Hot War, Cold War [CLOSED] (Full Version)

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SailingGuy -> Hot War, Cold War [CLOSED] (4/12/2012 6:38:48 PM)

Three super powers struggle for world domination.

Scenario set up:
X-Large World
12 Nations: 3 human, 9 AI--
Oceania World
NO RESOURCES - These are super powers, not struggling 3rd worlders
Map Loop
Hidden Stats
1 Town Start
Climate: Full Range
NO SHROUD - Super powers know where stuff is
Fog of War
PBEM Protection
Passwords (write them down!)

This is a "last man standing" game. Only one winner. No formal alliances, and thus no tech or resource sharing. Informal alliances and non-aggression pacts are allowed.

Turn order based on sign up order.

DropBox used for file transfer.

Signed up so far:
#1 Sailing Guy
#2 Kraftwerk
#3 ironduke1955

Turn order will be:
AI #1
AI #2
AI #3
Player #1 (Sailing Guy - mulligan taken)
AI #4
AI #5
AI #6
Player #2 (Kraftwerk - mulligan available)
AI #7
AI #8
AI #9
Player #3 (ironduke1955 - mulligan available)




Krafty -> RE: Hot War, Cold War [RECRUITING] (4/12/2012 10:29:11 PM)

count me in




ironduke1955 -> RE: Hot War, Cold War [RECRUITING] (4/12/2012 10:52:45 PM)

Count me in as well




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/12/2012 11:29:52 PM)

Two of the three of us have horrible set ups...

I am instituting a new rule:

Mulligan - If you don't like the setup when you see your first turn, you can request a mulligan. I will then regenerate the game and start over from the top of the queue. You may only take one mulligan per game.

Example:
Player 1 doesn't like the set up. He takes his one mulligan and restarts the game. His second setup is even worse, but since he has taken his one mulligan it is too late. Player 1 completes his turn and sends it on. Player 2 gets the turn and likes his set up. He completes his turn. Player 3 finally gets his first turn. His position is horrible. He requests a mulligan. At this point both Player 1 and Player 3 have taken a mulligan. Player 1 restarts the game, quietly thanks Player 2 for the mulligan, and forwards the turn to Player 2. Now Player 2 hates his current situation and he mulligans. All three players have taken their mulligan. The game is restarted with Player 1 and everyone must take what they get.




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/12/2012 11:30:07 PM)

I'm taking a mulligan.




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/12/2012 11:43:19 PM)

Much better (for all of us). Turn to Kraftwerk.




Krafty -> RE: Hot War, Cold War [RECRUITING] (4/12/2012 11:54:53 PM)

Turn to Iron, dunno if hes gonna like his 1 hex island start or not. I generally like those, but they do pose some serious problems. But being totally immune to ALL the AI on the map is a huge bonus. Sailing guy has teh sweet spot in the NE corner.


Me and iron are gonna be good buddies, I can see it already :)



For what its worth the soviets have the easiest time of getting more of their own people type. They start right next to the Russian ai, and is totally surrounded by russian cities.

I on the other hand, start next to only 2 arab cities, and one of them is an AI capital. The rest are all japanese and chinese cities which wont do me much good, and I dont see another arab. Theres 3 russian AI i think tho and 2 german.




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/13/2012 2:38:30 AM)

No other mulligans. That's a little surprising.

Turn to Kraftwerk.




ironduke1955 -> RE: Hot War, Cold War [RECRUITING] (4/13/2012 2:44:11 PM)

Turn to Sail


Oh not much to say on the above except its not how big your island is its what you do with it.




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/13/2012 3:50:11 PM)

Turn to Kraft.




Krafty -> RE: Hot War, Cold War [RECRUITING] (4/13/2012 5:30:14 PM)


quote:

ORIGINAL: ironduke1955

Turn to Sail


Oh not much to say on the above except its not how big your island is its what you do with it.



Rofl



That spot does have its advantages. My life is gonna be a tough on the island with 5 other AIs!




Krafty -> RE: Hot War, Cold War [RECRUITING] (4/13/2012 5:47:52 PM)

To Iron




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/14/2012 4:43:54 AM)

Turn to Kraft.




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/14/2012 6:40:31 PM)

Turn to Kraft.




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/15/2012 1:37:56 AM)

Turn to Kraft.




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/15/2012 4:18:08 PM)

Have to admit that turning off the Resources seems to make ATG into more of a traditional wargame and less of a resource management game. I also think the Oceania setting has the right mix between land and water. Tends to create nations that are naval powers, and others that are land powers.

I'd like to try these same settings in a ten player game (five human and five AI).

Turn to Kraftwerk.




Krafty -> RE: Hot War, Cold War [RECRUITING] (4/15/2012 5:29:08 PM)

Though without resources, all ive built is light tanks, mgs for them to carry for defense and soak up hits, and staff lol.

