Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

1.03 Public Beta is now Available

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's World at War: A World Divided >> 1.03 Public Beta is now Available Page: [1]
Login
Message << Older Topic   Newer Topic >>
1.03 Public Beta is now Available - 7/30/2008 3:48:17 PM   
Greg Wilcox

 

Posts: 361
Joined: 4/14/2006
Status: offline
Hi everyone,

The v1.03 Update is now available as a Public Beta via our Members Club. While we do final testing we figured we'd offer you a change to get it early as well. This is still a beta, but it's stable and solid as far as we can tell. Barring any major issues being found, this one will become the official update.

You can download this as a Registered Download as long as you have registered your World At War World Divided serial number in our Members Club (click on the MEMBERS link in the top nav bar).

-Greg

quote:

IMPORTANT INSTALLATION AND SAVE FILE NOTE: the game engine sometimes has trouble with older incompatible save files, which may cause crashes in the file load/save screens. If you experience crashes in the file load/save screens, be sure to delete all old save files from the dat/save folder. (This patch should be save compatible with v1.020, but older saves may cause problems).

In order to reduce the possibility of old saves being present in the dat/save folder, the patch installer will create a new folder dat/save_pre_patch1.030 and move pre-existing saves to this location.

2.1. Scenarios
Global Glory (ver4.00): This scenario has been changed. Most notably it includes undeveloped resource centers (to model regions with potential for resource extraction but no built up extraction infrastructure, like Iraq), a new set of Balkans political events, and revamped surrender events for Russia and WA.

For more information on this scenario, see the accompanying scenario description.

2.2. Rule Clarifications
Russian militia mobilization: correction to the manual section 1.8: on the first turn that a Russian Nationality region is attacked by Germany (not Japan) the Soviets receive (at the end of their next Production Phase) two militia units per population point in each Russian Nationality region they control. (The manual erroneously states that this applies to any Russian controlled region.)

French surrender: the version 1.020 release notes erroneously stated that French surrender can occur if Eastern France is German controlled, but should have mentioned Southern France instead of Eastern France. If Southern France is German controlled and either Western or Eastern France is German controlled then surrender will occur, but Vichy will not be established: non-European French regions that typically become Vichy would remain WA controlled.

2.3. Rule Changes
Note: rule changes apply to all preexisting scenarios. The new scenario Global Glory includes all of the following rule changes, and other additional rules. See the Global Glory description separately.

Air island op-fire against naval: air units on an island will no longer op-fire at non-sub naval units leaving the surrounding sea-zone if the naval units that start their turn in that sea zone.

Air CAP op-fire against naval: air units on CAP adjacent to their air-base over enemy non-sub naval units in a sea zone will now op-fire against those naval units as they leave the sea zone, even if the naval units started their turn in that sea-zone. This works in conjunction with the island op-fire change to ensure that proactive patrols (CAP) are always more effective than passive (island base).

Air CAP at sea: air units that have already experienced combat in a turn may now be posted on CAP over a sea zone, even if that sea zone has enemy naval units.

Combined arms: Heavy bombers no longer contribute towards Combined Arms, offensively or defensively.

French surrender via Southern France: Southern France is now added to the list (along with Western France and Northern France) of regions which will cause French surrender. As noted in v1.020, if France surrenders while Southern France is German controlled then the European French regions will surrender, but Vichy will not be established (non-European French regions will remain WA controlled).

Random technology events: all technology events that used to provide a bump of 1+d4 research points will now provide a bump of 2+d4 research points.

Russian militia mobilization: Russian militia will no longer be mobilized if Russia is already hostile to the Germans when a Russian national region is first attacked. I.e. if the Russians DOW and initiate hostilities first (by actively attacking) then the Russians will not receive militia mobilization.

CAG versus naval targeting: CAGs will first uniquely target all combat naval units (non-transport) according to the probability weightings {40,4,2,1} for {CV, HF, LF, SF}. After all such combat units are targeted, CAGs will uniquely double up on combat naval units or single-up on transport fleets according to the probability weightings {40,4,2,1,1} for {CV,HF,LF,SF,TF}. After all combat ships are double covered and all transports are single covered, CAG targeting is random.

