WW2-Global

Ver 1.7 Britain SID

Week 51, 1942
Eastern Europe/Russia
 

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Chunky Kong said:
Yeah, this probably takes what, an hour for each turn?

na...the first turn is awhile...but my average turn is probably 15-20 mins when things are rolling. little less than 10 of that is waiting though.
 
Grizx - Nothing speaks like success. If the China/Russian angle works for you - great! I guess I am just a little conservative after tangling too many times with the Russian armor - like to have a strong defensive position with a good field of fire. See you created that and the AI helped you along. Should be over soon. Any sign the Americans are making any progress against the Japanese?
 
Great Britain ver 1.8 Emperor
1939 Report

Started with attack on Thailand - managed to take all cities in three weeks. Digging in for defense vs Japanese.

Massive Japanese air attacks against Hong Kong led to loss of the city. Also, Japanese forces took Labuan. Japan doing OK vs China - perhaps a little slower than 1.7 but they really pounded Hong Kong. Japanese have taken Wuhan, Foochow and Yenan. Did not get the rubber which is held by Sian - perhaps they traded with Germany?

Japanese forces took Davao and then continued south and took FakFak and the nearby city. We turned them back at Port Moresby (for now). Japanese also took Palembang which will mean air attacks on Singapore in the future.

Surprise by Italian tanks in East Africa (should not have been since they can't make marines). In any case the extra movement makes defense a different situation and by the time we figured it out we had lost Moyale and had another city razed. Situation now stabilized with air support. Took Tobruk and El Aghella (next time I will keep more troops for the East). France has had two African cities razed by the Italians.

Pumping workers out of Arab cities and preparing for attacks along the Meshed/Kabul line. Don't see any blocking units on the Russian border so I presume the first punch in the German Russian line will open the door for an attack through here. (Also need to consider that the Japanese could come this way).

Noticed a significant reduction in wars declared in the opening weeks of the war. France not at war with Turkey for the first time. Situation static in Turkey and South America. Turkey now at war with Italy but not the rest of the Axis.

In Europe we destroyed the German fleet - only thing different is that they attempted to sortie through the Channel. Now picking off subs as they come out. Germany did do better and took out Amsterdam(razed) and Brussels and eventually Paris and Brest. Another difference - no war between France and Spain!

Of course, Germany took Poland and Denmark.

American naval forces active in the Mediterranean.

Our first convoy from the British Isles has landed troops near Rabat - target Tripoli.

Matildas now being built and should be on line in time to turn back the Japanese. After taking the Italians out of Africa next step will be Turkey.
Certainly enjoying not seeing the marines!
 
I've been playing this mod since about 1.5, but this is my first post. Before I dive in, I want to thank you Rocoteh for creating this masterpiece. This is by far the best mod I've seen for any game anywhere! I have a friend who's pursuing a doctoral degree in Military History, and he is very impressed by your efforts. Alas, his PC can't handle C3C, much less this power mod, so he must remain a jealous onlooker for the most part.

I have run across a few ideas and a question along the way that I wanted to run by you . . .

- One strategy I've used with tremendous success at all levels of play for Germany, Britain, and Russia among others, is building a ton of workers at the beginning of the game and avoiding conflicts as much as possible and then finishing a trans-continental railroad followed by connecting it to each city. I then follow this up by a chain gang who builds rail to each new city I take along the way. This is particularly effective for Russia, of course, and for Britain in combination with rail across Southern Asia Minor and transports across the Red Sea and the Persian Gulf. In my latest 1.7 Brit game I had it to the point where I could land an infantry in Tripoli and have him in Peking in one turn using this combination! Also, of course, later on when 2 move units become more prevalent this allows a concentrated attack at a specific tactical zone and then defense spread on the fronts as far away as the other side of the land mass. Unfortunately the AI doesn't seem to comprehend the value of rail or support infrastructure, so their few workers wander around building in (as far as I can tell) a totally non-strategic fashion. I wonder if this imbalance could be offset by significantly increasing the cost of building rail, maybe forcing rail to not be a totally move-free transport system, or by significantly increasing the cost of building workers.

- Another imbalance noted by several others is the inability of the AI to intelligently use artillery in concentrated attacks. This problem is compounded once 2 move artillery is developed. I am thinking that maybe making artillery auto-build units like you've done recently for some other units like marines might somewhat offset this and force the AI to decently use artillery at least for defense.

- In several games I've noticed Britain in particular seems to have a problem with pollution. They don't seem to mind the loss of productivity from allowing the whole island to basically become a cess-pool. I don't really know if there is a way to fix this - maybe an autobuilding worker factory there?

That's it except for one question. Is there a preferred AI aggression level for this mod? Mine seems to want to default to "Least Aggressive", but I'm wondering if moving this around has any noticeable affect. I've tried a few different settings here, but I haven't noticed any provable difference . . .

