WW2-Global

Krwhitinglaw, how long does ot take for you to do a turn? My problem is I tend to get side tracked and my units end up all over the place. I have to constantly remind myself to focus.:blush:

A couple more points on those units. You do realize the Otsus have blitz too, right? I had a stack of US subs end their turn right next to a couple of Otsus. It wasn't pretty...for them.

Vals are better at Kates at bombard; I'd rather have 5 ROF with 22 strength the 4 ROF with 24. The other points are valid though. I love the defense on the Kate, it shoots down lots of inferior fighters.

Speaking of fighters, why do you like the Ki-84s? I'll have to take a look at them, but the defining thing about the Zero is the range of 8, and therefore potential intercept range of 4. The other things are secondary. Japanese bombers are pretty well defined, but the fighter arm, past the Nate to Zeros, is very odd, the units are too similar,and have no well defined roles. If you look at the German OOB you see how the ME-109 is the better interceptor, but the ME-110 has beter intercept range, and is a better bomber. Thats the sort of thing I am talking about. Rocoteh has gone over that point with me before, but I am not sure if he had the time to ever change them much. I am playing an outdated version I think though.

BTW, do you keep patrol units off the coast of Japan itself? I have about 5 solid groups spaced out covering the entire area at some distance from the coast; no Allied transport has ever gotten close enough to land troops on me. I just wonder what other Japan players do about that. I have scads of DDs running out of Guam and Truk every turn, and Indonesia acts as a good bulwark against sea invasions. After you took Austrailia, did the Allies do a lot of counter invading? I am looking at the map, and just dreading trying to cover all that coast. considering the best defender Japan gets for the most part is the regular Infantry, I'd rather keep them off the coasts if possible. but you need tons of scouts and CV power to back them up to do it.

Shokakus help a lot, with that. Also, with their speed and a good bomber range like the Kates, you can hit an Allied force, and retreat out of their response range. This is excellent when you can manage it.:)
 
RE: On Screen features-- for those who may be unfamiliar with some of the game and quick controls one may turn on the Tutorial Mode in the Preferences section for a while and get the "tips."

Aecon
 
bobtdwarf,

I am not sure if it has been reported earlier.

Anyway I hope someone reading this thread can help you with info.

Rocoteh

I believe the issue is in the pediaicons.txt, if you click on Democracy or Communism. There are no large icons for either, only for Anarchy and Despotism. Perhaps a civ changed to one of those two forms of government and that triggered an event?

Anyways, bobtdwarf, go into the pediaIcons text and find this section::

#START CIVILOPEDIA ART
#Non-Tech Govts

Then add this:

#ICON_GOVT_COMMUNISM
art\civilopedia\icons\despotism large.pcx
art\civilopedia\icons\despotism small.pcx
#End non-tech Gov'ts
#ICON_GOVT_DEMOCRACY
art\civilopedia\icons\despotism large.pcx
art\civilopedia\icons\despotism small.pcx

Hopefully that will fix it for you.
 
Rocoteh, not sure you have been following one of the other threads, but I believe I have found a way to alter unit shield costs to above the 1000 shield limit found within the Conquests editor.
I have tested this on a limited basis within a naval sandbox biq I built, and so far the AI handled it fine. I upped the shield cost of a carrier to 1800 shields, and the AI built the unit based on the 1800 cost, and the value showed as 1800 in the Civpedia.

Is that something of interest to you for your next version?
I will state that it is not a trivial thing to alter, but looks to be possible.
If I am correct, the upper limit is a little over 65000. (256 x 256).

It involves altering the biq with a hex editor after you have made all your changes with the Conquests editor.

BTW, this would have absolutely ZERO legal ramifications. No hacking of the source code is involved.

I batman,

This sounds very interesting.

Thank you for info.

Rocoteh
 
I don't think I am ever going to get near the results Kelly Whiting has gotten,but I will keep pushing. It's still fun Rocoteh! :cool:


I am glad to hear that.