Non-CAG air versus naval targeting: Non-CAG air units will uniquely target units (after CAG targeting is determined). After all units are singly targeted, non-CAG air unit targeting is random.

Italian neutrality and surrender: if Italy is attacked while neutral, the Italian surrender (elimination of Italian units) will no longer be allowed to occur.

Ship evacuation from port: when the active player is exploring attacking an enemy port region, the naval units in the port will no longer evacuate the port when the quantity attacking units becomes large enough that loss of the port is likely (ships will still evacuate if and when the active player captures the region).

2.4. Features
Note: Mod-ability features are listed separately.

Air return to base: the hotkey “a” will now retreat air units to base. This is useful if air cannot undo its move because of FOW revelation, but cannot initiate combat to return to base. Using this feature air returns to base as though combat were performed (without recovering movement points).

Damaged tracing: Slightly enhanced to discourage tracing to frozen factories.

Victory saves: made some tweaks to the victory processing and ability to save the file. You should now be able to save the victory and forward it to your opponent, who can open it in View Mode (typically, the save would be at the end of the WA turn; since it is still the WA turn, the Axis player must open in View Mode).

FOW for VCR playback: added FOW for VCR playback. If FOW is enabled, then a player will no longer see opposing units move in playback if the player cannot see either the starting or the ending region of the unit’s move.

2.5. Bug fixes
Victory evaluation season: the victory level evaluation (decisive/substantial/marginal) will now be computed correctly based on the season at the end of the Allied turn, instead of the season at the start of the next Axis turn. This works in conjunction with victory saves feature upgrade.

Political event display season: the political events screen will now add one season in order to determine whether an event may possibly occur at the beginning of the next season (when events will next be evaluated).

Naval units retreating over enemy ships: attacking naval units will now retreat as far as necessary (along their forward traveled path) to find a non-enemy occupied sea zone. Previously, naval units would retreat one sea zone and could end up in an enemy occupied sea zone (e.g. a transport), requiring combat but unable to initiate since they previously fought.

VCR playback speed: the playback speed will now always be the non-player, instead of the player.

Unused factory warning: fixed a bug that made this warning unreliable.

WA versus Soviet continuation: fixed a bug in setup of victory conditions of WA versus Soviet continuation (this did not apply to the ’46 scenario, only continuation after a regular game). Other than the incorrect display of the victory conditions, it is not clear exactly what impact the bug had.

2.6. Modability
Note: for more details and how to use mod-ability features, peruse the data files. An attempt was made to thoroughly comment each feature.

Undeveloped resources: added a feature for undeveloped resources. These are resource centers that require investment of supply to develop and make productive. The supplies and time it takes to develop these resources are greater than the usual 1 turn & 10 supplies for double damaged resource centers. This feature is applied in Global Glory.

Fort in Northern France: it is now possible to prevent the fortification of N France from disappearing when France surrenders. Set the FORT parameter for the region to any number larger than 1.

Political events: new features have been added. One would have to peruse the detailed comments in the scenario files to figure them out.




< Message edited by WanderingHead -- 9/30/2008 6:23:44 AM >


_____________________________

Greg Wilcox
Production Assistant
Post #: 1
RE: 1.03 Public Beta is now Available - 7/30/2008 4:36:51 PM   
WanderingHead

 

Posts: 2134
Joined: 9/22/2004
From: GMT-8
Status: offline
Guys - I made every effort to make this save compatible with v1.020. You should be able to upgrade and continue existing games. Of course, all participants should upgrade at the same time, and a game saved with v1.030 shouldn't be run on v1.020.

If the upgrade is made mid game, then all "moddable" rules will remain unchanged. All "non-moddable" rules which are applied in the engine will change. In general, setup and political events will not change, other rules will change.

Note that the installation will move (not delete) your existing save files. This is to make the usual "crash with old files" problem less likely. It shouldn't matter with v1.020 files (obviously since they are save compatible), but it will help with new purchases of the game (which comes with that annoying old save file) when they are patched.