That's it for now, my 1.8 download just completed so time to get back to playing! I think I'm gonna scrub my 1.7 Russia game. I'm only one city away from Berlin in late 1940 on Demigod level and this one looks pretty well wrapped. (Another example of the power of the transcontinental RR).

Thanks again for this fantastic mod, and please keep it going! I can't wait for the AI mod!
 
hey rocoteh, when i mentioned bringing in a golden age, i intended it to be used against the human player so that we could have at least some challenge. so if a human is playing russia and gets a golden age in 1942 then he might as well wrap up the 'cold war' by 1945 itself. no one's gonna stop him. i actually had your special AI version for Germany as the human player in mind. this is where the golden age can cause real problems for the human players especially if russia is in a locked war against germany. i don't think a human player needs any more help since the AI is instinctively stupid.

now deviating from the scenario a bit, can you tell me how to implement the new leaderheads in this scenario (any scenario for that matter). you see, i tried to use mussolini's leaderhead in the rise of rome scenario, but i couldn't get the animations to work. there are no smiles or frowns, just the neutral face that they have. i changed the flic address from Ce_01.flc to MussoliniAncient - Forward.flc. i see mussolini's face but just the straight face, no expressions. and i couldn't get the picture in the foreign advisor page to change from caesar to mussolini.
thanks.
eaglefox.
 
OK, this is not loading when I try to play as France. the game just freezes. I should probably clear some junk.
 
Grizx,

Thank you for the report and screenshots.
Its very interesting that Germany-AI have managed to build such a
large airforce.
Your counterstrike against Soviet was really impressing.
For a while you seemed to be in bad trouble when Soviet massed its armour.

This is a very interesting playtest and I am looking forward to follow
what will happen.

Thank you and welcome back.

Rocoteh
 
Bob1475,

Thank you for the report.

"Surprise by Italian tanks in East Africa (should not have been since they can't make marines)." Bob1475

Very positive that Italy-AI produces tanks instead of Marines.

"Noticed a significant reduction in wars declared in the opening weeks of the war. France not at war with Turkey for the first time. Situation static in Turkey and South America. Turkey now at war with Italy but not the rest of the Axis" Bob1475

That is very good!

"Another difference - no war between France and Spain!" Bob1475

That is also positive.

"Certainly enjoying not seeing the marines!" Bob1475

Yes, its an improvement.

So far it seems like the changes implemented in version 1.8
works good.

Thank you and welcome back.

Rocoteh
 
eaglefox said:
hey rocoteh, when i mentioned bringing in a golden age, i intended it to be used against the human player so that we could have at least some challenge. so if a human is playing russia and gets a golden age in 1942 then he might as well wrap up the 'cold war' by 1945 itself. no one's gonna stop him. i actually had your special AI version for Germany as the human player in mind. this is where the golden age can cause real problems for the human players especially if russia is in a locked war against germany. i don't think a human player needs any more help since the AI is instinctively stupid.

now deviating from the scenario a bit, can you tell me how to implement the new leaderheads in this scenario (any scenario for that matter). you see, i tried to use mussolini's leaderhead in the rise of rome scenario, but i couldn't get the animations to work. there are no smiles or frowns, just the neutral face that they have. i changed the flic address from Ce_01.flc to MussoliniAncient - Forward.flc. i see mussolini's face but just the straight face, no expressions. and i couldn't get the picture in the foreign advisor page to change from caesar to mussolini.
thanks.
eaglefox.

eaglefox,

On Golden Age:

OK I see.

On leaderheads:

Its a long time since I worked with it. Will be back later with
a comment.

Rocoteh
 
The Grendelcat said:
I've been playing this mod since about 1.5, but this is my first post. Before I dive in, I want to thank you Rocoteh for creating this masterpiece. This is by far the best mod I've seen for any game anywhere! I have a friend who's pursuing a doctoral degree in Military History, and he is very impressed by your efforts. Alas, his PC can't handle C3C, much less this power mod, so he must remain a jealous onlooker for the most part.

I have run across a few ideas and a question along the way that I wanted to run by you . . .

- One strategy I've used with tremendous success at all levels of play for Germany, Britain, and Russia among others, is building a ton of workers at the beginning of the game and avoiding conflicts as much as possible and then finishing a trans-continental railroad followed by connecting it to each city. I then follow this up by a chain gang who builds rail to each new city I take along the way. This is particularly effective for Russia, of course, and for Britain in combination with rail across Southern Asia Minor and transports across the Red Sea and the Persian Gulf. In my latest 1.7 Brit game I had it to the point where I could land an infantry in Tripoli and have him in Peking in one turn using this combination! Also, of course, later on when 2 move units become more prevalent this allows a concentrated attack at a specific tactical zone and then defense spread on the fronts as far away as the other side of the land mass. Unfortunately the AI doesn't seem to comprehend the value of rail or support infrastructure, so their few workers wander around building in (as far as I can tell) a totally non-strategic fashion. I wonder if this imbalance could be offset by significantly increasing the cost of building rail, maybe forcing rail to not be a totally move-free transport system, or by significantly increasing the cost of building workers.

