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Recent Posts
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Thanks Dog. I understand. and thanks for your reply.
Regarding the forts, would it be possible for game start forts not to require upkeep but only new build forts require upkeep instead-So like a different kind of starting fort?
What I like most about this game are the local battles that occur due to the giant map.
Did the game ever have forested areas in Belarus region with partisans popping up?I play iron war and oil and snow maps too.
The iron resource make the game and fight for it give the game that extra strategic edge, and the oil too. because it powers most units..
Also the partisans popping up occasionally are a bit of a hindrance when sometimes your units are stuck fighting them whilst they could be moving somewhere else where they are more needed.Thanks
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@captain0
Thanks for engaging.The upkeep works well and it is a shame to have a 2 fort limit but I guess that is because of AI.
This could be increased but it might feel too much like WW1.
When new players come accross Bunkers, they struggled to take them, so I never thought to increase them in number. With the current stacking of other units and of 2 bunkers, it feels about right to give the Atlantic wall feel/vibe and Russian attempt at defence in depth and 1 Bunker in the Pacific gives the dug in Jap feel..
static fort upkeep be halved?
Upkeep is in whole numbers only, 0 to say 9, so no .5 allowed.
To get the equivilent of .5 you would have to double all PU purchase costs including upkeep to 2, except Bunkers they would be 1. This might mess with the current balance and it might put off human players that are so used to A&A PU costs. The Bunker upkeep cost of 1 also deters the human player from spamming them..
I set Russia and Japan as allied for a historic game and change that when war in Europe finishes,
Yes the current NAP is weak, why would Russia declare war on Japan when it is losing to Germany. A reworking is on my TODO list

.
I believe historically the Finns were averse to advancing further than the Vyborg territory that they gave up in the Winter war..
The Finnish commander Mannerheim had Soviet roots and Finnish people were not hugely anti Russian in general.We wanted to keep the minor powers to a minimum, although realistic they slow the turn speed down, so a compromise, no Finns, just more Germans.
I hope others chime in with thoughts to your questions.
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Thanks Dog.
The terrain inclusions are great.
The AI put 30 infantry into pripyet marshes and with the terrain bonuses they will be 'hard as hell' to knock out.I feel like some territories should be a little more fortified and/ or difficult to take i.e. cities could favour defenders more when they are outnumbered.
The upkeep works well and it is a shame to have a 2 fort limit but I guess that is because of AI.
You can edit them on I know,
I don't know if other people would like it but perhaps the fort allowance per territory could be increased and the static fort upkeep be halved?Another thing that would be great is that transport planes could airlift HQ units to evacuate them from say, Africa when the Italian navy is knocked out.
I set Russia and Japan as allied for a historic game and change that when war in Europe finishes,
On my first game AI Germany took Lenningrad on first turn.
I was a bit surprised at the effectiveness of the AI at that point.I believe historically the Finns were averse to advancing further than the Vyborg territory that they gave up in the Winter war..
The Finnish commander Mannerheim had Soviet roots and Finnish people were not hugely anti Russian in general.Lastly whilst playing the AI some countries are close to maximum upkeep on round one.
So a solution is to edit and remove the forts you don't need and convert the value into units.
All my opinion of course but what do other people think?
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Didn't want to hijack Ramon's thread what is the downside, if any, from having this enabled ? Turns out it wasn't on.
"Transport Casualties Restricted"
It can throw errors if units that do transport, have "transportCapacity" greater then 0, have attack or defense values greater then 0. These units will need "isCombatTransport" set.
Cheers...