(in reply to Greg Wilcox)
Post #: 2
RE: 1.03 Public Beta is now Available - 7/30/2008 4:51:05 PM   
WanderingHead

 

Posts: 2134
Joined: 9/22/2004
From: GMT-8
Status: offline
One other FYI - the Global Glory description was moved into the manuals directory. That is where you will find it.

(in reply to WanderingHead)
Post #: 3
RE: 1.03 Public Beta is now Available - 7/30/2008 6:50:26 PM   
beevor_fan

 

Posts: 21
Joined: 4/15/2008
Status: offline
Neato! :P Great to see you updating this wonderful game!

(in reply to WanderingHead)
Post #: 4
RE: 1.03 Public Beta is now Available - 7/30/2008 9:38:13 PM   
rjh1971


Posts: 4919
Joined: 12/13/2005
From: Madrid, Spain
Status: offline
Well done Brian , you finally made it public

(in reply to beevor_fan)
Post #: 5
RE: 1.03 Public Beta is now Available - 7/30/2008 11:01:36 PM   
panzers

 

Posts: 635
Joined: 5/19/2006
From: Detroit Mi, USA
Status: offline
Now with that being said, Why does my game crash every single time I play?
Forget Global Glory. That one I get one turn and done. How is it that is works for everyone else?
I have many games from Matrix and they run fine, so what's the problem with this one? I had the same problems with the original GGWAW.
I would give anything if Global Glory was playable, but it is not. I have brought up this problem on other forums and no one seems to respomd to it, so I hope I get one here. Is it possible my game is completely bugged?

(in reply to rjh1971)
Post #: 6
RE: 1.03 Public Beta is now Available - 7/31/2008 2:45:12 AM   
Lucky1

 

Posts: 383
Joined: 10/30/2006
Status: offline
Most excellent. I briefly succumbed and played a game to test the patch. All worked well, albeit nothing out of the ordinary occurred.... this time! (I can't wait for Russian occupation of Rumania....)

(in reply to panzers)
Post #: 7
RE: 1.03 Public Beta is now Available - 7/31/2008 3:25:13 AM   
WanderingHead

 

Posts: 2134
Joined: 9/22/2004
From: GMT-8
Status: offline
quote:

ORIGINAL: panzers
Now with that being said, Why does my game crash every single time I play?
...
I have brought up this problem on other forums and no one seems to respomd to it


Please post your issues under support (here) instead of on this thread.


That is the correct place, and I would never see it on other forums. I won't respond here. Be specific.

(in reply to panzers)
Post #: 8
RE: 1.03 Public Beta is now Available - 7/31/2008 1:04:58 PM   
GKar


Posts: 617
Joined: 5/18/2005
Status: offline

quote:

ORIGINAL: rjh1971

Well done Brian , you finally made it public

What he said!

(in reply to rjh1971)
Post #: 9
RE: 1.03 Public Beta is now Available - 8/11/2008 10:27:48 AM   
GShock


Posts: 1245
Joined: 12/9/2007
From: San Francisco, CA - USA
Status: offline
Erik, you should check the private download links and remove the first and oldest beta, whose file is unavailable on ftp. At the same time, the stable betas, should then be renamed with final filenames and without beta sig. A file released as beta in nov 2007 should now be FINAL in august 2008 :)

(in reply to GKar)
Post #: 10
RE: 1.03 Public Beta is now Available - 8/17/2008 7:03:18 AM   
Lucky1

 

Posts: 383
Joined: 10/30/2006
Status: offline
I played a game the other day and noticed that I could sometimes get two attacks with CAG when I patrolled them over the area they just attacked. It didn't work every time, but worked at least twice.....


(in reply to GShock)
Post #: 11
RE: 1.03 Public Beta is now Available - 8/18/2008 1:30:11 AM   
Lucky1

 

Posts: 383
Joined: 10/30/2006
Status: offline
Played a game today as WA only. Global Glory scenario. There seem to be issues with Japanese surrender. Although I had occupied all the home islands, I could only get Japan out of the game when her VPs were zero (factory production was also zero).

