davebob
Posts: 63
Joined: 9/9/2014 Status: offline
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I have noticed the large number of complaints regarding large numbers of units and the time required to address them in a turn. I to have abandoned games which grew too large to be fun. Solution is small,sometimes medium maps, and the editor. You know, if you sign up to play the battle of Kursk at the company level, you can be sure to have 50000 clicks to complete a turn. ATG is predictable in this way. Large map,a+ ai's, and you've signed up for a clickfest. I find I can get more fun on smaller maps, and play more games where the lead up to war is more exciting than the wearisme attrition that awaits the endgame. The editor allows us to adjust the maps to create chokepoints and natural borders. The number of border hexes is important also, a 100 hex border does not usually offer more than say a 20 hex border in terms of game. For me, less units makes each combat more critical, ie more fun. The problem is in how to limit production. My experience with the "limited production" tab, is that it seems to screw up the ai production flow. No air units has been common, tanks etc. The ai unit choice is limited enuf as it is. So, again to the editor. The combination of ai selection +/- and adding or subtracting cities has brought me closer to finding that "sweet spot" Note to other beginners....the ai +/- level does not alter the behavior of the ai, only the production quantity. I don't recall another wargame where this is the case, so I found it very misleading in the beginning. More clear to give each ai opponent a production slider with clear % markings.
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