In december its 3 years since the scenario was launched.

Rocoteh
 
I batman,

This sounds very interesting.

Thank you for info.

Rocoteh

Well sir, let me know if you are interested for the next version. I have always thought a larger spread in shield costs would enhance the game.
 
Sasebo: I originally deployed my fleet to the south to support acquisitions there, keeping only a small number of major warships in Tokyo (and no carriers) with a screen of DDs scattered out in the Pacific. The US fleet then showed up, scattered across the Pacific, attacking my DDs, and I had to redirect my fleet back to intercept them - we then fought a 2-3 month-long naval battle across the Pacific and when it was over, the US fleet was finished as any kind of serious threat in the Pacific. Since then I've kept a cordon of Otsus around the home islands, out far enough that I can redeploy heavy bombers back to Japan to pound anything before they can land (I had to do it once with a US BB and transport).

For Indonesia, I placed a large force of CAs, CLs and DDs in the straights between Java and Sumatra (with 1 DD in Singapore to ensure no subs snuck through that way) with several Val squadrons in Java for support. Then when the Brits and French tried to force the straights - which they did repeatedly - I had enough power to smash them - which I did repeatedly. I placed a similar force between Java and New Guinea until I took Australia - in the course of which I eliminated all the Brit naval power in the area. Since then I've seen no counterattacks at all in the Australia area (of course, I drove them out of India, out of the middle-east and entirely out of Africa so they've had other things to aim their naval power at and I destroyed most of it in the Med or just outside of the straights of Gibralter - this is the advantage of taking and maintaining the offensive, it forces the other side to coninually respond to you).

I would suggest taking Panama as soon as possible. It forces the US AI to try to retake it and it sends its reamining naval power and land forces to try and retake it which allows you - with proper control of the air (in my case my battle fleet and 60+ squadrons of Bettys) - to inflict heavy losses on them and redirects their construction away from air power and toward land forces. It also opens up the Atlantic to your navy and Otsus and forces the US to go the long way around.

The Ki-84s have the same range - and better attack and defense numbers - then the zeros. I built Nates until zeros, then zeros until Ki-84s because I agree with you on the importance of their range.

Thanks for the tip on the Otsus, I didn't know they could blitz - which is awesome.

My turns take about 30 minutes to an hour. I take a lot of time to make sure I get everything planned done - and sometimes accelerate or change plans when an opportunity arises. Even so, I sometimes forget or miss things and gnash my teeth when it interferes with my actions. It's a good thing my wife of 14 years understands my need of my game fix.

Update - week 35, 1942. The ability to check order of battle is huge and has accelerated my conquests. The US is down to 2 cities - Nashville, Boston and Augusta - all of which will fall next turn. Canada is down to 5 cities, and after next turn will be down to 4. Mexico is next if the game lasts that long.

Spain fell in 3 turns - terrain limited my speed, not combat.

I'll land at Plymouth next turn - I'd head for London but jerry u-boats have blocked the channel so Plymouth it is.

I have 67% of pop and 51% of land - so not much time left.

That naming option is evil. I shouldn't have, but I couldn't help it and started naming all of my units - it took forever (over 2000 combat units - 1000 workers which, while tempted, i refrained from naming - you know, like the 22d Punishment Worker Battalion (Borneo) or the 3rd POW Worker Battalion (US) - very tempting though). I don't know why that adds to the fun of the game, but it does - for me at least. But it's still evil.

I think, being an American, I'll play the US next instead of Germany. I'm sort of feeling guilty about invading us and think I'll return the favor next game.

Kelly Whiting
 
krwhitinglaw:

I agree with you on the naming option -- it's such a simple thing but it really adds a lot of flavor to the game. I love playing a long game (either mod, scenario, or original) and seeing that I have units which have been in active combat throughout yet managed to survive the entire game.
 