(in reply to Lucky1)
Post #: 12
RE: 1.03 Public Beta is now Available - 8/18/2008 2:32:13 PM   
Petiloup

 

Posts: 505
Joined: 6/4/2006
Status: offline

quote:

ORIGINAL: Greg Wilcox

Combined arms: Heavy bombers no longer contribute towards Combined Arms, offensively or defensively.



Most of the changes seem fine but not sure about this one.

Germany so called HVY Bombers are just Medium Bombers in respect of the Allies HVY Bombers. Most of them were twin-engines not quad-engines and with a limited payload but some like the Ju-88 were fitted with dive bombing capacities. They were intensively used against the front lines as well compared to the HVY bombers from the Allies used mainly against fixed targets like cities or as carpet bombings against troops from time to time (like before the famous Operation Cobra leaded by Patton to open the Normandy front).

One example to read on http://en.wikipedia.org/wiki/Junkers_Ju_88 especially the part on the Eastern Front showing clearly it was used intensively as ground support.

In my opinion I would lift this restriction for Germany.

(in reply to Greg Wilcox)
Post #: 13
RE: 1.03 Public Beta is now Available - 8/23/2008 6:09:29 PM   
GShock


Posts: 1245
Joined: 12/9/2007
From: San Francisco, CA - USA
Status: offline
I have several issues regarding movement (both of units and of supply) in the pacific. Using latest beta and global glory scenario i can see if i want to move a transport somewhere from Japan, it takes an impossible route to get there even though the sea zones are mine (occupied by my units). This is a very serious problem for Japan and its chances of aggression in the pacific and i suspect the main reason why most of the units show Illegal move. Example. The area W of Wake to move W towards hawaii, only 2 ships can move. Yet there are 60 supplies and a chain of transports, including the area between Hawaii and the starting point. This is the beginning of the turn ...after moving those 2 ships, i find the transport around Philippines has 0 movement points (moved supplies for the ships in area W of wake) but that either means the transports can move too few supplies (hence the alternate route through philippines) or that they do some impossible movement to reach my ships that i wanna move to hawaii.

Messy...this definitely need 50 checks. On the impossible routes i am certain. I will now try with increasing the transport levels and see if that can easen the problem.

(in reply to Petiloup)
Post #: 14
RE: 1.03 Public Beta is now Available - 8/24/2008 5:38:22 AM   
WanderingHead

 

Posts: 2134
Joined: 9/22/2004
From: GMT-8
Status: offline
So as to not lose focus on this thread Let's put more detailed comments on the beta patch here:
http://www.matrixgames.com/forums/tm.asp?m=1897271&mpage=1&key=�

That whole forum area (Limited Public Beta Feedback) can be used for comments.

I've noted three observed issues on this thread so far:

1) CAGS were able to attack twice (Lucky1, post #11)
2) issue with Japanese surrender (Lucky1, post #12)
3) issues with transport movement (GShock, post #14)

In order to inverstigate and determine if these are real issues and how to fix them, it would be much appreciated if saves that can reliably and simply reproduce the issue were provided. I won't have a chance to recreate these myself, but if I have good saves then I can take a look.

Again, please move the follow up discussion to somewhere in the Limited Public Beta Feedback area.

Thanks for your help in identifying and fixing problems.


(in reply to GShock)
Post #: 15
RE: 1.03 Public Beta is now Available - 8/24/2008 8:58:52 AM   
GShock


Posts: 1245
Joined: 12/9/2007
From: San Francisco, CA - USA
Status: offline
It's ok and sorry for the OT.

Engaging fraps :)

(in reply to WanderingHead)
Post #: 16
RE: 1.03 Public Beta is now Available - 9/29/2008 7:26:19 AM   
schury

 

Posts: 279
Joined: 4/3/2005
Status: offline
Russian militia mobilization: Russian militia will no longer be mobilized if Russia is already hostile to the Germans when a Russian national region is first attacked. I.e. if the Russians DOW and initiate hostilities first (by actively attacking) then the Russians will not receive militia mobilization.

is this rule working?

