WW2-Global

12Voltman said:
I just downloaded 2.0 and will start to play this scenario for the first time tonight - I'm struggling a bit w/who to play (thinking US at this point).

Thanks for all the work you all have put into this package! Any tips before getting started?

...did not actually get a chance to actually start yet - it sounds like the first round will take a while. Maybe a weekend project.

12Voltman,

Thank you.

I understand if you not have time to read the more than
200 pages in this thread. However if you read some of them you will
find there are many excellent ideas on strategy and tactics to use
in the scenario.

Thank you and welcome back.

Rocoteh
 
Im playing the 2.0 version, but ive read something about a small map and a large map? what size am I playing? Think im on round 3 now, having a hard fight with the italian fleet, and watching britain and germany battling between mine and the british coast. The front line against germany has been no problem so far.

And also, is there a way to build new cities ? Most ww2 scenarioes doesnt have that option, and I think thats a shame.
 
Crispin said:
Im playing the 2.0 version, but ive read something about a small map and a large map? what size am I playing? Think im on round 3 now, having a hard fight with the italian fleet, and watching britain and germany battling between mine and the british coast. The front line against germany has been no problem so far.

And also, is there a way to build new cities ? Most ww2 scenarioes doesnt have that option, and I think thats a shame.

Crispin,

Version 2.0 is the last small map version. Target date for the
first huge map version is December 15.

On building new cities:
Version 2.1 (huge map) will reach the 512 cities limit that the
game-engine has. Even if there were no such limit, allowing
city-building in a scenario like this would produce very strange results.

AI-Peru would try to colonize Siberia and so on.

Rocoteh
 
Rocoteh said:
oljb007,

"They are also building tons of the recon bombers I think that is what they are called."
oljb007

That is not good! Its possible I will remove them.

"Slow science, its cool but at later stages it will be seriously off based in my opinion. As germany will probably never see the jet fighter!"
oljb007

However you play on Sid-level.


Rocoteh

"They are also building tons of the recon bombers I think that is what they are called."
oljb007

That is not good! Its possible I will remove them.

dont hold me what they are building but they are building planes and bombing germany. This is a good thing no?

"Slow science, its cool but at later stages it will be seriously off based in my opinion. As germany will probably never see the jet fighter!"
oljb007

However you play on Sid-level.

good point!
 
oljb007 said:
"They are also building tons of the recon bombers I think that is what they are called."
oljb007

That is not good! Its possible I will remove them.

dont hold me what they are building but they are building planes and bombing germany. This is a good thing no?

"Slow science, its cool but at later stages it will be seriously off based in my opinion. As germany will probably never see the jet fighter!"
oljb007

However you play on Sid-level.

good point!

oljb007,

OK, if AI use the "recon bombers" in a relevant way there is
no need to remove them.

Rocoteh
 
Rocoteh,

I had another idea! the special fortresses or whatever those big turrets are that you will undoubtely put around moscow should have a couple of added features. (not only for moscow, maginot line too) 1) air defense which isn't practical but it will make just bombing them into oblivion not a sure fire option. 2) area of control...and possibly bombard feature. As these installation were quite prickly and at present are only a speed bump in taking moscow. I just thought of the bombard feature and that might not be so cool on the maginot line but I like the idea around moscow and possibly a couple of other Russian cities. ie Stalingrad, kiev/kursk one of the main arteries to the south.

even though Russia has no military placed in the version I am playing I feel they were able to arm pretty effectively. It will be interesting to see what they do when you give them units! ;)
 
oljb007 said:
ya its good, sorry for the miscomunication.

oljb007,

No problem.

BETA version 1.8 will have units for all Civs placed.
Thus it will be much more interesting to playtest.

Rocoteh
 
oljb007 said:
Rocoteh,

I had another idea! the special fortresses or whatever those big turrets are that you will undoubtely put around moscow should have a couple of added features. (not only for moscow, maginot line too) 1) air defense which isn't practical but it will make just bombing them into oblivion not a sure fire option. 2) area of control...and possibly bombard feature. As these installation were quite prickly and at present are only a speed bump in taking moscow. I just thought of the bombard feature and that might not be so cool on the maginot line but I like the idea around moscow and possibly a couple of other Russian cities. ie Stalingrad, kiev/kursk one of the main arteries to the south.

even though Russia has no military placed in the version I am playing I feel they were able to arm pretty effectively. It will be interesting to see what they do when you give them units! ;)

oljb007,

It sounds like a very interesting idea.

I will implement it.

Rocoteh
 
Rocoteh,

I haven't played the old map since 1.8. Did you ever rework the city improvement for AA Defense. I remember it being so effective that the AI wouldn't even attack if a city had it built. Is this still the case for the HUGE map?

jb
 
oljb007 said:
Rocoteh,

I haven't played the old map since 1.8. Did you ever rework the city improvement for AA Defense. I remember it being so effective that the AI wouldn't even attack if a city had it built. Is this still the case for the HUGE map?

jb

oljb007,

It was reworked in version 2.0.
In 2.0 and 2.1 AA-values are at an accurate level.

Rocoteh
 
Another question, I hope im not annoying when asking these rather "noob" questions, but the city of Corsica wont grow over 5., although im getting 42food pr turn it wont grow. Ive checked if I need to build some buildings to get it to grow, didnt find anything, so what have I missed? :)
 
Crispin said:
Another question, I hope im not annoying when asking these rather "noob" questions, but the city of Corsica wont grow over 5., although im getting 42food pr turn it wont grow. Ive checked if I need to build some buildings to get it to grow, didnt find anything, so what have I missed? :)

Crispin,

No problem.

Are you sure you have build a aqueduct?

Rocoteh
 
Crispin said:
Another question, I hope im not annoying when asking these rather "noob" questions, but the city of Corsica wont grow over 5., although im getting 42food pr turn it wont grow. Ive checked if I need to build some buildings to get it to grow, didnt find anything, so what have I missed? :)

does the city have any "resisters"? I dont think a city can grow while in resistence.

your not by an chance building settlers out of that city every turn are you?
 
Crispin said:
I have no Aqueduct, you need it to grow over 15?! Well atleast what it tells on civilopedia :)

Crispin,

No bug what I can see.

Civilopedia says to grow over 5.

Rocoteh
 
Crispin said:
oh, I'll try to build it, then I'll come back here to tell you what a moron I am :|

Crispin,

No problem.

I am looking forward to hear what you think about the scenario.

Rocoteh
 
Crispin said:
oh, I'll try to build it, then I'll come back here to tell you what a moron I am :|

no no no...we all learn sometime. plus this is a huge project that is a continous work in progress and the pedia file isn't completely accurate regarding all the changes. so no worries.
 
oljb007 said:
no no no...we all learn sometime. plus this is a huge project that is a continous work in progress and the pedia file isn't completely accurate regarding all the changes. so no worries.

oljb007,

Yes, I agree 100%.

Questions are never wrong.

Rocoteh
 
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