I agree with you both, I have a standard 1939 DD with six sub kills to their credit, which is fun to think about. My turns are about the same length as yours Krwhitinglaw, so at least I am in the same ballpark. Your advice sounds fine, but I need to take Hawaii before I think about taking Panama! :)

I'm on the horns of a dilemna. After clearing out the Dutch and taking Kuala Lumpur, I can keep a couple task forces to sit on the straights, and/or go for Austrailia, or head north and assist my land armies get over the Himalayas. I've got 4 SNLF and an Airborne sitting there at Kuala Lumpur, and I can't figure out where I should commit them next. I did a brief raid on Ceylon, and am thinking about some deeper raids(towards Pakistan, or Africa), but I am still trying to figure out what is the best move.

Oh, and I have no idea what is keeping the Italians afloat in East Africa. All their other African cites have fallen some time ago, along with Sardinia, but even though they have been at size 1 for ages, they somehow still hold out. An epic defense, that I've never even seen one battle of, how odd is that?
 
Hi, all.
I have Civilization 3 by Sid Meir. I wanted to install this WW2 mod, but I have problems. Firstly, it is said that i must paste WW2 big file in the Conquests Scenario folder.. Hm, where's that Conquests folder? In my game, it is only Scenario folder.Never mind - I created that Conquests folder in Scenarios folder, so I don't think that that is my problem. Then I don't know where to paste that smaller file. I pasted(of course, and extracted before) it in WW2 folder, which is in Scenarios>Conquests... But if I want to lauch a scenario(from game), I see only two files: Earth(huge) and another(I don't remember), but they are both .bic and I only can load them! There isn't any WWF file, which I can load it(the one smaller file is with .bcq, but I can't see it). So, what I'm doing bad?
P.S. I donwloaded smaller, bigger WW2 files and civilopedia
Thanx ;)
 
Hi, all.
I have Civilization 3 by Sid Meir. I wanted to install this WW2 mod, but I have problems. Firstly, it is said that i must paste WW2 big file in the Conquests Scenario folder.. Hm, where's that Conquests folder? In my game, it is only Scenario folder.Never mind - I created that Conquests folder in Scenarios folder, so I don't think that that is my problem. Then I don't know where to paste that smaller file. I pasted(of course, and extracted before) it in WW2 folder, which is in Scenarios>Conquests... But if I want to lauch a scenario(from game), I see only two files: Earth(huge) and another(I don't remember), but they are both .bic and I only can load them! There isn't any WWF file, which I can load it(the one smaller file is with .bcq, but I can't see it). So, what I'm doing bad?
P.S. I donwloaded smaller, bigger WW2 files and civilopedia
Thanx ;)


You have to have the Civilization Conquests expansion pack.
 
Sasebo: do all three. You have to build the units to support it, but I used my original carrier task force with 4 BBs and assorted support ships to take Hawaii, Panama, then clear the eastern Pacific, then dominate the Carib. I used a fleet with 3 Shokakus (originally 3, it has 6 now) and 2 BBs to invade Australia (though I staged in a lot of ground-based air), and I used a fleet of 3 Shokakus (it also now has 6) and 3 or 4 BBs to support my Indian offensive - while also maintaining CA,CL, and DD squadrons in the straights for defense. I used all Infantry for the Hawaii/Panama operation, though I rushed an airport in Panama and later airlifted in Paratroopers and Marines. For Australia, I used 4 Marine divisions with a bunch of Infantry and tanks - for India, I used mainly my asian land army, though I did use 2 marine divisions with my fleet going down the coast and seizing coastal cities (this force, later reinforced, also took Madagascar, Mozambique and other southern african holdings). You can do all three, you just need to build enough for it. If you can only do 1 thing - I would suggest India. It is very useful and productive for Japan and it hurts England a lot to lose it.