_____________________________

contact me if you wanna a new game:)

(in reply to GShock)
Post #: 17
RE: 1.03 Public Beta is now Available - 9/30/2008 6:40:20 AM   
WanderingHead

 

Posts: 2134
Joined: 9/22/2004
From: GMT-8
Status: offline
quote:

ORIGINAL: schury
Russian militia mobilization: Russian militia will no longer be mobilized if Russia is already hostile to the Germans when a Russian national region is first attacked. I.e. if the Russians DOW and initiate hostilities first (by actively attacking) then the Russians will not receive militia mobilization.

is this rule working?


This was posted in two threads, and resolved in the other thread. See here:
http://www.matrixgames.com/forums/tm.asp?m=1923516

(in reply to schury)
Post #: 18
RE: 1.03 Public Beta is now Available - 11/13/2008 6:02:30 PM   
joe_canadian

 

Posts: 22
Joined: 10/7/2006
Status: offline
I recently reinatalled the game on a new computer and have been unable to find the 1.030 beta patch i like many of the things it brings to the game so i would rather not wait until the official release.  I looked in the members section and the most recent patch i could find was the official 1.020

_____________________________

History is written by the winners

(in reply to WanderingHead)
Post #: 19
RE: 1.03 Public Beta is now Available - 11/25/2008 2:10:56 AM   
WanderingHead

 

Posts: 2134
Joined: 9/22/2004
From: GMT-8
Status: offline
quote:

ORIGINAL: joe_canadian
I recently reinatalled the game on a new computer and have been unable to find the 1.030 beta patch i like many of the things it brings to the game so i would rather not wait until the official release.  I looked in the members section and the most recent patch i could find was the official 1.020


I suggest shooting Matrix an email. It doesn't look like they check this forum very often anymore (even I haven't been ...)

(in reply to joe_canadian)
Post #: 20
RE: 1.03 Public Beta is now Available - 11/25/2008 2:14:20 AM   
joe_canadian

 

Posts: 22
Joined: 10/7/2006
Status: offline
It was there i just couldnt find it

_____________________________

History is written by the winners

(in reply to WanderingHead)
Post #: 21
RE: 1.03 Public Beta is now Available - 11/26/2008 5:10:32 PM   
greenlandj6

 

Posts: 40
Joined: 4/24/2008
Status: offline


I'm am putting this thread out there to ruin the game so that maybe I can get a fun game back.

There are too many problems with game balance that make it almost impossible to have a different game. All the games I play now become the same game time after time.

This is what happens:

First, the Battle for Britain is no longer fun for either side, Axis or Allies. The reason is because of the aircraft -1 rule. When aircraft are at maximum range they get a -1 penalty. Because aircraft are worthless for bombing British fleets all you have to do as the Allies is place a bunch of Heavy fleets in the Irish Sea. So what’s the result of this -1, no Battle for Britain. Maybe it's more realistic. Ok fine, but now the game is boring for both sides. As the Allies, I used to have to decide on putting a couple of Allied fighters out into the Irish Sea to protect ships, which in turn, meant I wasn't protecting England. The point is, I had decisions to make. No longer, just put heavy fleets into the Irish Sea. As the Axis player the result is also the same. No Battle for Britain. It's not even an option anymore.

Second, because there is no option for a Battle for Britain there is no longer an option to take the Middle East. Nope, none of that anymore. Here are the multiple problems with trying for the Middle East as the Axis. Since the Allied player doesn't have to worry about protecting British fleets from worthless German Bombers in the Irish Sea they can focus on protecting the Middle East and build artillery and maybe an Infantry. Since Italy no longer starts with 4 transports but with two, and a bunch of worthless militia, the Allied player has no worries and no options anymore. Don't need to protect Gibraltar for a while. Yup, that's right, because Italy has only two transports. So now for the sake of realism the game isn't fun as Axis or Allies. No decisions anymore since the Axis can't do anything with two transports.

I know it is possible to fight for the Middle East but it is a major undertaking now and you will lose as the Axis if you go for it. Why? Because Russia will be building and building and building even more artillery.