First AI capital city will fall next turn. Im starting to feel the bite of having only 1 city that can build troops. I look over at Germania and they already have a factory and are landing on my continent :(

Doesnt look like Mecca is gonna do me the favor of declaring on me, so ill have to waste 20 pp there, though at least two 20k production cities will be nice...both coastal. I shoulda mulligan'd lol.




I do like the map settings though, its a very well rounded and carefree game.




ironduke1955 -> RE: Hot War, Cold War [RECRUITING] (4/15/2012 10:16:25 PM)

I would be happy to restart no point having a three player game where one player is hamstringed from the beginning.




Krafty -> RE: Hot War, Cold War [RECRUITING] (4/15/2012 10:47:09 PM)

Nah, I like the challenge.

I have potentially a great starting spot, it just will take more time to develop. I just need you two to get into a senseless war!




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/16/2012 5:23:01 AM)

I'd almost prefer "shroud" to be turned on. I don't like the fact with "shroud" off that you can see where your opponents are building factories. Wish "fog of war" would cover that.

My dislike of "resources" is that the game seems to be a battle for OIL. I wish you could turn off OIL and/or RAW independently. I don't mind dealing with the restrictions of RAW for manufacturing.

Turn to Kraftwerk. (I'm only on your island because the States declared war on me. I save 20 PP by fighting them.)




Krafty -> RE: Hot War, Cold War [RECRUITING] (4/16/2012 3:34:01 PM)

Yeah the factory thing is annoying. Though I guess from a realism stand point, by the time you have tanks and planes you generally know what the world look likes, where people are, and where their heavy industry is.


And I find it to be the opposite, maybe its just the way I play. I always have plenty of oil, its raws I desperately need. Without oil, but with plenty of raws, I can build all the infantry guns, mortars, machine guns, and bazookas in the world, and never bother with oil. Its when I cant build all the infantry support weapons I need because of lack of raws that im in serious trouble.




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/16/2012 3:45:56 PM)

I think with resources "turned on", ATG reminds me more of WW1 than WW2. With resources "turned off", you can have plenty of aircraft, ships, and tanks. (And the fuel to move them.) You are actually able to conduct mechanized warfare.

Without having to save PP to improve resource sites, those points can be diverted to the tech tree.





Krafty -> RE: Hot War, Cold War [RECRUITING] (4/16/2012 5:57:05 PM)

I just think resources help balance the game out a bit. Otherwise simply build light tanks and medium tanks, upgrade as needed, smgs and mgs for the cities. And youre pretty much done with choosing what to build. Throw in some aircraft factories, build the regular 2 fighter 1 db .5 bombers, and then concentrate on war'n.

Makes it more of an operational game, than an empire game. But still with the damnable fact that production wins 90% of the games.

When you throw in more variables, like oil, raw, people types, etc, you at least get a dice roll of a chance that the guy that out produces everybody else, has a critical shortness of something. Though it can just as easily pile on the hurt if you get the short end of the stick map wise.

Of course the same thing over and over again is boring ;) its nice to have a carefree game without sweating the resources.

Though id love to see a game that used the resource mod, and the rulevar where production can only go to an HQ in the same hex as the city, and start with no roads, and tech 0. Then youre getting into the realm of complexity that everyone has a fair chance, regardless of map generation. Though after everyone figures out the rules, theres an optimal way to play, and games tend to be just like they always are.

Another reason changing up the settings dramatically every game is good.




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/16/2012 7:02:37 PM)

I've never played with any of the mods. I don't even know how to install them.

Does everyone have to run the mod, or only the person setting up the game?




Krafty -> RE: Hot War, Cold War [RECRUITING] (4/16/2012 7:24:32 PM)

The resource mod everyone has to have it, for other mods generally only the host. The resource mod just goes above and beyond the regular mod.

But its rather easy, you go over to the community site, download the .atzip, put it in the main advanced tactics directory, start atg, click the install zip/mod button, choose the zip, presto.

Then after that whenever you start ATG, itll ask if you want to activate the mod or not.

Its definitly worth checking out. Playing against the AI will never be the same. Also the first time your president gets sick and dies, or runs over someone in their staff car, right in the middle of war, prepare yourself for laughter.

Or getting a 2/2/1/1 Timenchencko for your President will make you want to rip your hair out lol. Fortunately you can fire him. Or do what I do and send him on a long vacation, then have him killed.




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/16/2012 11:02:21 PM)

Turn to Kraftwerk.




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/17/2012 2:04:02 PM)

Turn to Kraft.




ironduke1955 -> RE: Hot War, Cold War [RECRUITING] (4/18/2012 12:06:02 AM)

Turn to Sail




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/18/2012 6:08:35 AM)

Turn to Kraftwerk.




SailingGuy -> RE: Hot War, Cold War [RECRUITING] (4/22/2012 8:56:36 PM)

Turn to Kraftwerk.

I sent the following "in game" message to each of you, but I'll go ahead and repeat it here:

"I'm at zero RAW in a No Resources game. Program will not allow me to build any additional factories or airbases. Are you having a similar problem?"




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