Kelly Whiting
 
Week 36, 1942: The US is fully conquered. Canada is down to its 4 most eastern cities. I'm redeploying my tactical air force (zeros, vals and judys) back to Manchuria/China. I deployed all of my Bettys to northern Spain to a newly built airfield that places them within reach of southern England. I maintained my Peggys there in Canada to continue to spport my final Canadian attacks. Then I deployed my Kates with some zeros and a few sallys (I don't have many of these useless aircraft) down to Austin in preparation to invade Mexico. A significant force is forming to finish Canada, including 4 marine and 2 infantry divisions loaded onto my original battle fleet off Boston which will take Halifax then Saint John. The rest of my north american ground army is splitting and redeploying - the smaller force to guard the pacific coast and alaska against the russians (who are acting uppity at the moment) and the larger to invade Mexico. My fleet that just came through Panama will support the mexican invasion and if the game lasts long enough will be joined by 2 fully-loaded transports from north africa (loaded with 11 ANZAC and 1 Caledonian Marine Division) to invade south america.

At Plymouth - I attacked with naval bombardment (4 BBs, 9 CAs) and Grace bombers from my carriers (20 sorties) - only 1 fleet was involved in the initial attack - the other will be in range to join next turn - no ground air in range this turn - but 70+ squadrons of Bettys will be next turn. Here's the interesting thing - taking out the attacks that did no damage and the ones that damaged infrastructure and city pop - we hit combat units about 20 times - each time we did it was a brand new squadron of Spitfires (which means the Brits had 20, at least, squadrons of spitfires in Plymouth - though none were in the air - i had noted a heavy german bombing attack just before ours as well - 9 sorties of big loud bombers) - through all those attacks we managed to redline the majority of the squadrons we hit, and destroyed outright 3 of them. This is why I sent the Bettys over from north america - I'm hoping to smash their air cover completely next round (my military advisor tells me they have 33 squadrons of spitfires total, but he won't show me a city breakdown - says i need a spy for that but i already planted one there - how do i get that info? steal plans?). I did not attempt a landing due to the fact that I don't know how many ground units are at Plymouth (they have 34 british infantry and 8 matilda 2s total though I can account for at least 1 of each in Canada at the moment) and none of them are damaged at all - i need to beat them down a bit before landing - and my second fleet is on its way to join this one.

Russia: a couple of turns ago they sent a motorized rifle division into manchuria from Vladivostok - i . .. .. .. .. .ed and they withdrew it. I note however that they have built up a large force of tanks (including t-34s) and motorized infantry right on the border there (they also have a lot of flak units - more than the AI has built or used for any other nation). Last turn, they sent a cavalry unit across the border in the plains toward Peking - and also a column of several infantry divisions - again with lots of flak - into the hills on my side of the border. I . .. .. .. .. .ed again and they said they'd withdraw it - and I also sent out enough of my reserve infantry to surround both groups and eliminate their movement options to attacking or withdrawing back across the border. This is why I'm rushing my tactical air force back to Manchuria and it's also why my Peggys will come here from north america as soon as Canada is finished. I still have 250+ divisions of infantry and tanks in reserve as well as 100+ flak, 40+ heavy arty and 30+ mobile arty. They are all in garrison on the RR outside of Baghdad. However, my air force is thin here. It is almost all deployed to north america and spain. I do have Nates in CAP mode in all my border cities, and I'm rapidly building Ki-84s to join them (I also have a couple of new Peggy squadrons in place and several kamikaze squadrons - and more Peggys being built). But my air cover is really thin. Each border city has 4 infantry divisions, 4 flak and 2 heavy artillery in it - and is supported by a radar tower, covered by a flak and an infantry division. I also have lots of chinese and Chi-Com infantry scattered around in garrison that could roll up to be used defensively if necessary (several of my border cities have, in addition to the garrison mentioned, a unit of one of these or the other). I have also pre-positioned a lot of Otsus on the Russian naval border in the Pacific with a large force stationed in my waters between my 2 northern islands to intercept anything that comes out - with a lot also prepositioned in Istanbul. So, given the use of my main air and naval combat forces in north america and Britain, I think this is the best I can do for defensive purposes at the moment. I haven't planted a spy with Russia yet - don't want to trigger a war until I'm ready - but I did note that about 25 divisions of German panzers (about half each of IIIes and IIIgs), sitting on the spanish border, moved away last turn. Not sure where they're heading - maybe toward russia but I see that London's pop is down to 6 (it used to be well over 12) so I assume the Germans are pounding it and maybe they are planning an invasion - the brits are down to 3 DDs and 1 transport and german u-boats simply infest the waters around england - i had to create a line of garrisoned Otsus just to keep a path open to Plymouth(I didn't mention but I intercepted and sank 4 more KGVs a few turns back - and my advisor told me they had another, but I heard the sound of it sinking at plymouth from german bombing raids 2 turns before I got there - I had an Otsu on station).