Third, and one word only, ARTILLERY. The biggest problem of all is artillery. Here's how you win as the Allies and Soviets every time. Just build artillery. Yup, sounds crazy right, you need armor, infantry, and bombers to get the combined arms bonus. Yes, that's right, combined arms used to matter. Oh buy the way in Global Glory 4.00 Heavy bombers no longer help with combined arms. Hey more realistic but now it's another BS rule I need to remember and it takes away more options. Gee, great idea. That sarcasm by the way.

So the Soviet Union builds 40 or 50 artillery and that's the game. The result is this. As the German player you have to build artillery too. That's the game now. They should just call it Gary Grigsby's artillery battle. It's boring. I find this artillery game BORING!

As the Germans, I can't build heavy bombers or tac bombers like I used too for the battle of Britain, or as option to take the Middle East, or even India. Yes I've done that! Taken India with the Germans. It used to be an option. No longer. In fact, it was possible to invest in an interesting and fun mix of units and take over India with Germany. It's a blast. It's fun. It's interesting for both sides. None of that anymore. Nope. Sorry. Sarcasm.

As Germany, I have no options anymore, because the only option is to build a bunch of artillery to counter Soviet artillery. That's the game. Try it, if you’re playing the Allies and Soviets. Just build artillery. Here's the deal. Artillery trump even combined arms. Why bother building anything other than artillery. With overwhelming artillery the combined arms bonus is worthless or doesn't even happen. Check out the combat report screen. No combined arms bonus. In the last game I played, the Germans had 8 armor and a bunch of Infantry, and artillery, and tactical bombers because heavy bombers can't be used for combined arms. Guess what, I did everything right and got no combined arms bonus. Instead, the combat report screen shows that the 20 artillery or so that the Soviets had blew the German army apart before they could even get within range.

So the Allied/Soviet player is now a genius because they know how to build artillery. No strategy, no decisions, no game. That's right, no fun. The reason why I used to like this game was because I had different possible strategies. That's gone, it's the same stupid game every time now.

Fourth, Japan is insignificant and can't do anything anymore. Here's what you do as the Allies. Since the Allies can put units on Malya, Java, and Sumatra before war is declared the Japanese can't take them anymore without major effort. Here's where that -1 comes in for bombers really hurts again. Here I was playing Japan and I'm about to start my attack on the Allies. Well the Allied player just puts a bunch of artillery on Malya, Java, and Sumatra. I can't threaten the Indian ocean anymore. I can't take them without wasting a huge number of supplies and resources and it's hard to bomb from French Indochina because of the -1 for max range. Opp fire makes it impossible to do amphibious assaults. So now the Japanese player has no options again. I couldn't do anything again.
So now your going to argue well Japan can attack China or even help the German's against the Soviets. Nope that just doesn't work. Going into China is always a losing strategy it never works and attacking the Soviets is no good because they have 50 artillery and will pick apart the Japanese army.

So what could Japan do? Well, build artillery of course, and help Germany attack the Soviets. That's about it. Yup that's the game. No war in the Pacific. Can't take India. Forget Australia. Remember this is Gary Grigsby's artillery battle after all.

I also hate the fact that Japan can't bomb Chinese factories without risking losing the resource gift from the USA. Why, because now the allies don't need to supply China anymore. That isn't even realistic. Think about it. China can just build it's own supplies willy-nilly and now the Germans have a harder time because the Allied player doesn't have to send any resources to China to repair factories. This also made it impossible to take out China without a major gaming losing effort. In the original game, it was a viable strategy to bomb Chinese factories and then take inland territories. The Chinese couldn't build units every turn because their factories where bombed out. Again this rule change took that aspect of the game away and favored the allies. Even if they removed this rule the -1 on the bombers would hurt again. I hate the -1 on maximum range for bombing it ruined so many aspects of the game. If bombers are less effective, then again, it is another reason to build even more artillery.

A competent Western Allied player should just focus on artillery too. Sure you need some fighters and infantry and AA guns, but build twenty or so artillery and you'll be just fine. No decisions to make. Just build artillery.

