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ZWK version 2.2 Beta Patch Test

Discussion in 'Civ2 - Scenario Creation' started by kobayashi, Dec 29, 2001.

  1. kobayashi

    kobayashi Deity

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    Thanks for your playtesting. It sort of validates one of the themes of ZWK. There is a dilema for the Axis in the sense that they are powerful enough to kill one of their two opponents before the AI build up enough muscle but the surviving AI will be a power to contend with. On the other hand splitting the forces into two fronts is not viable in the long term. In terms of keeping true to history, I want to stress that it was entirely possible for the Germans to have reached Moscow or London if they used the right tactics (i.e. without Hitler) as you have done.

    On the research side, another theme is that the Allies research the fastest while the Soviets the slowest. The counter-balancing factor for the Allies is that they have the disadvantage of corruption and very little offensive ground capability at the start. The counter-balancing factor for the Soviets is that they have free support for units and double population growth. One other effect of this scheme is that the Germans will become weaker and weaker on a relative basis if they do not win early.

    A third theme of the ZWK is that every game will play out differently. I refer to your bold gambit to rush Moscow. How this theme is implemented is that several research items have the same desirability for the AI so they will play differently each time. So in your first game, the Soviets probably did not research the advance to produce the trigger unit which when destoyed gives them T-34. This does not mean that the next time you try the same trick(assuming you start from scratch and not reload a saved game at turn 20), you might not be as sucessful.

    (Yes, I actually work out a master plan on pen and paper and weave them into the fabric of the scenario.) Although this is not a democracy, I respect the views of the play-testers and will change the recommended difficulty level for Axis (and Soviets) to Field Marshall.
     
  2. kobayashi

    kobayashi Deity

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    1. Give City Fortifications, AA Network and Repair Depot to Moscow.

    p.s. Tracid, did the Soviets have city fortifications when you got there in your first game?

    2. Give more infantry and tanks to the French dispersed outside the cities like plumbean suggested. I'll have to check how the AIs react first.

    3. Change the turn interval to 3 weeks instead of 2 - this is only cosmetic and will have no impact on the game but may kkeep with the timeline better.
     
  3. Tracid00

    Tracid00 Strategy planer

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    If I remember correctly, they didn´t.
     
  4. kobayashi

    kobayashi Deity

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    Any further mid game updates?

    How about your plumbean?

    The other time I concentratet on the west more, bombing and taking London and the southern half of the british isles, but as you said there were surprises to come, and the soviets crushed my now bomber-stricked wehrmacht. I barely held my german territory after 20 turns, while the minor axis had been overrun completely.

    And Tracid - did you mean you were defeated or that you stopped playing after the 20 turns? - and this was at general level still right? Also, might I ask if the Allies were regrouping or reduced to being a minor irritance?
     
  5. Tracid00

    Tracid00 Strategy planer

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    The Allies were no more than a little pain, because at that time I had sunk all ships with bombers and had about 10 u-boats patrolling the US coast. I also directed my effort towards air and naval tech, and not on panzers.

    It was on general level.
    I stopped playing, but I have no doubt that the Reich would not have lived for long against the soviet panzers...

    Sincerly, Tracid
     
  6. Alcibiaties of Athenae

    Alcibiaties of Athenae Imperator

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    Well, I'm at week 270 as the allies, the tech tree is almost done, everybody is fighting, the Germans have built all there advanced types accept Jets, I traded with the soviets to produce their armor, and they are producing allied airpower.

    A question, Kob, what nullifies Mustangs?
    I would like to keep making them and lightnings, but the option is gone!
    I can't build them anymore, and so lost my long range escorts.

    North Africa fell easily, Russia took Turkey, Germany and France are stuck between Reims and Paris, the low countries are gone, as is Dunkirk, I grabed about half of Spain.

    The AI doesn't use subs, the torpedoes just seem to "drift" to the british isles.

    Even with the navel improvements, it takes forever to transport units to Europe from america.

    Why are there no way to produce airfields?
    Only B-29s survive attacks against cities with AA network and AA guns, or fighters.

    At the higher levels, Armor isn't that effective, even against units out in the open.

    ,3 movement didn't effect the game much at all, BTW.
     
  7. kobayashi

    kobayashi Deity

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  8. kobayashi

    kobayashi Deity

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    Well I am almost done. One last thing I am going to try is to swap the position of P-51 and B-17 to delay the Knight-Elephant conflict.

    Another option is to forget about the escourt carrier and use it for the B-17, thus leaving the knight slot blank.
     
  9. Plumbean

    Plumbean Warlord

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    Kobayashi I am heading East and going to use my bomber for the east I have not had much time to play but sat I am free and I will let you know how I am doing:)
     
  10. Alcibiaties of Athenae

    Alcibiaties of Athenae Imperator

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    I like the liberty ship idea, the escort carrier is useless.
    I would never build one, since the house rule about bombers and carries, carriers have only marginal value, and the Allies have plenty at start. Also, carriers should be faster then battleships, not vice versa. Making them the same as BBs would be a good compromise.

    You sure about AA guns and AA networks?
    It gives the doubled message, I noticed.

    I meant some airfields in cities, for veteran air units, maybe ONE for each power, say NY for allies, Berlin for Germany, Rome and Paris for minors, Madrid and Belgrade for neutrals and independants, just so SOME veteran aircraft can be built

    Strategic transfer shouldn't be an issue, with so many interceptors floating about, it would be suicide.

    I noticed torpedoes "drifting" on land squares also, how this happens, I can't say.

    Leaving the mustang is a good idea, but it's range should be the same or a little less then the Lightning. 7 there and back is a little short, this plane could reach Berlin from England!

    I love the new graphics, really improve the scenario.
     
  11. kobayashi

    kobayashi Deity

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  12. kobayashi

    kobayashi Deity

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    Yes I just double checked this. The 'AA network doubles defense' message only pops up when there is no figther, AA battery or capital ship in the city.
     
  13. kobayashi

    kobayashi Deity

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    Any further comments?

    If not I'll be putting together the final version of the Patch zip for release.
     

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