The Croatian infantry wonder built a Croatian infantry division for me. Cool animation for him - with his german-style steel helmet and, it looks like, a mauser-type rifle (it amazes me how much detail can be perceived of these units when they are so small visually - like the flaps at the back of the Japanese Infantry helmet flapping when he moves - very cool and well done).

I have 68% pop and 52% terrain.

Kelly Whiting
 
I think you are right, I will eventually get to all three theatres, it's just a matter of prioritising right now. Austrailia feels "soft" to me now; but I would like to cut the suspected connection to the UK's Middle eastern cities. I've seen Matildas in India, and I don't think they can build them there ordinarily. UK has almost 200 Matildas now:p , and scads of other stuff too. It's going to be one heck of a slog.

But I see you haven't dealt with Russia yet! That does explain your success a bit, I was under the impression you had already tamed the bear. Since you can get treaties with them though, I don't think you will be in much trouble. Their first push after war is declared will be your only dangerous time--Japan has no defenders worthy of mention, and the T-34s will come at you in huge piles. If they can reach your cities, they CAN take them pretty easily. So keep them away.;)

Definitely next time try it on Sid; it's not THAT much harder, you just have to deal with a whole lot more units. LOTS more. UK has 30+ KGVs right now...:blush:
 
Sasebo: Funny you mention the Russians. They just declared war on me (week 39, 1942). I worked throughout the game to keep them on the sidelines so I could concentrate on the US and Britain and it worked. I think their declaration of war is too late to change the outcome (18 months ago and it would have been a very different story). The US is out, and I've successfully landed at Plymouth (there were 16 squadrons of Spitfires there when I attacked the second time - the Germans had pounded it in the interim and probably knocked some squadrons out as well). I tried to use my Brit spy to expose theirs and lost him. I've been unable to re-establish a spy with Britain or to establish one with Russia once they declared war on me (I tried multiple times - any advice?).

I haven't finished the turn yet, just a few opening moves - but I worked it carefully, forcing the Russians to declare war or withdraw on my turn so I get the first shots in and, hopefully, can control the development of the war (still do not have nearly enough air power available). I used my Otsus to attack Russian subs in the Pacific (thanks again Sasebo for the Blitz tip - it has helped tremendously) and will roll my subs out of Istanbul for the same purpose. I took the city closest to Manchuria (its name escapes me) so far - and expect that I will be able to take 4 more cities this turn (that's how many are within range of one-turn attacks of my reserve army). I'm also positioning to attack Vladivostok (I made the mistake of not placing a road on a mountain there and my attack over here will be a 3-turn affair). So far, I've destroyed 11 Infantry divisions, 2 flak, 9 motorized rifle divisions (of 2 different types) and 1 cavalry regiment - I lost 1 Infantry division - irritatingly, the one I had named the 2d (I hate losing units numbered in the single digits). But since I haven't launched my attacks on Armenia or into central asia yet, I'm not sure what's there. The big stack of baddies at Vladivostok is out of reach this turn and without bomber power I can't redline it so I expect some losses there this turn (a bunch of bombers have staged in this turn and will be available next - more on the way - much, much more - I diverted all of my vals and judys from spain and they will be available in a couple of turns on the Turkey front - long distances to stage - but I moved in a lot of Peggys from Spain and north america this turn and several new squadrons of them were built this turn as well - I sent the Kates and Bettys on to England). The main advantage so far has been overwhelming artillery power (I have 60+ brigades of heavy arty and 40+ of mobile in reserve - not counting the 2 heavy arty in each border city that can be used if necessary) and it has allowed me to redline units even without air power at this stage. For CAP, I had just managed to get my first wave of new Ki-84s into the air this turn so I have multiple squadrons up all over the front of Nates and Ki-84s - many more squadrons will be in the air next turn and about 20+ squadrons of zeros are on their way from north america as well.