Fifth, the addition of signet/spys has in many ways ruined the game too. I used to think it was a neat innovation but it's ruined game balance. Here's why. The Allied player can now develop technology and steal from the Germans, and then indirectly help the Soviets with their technology and it costs the Soviets nothing for technology now. Think about it. Now the Soviets don't need to invest in tech anymore. Here's how you do it. I've noticed that you need to have at least one research point in the tech that your behind on. That means the research vial needs to have a little red in it or else you won't be stealing tech. So in the first turn the Soviets just allocate one factory point to research. Now the Soviets can steal research from the Allies. So now, only the Allies need to do research. The Soviets just build artillery again. They don't need to worry about research. Of course, for this to work the Allies never increase their security points and the Soviets increase the number of spies they have over the Western Allies security number. If you haven’t thought of this your probably thinking gee that sounds like cheating and it would ruin game balance. BINGO! Yes again it ruins the game because the Soviets don't have to make any choices anymore. Don't need to spend factory points on research. We'll leave that to the Western Allies. Again, the Soviets can just build artillery. Fun, Fun, Fun.

In addition, if you don't understand how signet works here it is in a nutshell. When there is a battle the signet number is checked against the security points number. If signet is bigger and wins, so to speak, the signet bonus is involved in the battle. The units in the battle for the signet winner get an extra die. That's right, one extra die! This can be huge but it doesn't really matter all that much anymore because artillery trumps it.

So there it is in a nutshell. The only thing that did make a lot of sense was making fighters more expensive, but that's about it. I think the political aspect of Global Glory is great and could create a fresh game every time, and I think that is the intent. I used to love this game. It was fun but it's been tweaked to death.

Here are my suggestions which may bring some balance and variety back to the game and make it fun again:

1. Take away the -1 for bombers at max range and let the Axis player bomb the hell out of British fleets again. It would help the Japanese too for bombing China back into the Stone Age.

2. Forget this idea that heavy bombers don't add to the combined arms bonus. What's the point? It makes them less valuable and again artillery more valuable. I mean think about it. Heavy bombers are expensive and they are fun to have. Yes, I said it, fun. They can bomb ships, factories, rail, and yes, even help in combined assaults. Well, before that is. This realism camp has ruined the GAME! STOP IT!

3. Let the Japanese bomb Chinese factories again and not worry about losing its resource gift. It forces the allies to help China, as it should be. For the realism Nazis out there isn't this more realistic anyway?

4. Remove the ability for the Soviets to willy-nilly get its tech from the Western Allies through the spy screen or eliminate tech stealing all together.

5. ARTILLERY. Something needs to be done about artillery. They are just too powerful and too cheap. Yes both too POWERFUL and too CHEAP. Just making them more expensive isn't the answer they are too powerful.

The reason for this post is to get my fun game back. Perhaps I'll just find someone who wants to play the good old total war scenario.



(in reply to Greg Wilcox)
Post #: 22
RE: 1.03 Public Beta is now Available - 11/26/2008 6:42:45 PM   
Tom Grosv

 

Posts: 84
Joined: 6/20/2005
Status: offline
quote:

ORIGINAL: greenlandj6

2. Forget this idea that heavy bombers don't add to the combined arms bonus. What's the point? It makes them less valuable and again artillery more valuable. I mean think about it. Heavy bombers are expensive and they are fun to have. Yes, I said it, fun. They can bomb ships, factories, rail, and yes, even help in combined assaults. Well, before that is. This realism camp has ruined the GAME! STOP IT!
.................
The reason for this post is to get my fun game back. Perhaps I'll just find someone who wants to play the good old total war scenario.



I'm on 1.02 and have never played GG. Am I right in thinking that most but not all your criticisms apply to GG? For instance, as far as I can tell from the start of the thread by Greg Wilcox, heavy bombers do not contribute to combined assaults in any game in 1.03, not just GG. So playing total war scenario in 1.03 won't help you, at least in this regard.

Do your criticisms of artillery apply to total war scenario in 1.02 or has something changed dramatically in GG 1.03? Sorry for my lack on knowledge of GG.