- Another imbalance noted by several others is the inability of the AI to intelligently use artillery in concentrated attacks. This problem is compounded once 2 move artillery is developed. I am thinking that maybe making artillery auto-build units like you've done recently for some other units like marines might somewhat offset this and force the AI to decently use artillery at least for defense.

- In several games I've noticed Britain in particular seems to have a problem with pollution. They don't seem to mind the loss of productivity from allowing the whole island to basically become a cess-pool. I don't really know if there is a way to fix this - maybe an autobuilding worker factory there?

That's it except for one question. Is there a preferred AI aggression level for this mod? Mine seems to want to default to "Least Aggressive", but I'm wondering if moving this around has any noticeable affect. I've tried a few different settings here, but I haven't noticed any provable difference . . .

That's it for now, my 1.8 download just completed so time to get back to playing! I think I'm gonna scrub my 1.7 Russia game. I'm only one city away from Berlin in late 1940 on Demigod level and this one looks pretty well wrapped. (Another example of the power of the transcontinental RR).

Thanks again for this fantastic mod, and please keep it going! I can't wait for the AI mod!

The Grendelcat,

Thank you. I am really glad to hear that.

On the railroads:

What you mention is really interesting since I have had such
changes in mind the last days with regard to version 1.9.

I will probably increase the cost for building rail with 300-400%.

On AI and artillery: Yes its really a problem. Notes have been taken
on your suggetion for change.

On pollution:

Yes, I think your idea is good. I will implement such auto-production
for Britain in version 1.9.

On AI-aggression level:

My impression from playtest-reports is that impact is marginal.

Again: Thank you for the positive words.

Welcome back.

Rocoteh
 
Chunky Kong said:
OK, this is not loading when I try to play as France. the game just freezes. I should probably clear some junk.

Chunky Kong,

If you not load a saved game (will load in one minute) it will
take between 20-60 minutes for the scenario to load though.
(Depending on the computer you have.)

Rocoteh
 
Rocoteh said:
I will probably increase the cost for building rail with 300-400%.

Rocoteh

I have looked for this but cannot find it ... is there any way to make the worker get used up by building rail, the same as happens if you build airbases, outposts etc ?

If this is possible, it should make people think twice about the mass worker / build rail routine .... I find that extremely unrealistic.
 
Dazz_G said:
I have looked for this but cannot find it ... is there any way to make the worker get used up by building rail, the same as happens if you build airbases, outposts etc ?

If this is possible, it should make people think twice about the mass worker / build rail routine .... I find that extremely unrealistic.

Dazz_G,

Its not possible.

However an increase with 300-400% in time will mean
a lot of workers have to be allocated.

Rocoteh
 
Dazz_G said:
I have looked for this but cannot find it ... is there any way to make the worker get used up by building rail, the same as happens if you build airbases, outposts etc ?

If this is possible, it should make people think twice about the mass worker / build rail routine .... I find that extremely unrealistic.

It´s not unrealistic. Japan and Germany used enslaved workers to build railroads during the war. In fact, Germany had workers from allied countries like Rumania and Bulgaria working in railroads. Soviet Union also had enslaved workers to build railroads, the ones that went to the GULAG.

I guess US, Great Britain and France didn´t have that sort of thing, but I really don´t know.
 
rocoteh,

I mentioned this a few pages back but had it in a reply to another posting and hadn't heard you comment on it. So, here it is again.

"On that note, this is my second game and I am finding again that the whole war can be won with air power alone. However, I am trying to "limit" my use of air but I am starting to think that maybe implementing or adding tons of AA to the AI would even things out a bit. This might be a good idea for the German Version. Like England could just get littered with AA in its cities and Russia could have a good amount as well. hell give it to everyone! except maybe N. Africa! ;)

small after thought, tons of AA is the idea but strategically place it to facilitate moving game flow on an appropriate path."

Just an idea to stop or hinder the "sure fire" way to win.



thanks,
jb
 
I agree with oljb007, regarding air power. Although air power was decisive during WWII, it was not the only factor to win battles. The problem is that bombers can bomb anything and that´s what unbalances the game by weakening land units when a major attack comes. This should only happen with fighters and artillery.

Is there a way to restrict bombers to bomb only cities and not doing much damage to land units?
 
my 10 cents on railroad.

I like the idea of increasing the cost. I also think that Rail shouldn't be free movement; it should take some amount of movement points.

there was version of civ that implemented this, rail was like 1/10 movement or something. personally I think that 2.5 times better than roads would be good.

Moving tanks from Moscow to Manchuria in one shot is no good! :(

jb
 
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