amtrick
Posts: 82
Joined: 12/30/2013 From: United States Status: offline
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I've played a couple of partial games as both the Entente and the CP. Here are my general observations: 1. Trench tech improvements happen too slow. In fact all tech seems to move too slowly. 2. On the first few turns playing CP in a balanced scenario the game wouldn't scroll right. Had to move using the strategic map. This corrected itself after about 5 turns, but it was very annoying. 3. When fighter aircraft attack ground units, there is no "explosion" sound. 4. At times, when moving a unit by rail, it conitinues past its stopping point to the nearest city then "bounces" back to its original destination. 5. Not sure how Entente subs get into the Baltic if Denmark is neautral. Can subs violate neutral waters? I seems that surface ships cannot, and espcially in the case of Denmark, subs doing it is unrealistic historically. I have "blockaded" the narrow western neck of the Baltic with 3 cruisers lined up but the the Entente subs still just cruise on through. 6. It seems that even after I lost a Baltic convoy to the Russians, more kept originating, which I liked. 7. Was there actually a German sub in the Mediterranean when Germany entered the war? Iwas suprised to see this. 8. The Small Garisons don't seem to act like I would expect. These are local, self-defense units whoes oriignal intent Iin game terms) was to keep rogue enemy units from just moving into an friendly town. Instead they regularly show up on the frontlines ... the worst was a set of 3 British SGs the were suddenly standing shoulder to shouldder protecting the Belgium coast. Maybe they should be a property of each town/city/fortress, rather than a unit. A "built-in" defense value, acting more like a terrain effect than anything else. They definitely should not be mobile. 8. I don't know if this was an AI choice or a glitch, but Serbia had a definite preference for building new units rather than reinforcing old ones. In the end, all it had was a whole bunch of units worn down to 2-3 point level, which all finally collapsed at once. 9. No matter how many units I built, AH never had any unit maintenace costs. Couldn't tell for sure, but given the large number of Russion units fielded, I suspect the same was for them. 10. It seemed manpower pools fell much more slowly for the CP than in the 1.3 version. Halfway into 1915, I was still running at about 93 - 95% for each CP country. 11. The AI turns got progressively slower. Turn 18 took over 2 hours (I just let it keep running). I exited the game a restarted from the EOT autosave. Things went fine until it started slowing down again around Turn 25. I stopped the AI Turn 27 after it had been running for about 2.5 hours 12. The Turks seem to be able to build way too many units. 13. The British can deploy a unit in Egypt just like they were deploying it in Britain. Sounds like instantaneous matter transmission to me. It would seem more logical that all units originate in England and then travel by transport to Africa. I suppose you could make the case that new builds deploying directly to Africa are Indian/ANZAC troops ... but multiple arimies of them? 14. Overall, the game still has the grinding feel WWI, which is good.
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RickD
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