(in reply to greenlandj6)
Post #: 23
RE: 1.03 Public Beta is now Available - 11/26/2008 9:01:13 PM   
Lucky1

 

Posts: 383
Joined: 10/30/2006
Status: offline
Thanks to Mr. Freeze for his feedback. I agree with some of the five suggestions he makes and would provide some more feedback myself.

1) Re: the -1 penalty at long range. Initially, I found the penalty to be intriguing. But, in practice, it has had consequences such as those mentioned by Mr. Freeze. This does not mean that an air war is not possible. Rather, it means that it is delayed (must invest in tech to increase range). However, the impact on the early war is noticeable, certainly and the effectiveness of bombers is much reduced (at least until they develop their attack valuese etc).

2) Although others might disagree, I am NOT for bombers contributing to CAM. Otherwise tac bombers are useless (why invest in them, with their limited range). Too, this would make bombers the new (or old again) 'artillery' that Mr. Freeze has come to despise. That said, there is plenty of 'fun' that can be had by heavy bombers if they are left out of the CAM equation (for example attacking tac bombers and other units on the ground etc., rail attacks, industry/resource attacks, paratroops, and naval attacks).

3) This is a tricky one and I am not sure where I stand. I am not for a degree of realism that forces stock re-enactments again and again. But, I also find it problematic that Japan would walk willy-nilly over China (where I think it had several MILLION troops throughout the war). I agree that bombing and other forms of increased aggression should result in the possible loss of the gift. So, in this sense, I might disagree with the point raised by Mr. Freeze. However, I find the increases in the US war levels in response to Japanese attacks in China to be a very strong stick. Effectively, there are powerful incentives to deal minimally with China so as to receive the gift etc and not bump US war readiness. So, I think the problem might be a matter of degree. While I see that the US might stop the gift etc. due to the war in China, it was not a foregone conclusion that she would go to war for it.  Perhaps bumps to US war readiness might be lessened in their severity or implemented only for land attacks on factory regions. After all, Chinese garrison requirements and supply requirements are already big disincentives to a China strategy. I don't know what others might think, but perhaps it might also be worthwhile adding a few un-developed resources in China (these can represent more than oil, after all).

4) I don't mind bombing causing a loss of the gift. You can always bomb resources to achieve the same effect, anyhow.... Keep in mind that the gift in GG 4.0 has been increased in its size and duration. This provides the Japanese player with more choices, after all.  But, I do think the -1 max range penalty is problematic in this situation (as well as others).

5) I heartily agree that artillery are too powerful. I don't mind that they are cheap, per se, but when this is combined with power, it becomes problematic. I have raised the issue of their power in another post. Although I initially thought it more balanced to reduce their starting values and world standard, I am coming around to the idea that these should be left as is and that the production time be increased by 50% (one turn).

Errata: Mr. Freeze raises the garisonning of borneo etc. This can only occur if Japan really delays an attack against the WA. Take away some of the air penalties, and it is more easy to deal with the artillery that is invariably placed on these islands if the game is delayed too long. Of course, there is no problem with early attacks.

Spying. Generally, I think that spying is flawed. I think it is crazy that I can see that tech steals are occurring. But, as for the concerns raised by Mr. Freeze, the WA have to invest absurdly to get regular steals from Germany if Germany invests reasonably in counter-intelligence. As for Russia, she simply can steal tech from the WA easily. I don't see this as a huge problem, as it is only a tech point per turn.... But others such as Mr. Freeze can disagree. Japan can also steal from the WA if Russia does it, so the WA have a decision to make if they are willing to contemplate allowing Soviet tech steals.... One tweak might be to give Japan a few extra spies against the WA to put this decision into play more obviously.

Anyhow, I look forward to dialogue on the issue and would be willing to play test if needed.

Cheers,

Sean

< Message edited by Lucky1 -- 11/26/2008 10:19:20 PM >

(in reply to Tom Grosv)
Post #: 24
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's World at War: A World Divided >> 1.03 Public Beta is now Available Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.750