Rasputitsa -> RE: @rasp (12/1/2013 5:52:32 PM)
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ORIGINAL: Agent S Thanks for the update Rasp. I started getting crashes at startup and have yet to reinstall. If you ever get the perfect .ini balance please post. This game was/ is a favourite, but my attention is now shifting more toward the newer shiny stuff like WIF and SC3. This game didn't need much more of a nudge from the developers to be a long term classic, but recently seems to have run out of puff. It's a case of "if only". Imagine this game with a scenario editor like A.T.Gold, and this game could have ended up like TOAW. Cheers. -oh and how about that ashes 1st test in Brisbane :-p Sad to say, but your assessment is bang on. A reasonable editor would allow the game to take-off, because a lot of the problems are in scenario design, which we could fix ourselves if we had the tools. I am using .ini file mods to fine tune the game for use against the AI, most of which we have discussed already, delayed rail repair times (extending to 5 turns - and % 20;10;15), trenches (extending to 10 turns - MaximumTrench Bonus 10) this allows units to dig deeper if left undisturbed, making the constant movement of blitzkrieg more urgent. Reduced penalty on unit splitting (FreezeTimeModifierAfterUnitSplit = 0.1 and CostModifierOfUnitSplit = 0.1, allows units to split at modest cost and be ready to move next turn, increased flexibility and makes up for lack of stacking (renaming split units XX/1, XX/2 so that they can be merged back to original units. 'Small Harbour Mod' so that I can get supply to small islands (low cost/reduced strength/lower supply level Mulberry, in the national consts.ini, applied to a list of beach hexes which represent actual small harbours, that did exist, and could have been used in WW2. Game plan is to develop small harbours in any one of the following hexes, as the Strategic need arises. Hex 073.106 set beach for small harbour Le Palais (France) Hex 124.007 set beach Bodo (Norway) Hex 121.019 set beach Namos Hex 116.022 set beach Trondheim Hex 135.073 set beach Kolberg (Germany) Hex 078.046 Kirkwall (UK Islands) Hex 083.042 Lerwick Hex 068.053 Stornoway Hex 068.064 Port Ellen Hex 068.033 Torshavn (Faroes) Hex 143.056 Gotland (Sweden) Hex 136.051 Norrkoping Hex 133.064 Karlskrona Hex 128.066 Ystad Hex 116.124 set beach Saint-Florent (Med) Hex 176.150 set beach Rhodes Hex 137.062 Borgholm (Baltic) Hex 131.070 Ronne Hex 128.071 Sassnitz Hex 120.071 Nakskov Hex 152.049 set beach Korgessaare Hex 152.052 set beach Vohma Hex 180.109 set beach Bilhorod (Romania) Hex 094.135 set beach Ibiza (Balearics) Hex 099,134 Palma Hex 101.135 Santanyi Hex 104.131 set beach Mahon Hex 094.137 La Savina Hex 014.159 Funchal (Madiera) Hex 045.175 Arrecife (Canaries) Hex 042.177 Puerto del Rosanio Las Palmas Santa Cruz Santa Cruz de la Palma Hex 055.163 set beach Safi (Morroco) 'set beach' means the map has to be edited to provided a beach hex for the Small Harbour, which I have done for 'Fall Gelb', now need to edit 'Gotterdammerung'. The other hexes already have a beach hex. Still winding up the data to try and get more naval surface action. Got the Qattara Depression in as mountain hexes and raised movement costs for motorised units, to effectively make it impassable. House rules for amphibious operations. Other items, still working on the figures, but going to Windows 8 has slowed things, as I have run into problems editing files and more CTDs. Pay-back is that ToF works really well with touch. I keep thinking about an AAR to illustrate, but at the moment I am short of time and now Christmas is coming. This is a wargame toolkit, but it does make PBEM a problem if you don't know what mods your opponent may be running, but no problem for me against the AI.[:)] The Ashes, well the gloves are off this time, no holds barred, loss of the last series really stirred them up.[:'(]
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