Kelly Whiting
 
I'm amazed that the Soviets could be kept out of it for so long--that was a major strategic coup. Definitely keep us posted, I want to see what the Reds can throw at you at that late stage of the game. Their air power should not cause you much trouble, and their navy is a joke---it'll be the tanks that give you trouble, if anything will.

Only advice I can give you re: the spying is don't try it every single turn, there is an alertness penalty if you try them too often. At this point, wait at least 3-4 turns before trying again I would say. Also, don't bother getting rid of their spies, they never do anything nasty, and who cares if they know how many units you have? They'll find out soon enough on the battlefield.;)

I usually just get a spy in, and use the data in the military advisor to my advantage. It can help you decide when to call a halt if your allies' armies are sinking too fast, as an example. Watch the German tank totals, that is critical. It also can help you tell when someone has made a tech breakthrough, as you see the new units show up. That, and using liberal amounts of individual city spying works well for me. Lets you see what units are defending your immediate target, see how much gold they have, and what percentage they are spending on research for example. Costs a bit of gold, but you should have no problems with that.
 
Played another turn; actually I take about 2 hours to get a turn done with Japan, they are so spread out. :( A brief overview of where I am at:
Week 45, 1940 - Comm. china, China & Dutch destroyed. Have taken Anadyr-Kichiga-Petropavlovsk from USSR. Also, all cities from Vanino NW to Khobya, and then SW to Ulan Bator. currently advancing on Irkutsk, Ayan, Komsomolsk, and Okhotsk(seaborne). Oh, and also Kondo, but have never advanced from there, it is kind of on the fringes of the Empire. Good progress in USSR, and the cities to the north and east will not be able to produce T34s, so they will fall eventually.

Immediately after finishing China at Lhasa and Khotan have plunged into India towards Katmandu, following the UK roads over the Himalayas. I barely got to Khotan in time, the UK had a small swarm of Matildas in the area, but I snatched it away from them and slammed the door. Had a stroke of luck at Khotan where the Factory, Hydro plant, and Manufacturing plant all survived,so it is highly productive immediately. I need a good city out there something fierce, most of them are pretty sad. As soon as I went into India the UK immediately became active and started throwing forces into Vietnam, and over the Himalayas. Tanks have appeared near Darwin as well. My CV groups are busy at Ceylon and Hawaii atm, so I am a bit stretched.

Feeling strong in Russia, much less so in India, but we'll see. If the allied navies would bother to show up, I might actually be in some trouble, but lately they can hardly be seen. If I can squeeze USSR hard enough, Germany might actually get going a bit. They have taken Sochi, and the ITALIANS! took Brest-Litovsk last turn, so they are still fighting. I just wish someone would take Brest, it is very annoying seeing France sitting there with one little city. Only 5 infantry in there, so I have no idea why they are letting them dangle like that.:confused:
 
One thing I forgot to post a long time ago: Special units for civilizations like the ANZAC units should only be available to that civ. So Germany or Japan should not be able to build ANZAC infantry. At least infantry should be dealt this way (as tanks were able to be captured you can allow the building to all).

Adler
 
Back
Top Bottom