name of Submarine Yard 2 to AG Weser Submarine Yards (historically accurate name of the IX submarine yard)
5. Changed output of AG Weser Submarine Yard to 1 IX per 3 turns (again, historically accurate compared to VII production).
6. Created new wonder Krupp Steel Works in Ruhr (same stats as Iron Works with no resource requirement to simulate the Krupp works in Essen).

In the midst of testing playability against 1.7 now, but adds some nice historical flavour.

One other question, I noticed that Me-109 (11-8 +3 hp) still overwhelmed by Spitfires (12-10 +4 hp), will this be changed in 1.8?

Cheers,
Xatokuom

Xatokuom,

Thank you for your comments.

I intend to split both Me-109 and Spitfire into several units
representing different versions.

Agree, the name changes do add historical flavour.

Welcome back.

Rocoteh
 
Rocoteh said:
Overlag,

I will look over the stats for those fighters that were
meant to function as long-range escorts.

Rocoteh

Increasing the defence of fighters which historically were long range bomber escorts would work with other human players but is the AI smart enough to build both fighter escorts and bombers, then use the fighters first to penetrate air superiority ... I doubt it.

I had given this some thought previously and intended to (but never got round to it) make an upgraded bomber which would have a much higher defence value and in turn would be more expensive ... the premise is that it would be a bomber formation with its own incorperated escort formation. Not an ideal way of sorting it, but a way the AI has a chance of actually understanding and using effectively.
 
Dazz_G said:
Increasing the defence of fighters which historically were long range bomber escorts would work with other human players but is the AI smart enough to build both fighter escorts and bombers, then use the fighters first to penetrate air superiority ... I doubt it.

I had given this some thought previously and intended to (but never got round to it) make an upgraded bomber which would have a much higher defence value and in turn would be more expensive ... the premise is that it would be a bomber formation with its own incorperated escort formation. Not an ideal way of sorting it, but a way the AI has a chance of actually understanding and using effectively.

Dazz_G,

Yes, AI is always the problem.

Ideas that looks good in theory can give unexpected
and not wanted results when AI starts to use them or not use them!

Rocoteh
 
Rocoteh,

My comment on Matildas not being strong on the offense was just an observation not a criticism and not a suggestion for any change. I was just expressing it as a reason why I had not gone on the offense yet - waiting for stronger armor to be researched.

Grizx
 
Grizx said:
Rocoteh,

My comment on Matildas not being strong on the offense was just an observation not a criticism and not a suggestion for any change. I was just expressing it as a reason why I had not gone on the offense yet - waiting for stronger armor to be researched.

Grizx

Grizx,

Yes I understand that.

My comment refers to the fact that it was a slow tank
with good armour.

Rocoteh
 
Hey guys,

I have sat here for the better part of the day reading a lot of these posts. I have Civ 3 Complete, and have followed the instructions for WWII 1.7 to the "T".

The game loads and everything is normal till I get the playing screen and have a "...configuring scenario" SNAFU. Every time this happens, I have a Dell Pent 4 3.2 GHZ 1 GIG Ram so it shoudl work fine. It sits on that screen forever until I terminate the App.

Is this mod compatible with Civ 3 Complete (Conquests is included).

Thanks

PLEASE help...
 
Fujitsu1,

I have that same Dell box, the first time you run the scenario, it takes approx. 15-20 minutes to load and initialize.

You should be fine with Civ3 complete, that's what I use as well.

Cheers,
Xatokuom
 
Probably best to stress this again, this scenario is *huge*. The first time you load it it will take (minimum) 30 minutes, and that is with a top of the line system.

If you want to wait less time, use the saves on page one, those take 5-10 minutes.
 
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