Setting Points? (Full Version)

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John Galt -> Setting Points? (4/28/2001 2:23:00 AM)

How are the points values set? Or maybe I should ask where are they set? I will be playing against the AI. Am I right to assume that less point value for a scenario will result in a smaller, less complicated mission? If this is explained in the manual I can't find it. Thanks.




John Galt -> (4/28/2001 2:24:00 AM)

BTW, I am using version 4.4 John Galt




john g -> (4/28/2001 2:47:00 AM)

quote:

Originally posted by John Galt: How are the points values set? Or maybe I should ask where are they set? I will be playing against the AI. Am I right to assume that less point value for a scenario will result in a smaller, less complicated mission? If this is explained in the manual I can't find it. Thanks.
If you are using the Battle generator, or starting a WWII or long campaign, the go to the preferences screen. Over on the right it allows you to set point values for either side. Say for example you want a small battle where player 1 defends against a player 2 assault. Simply set player 1's point total around 1000-1400 and player 2 around 2400 to 3000. Play that force on a medium to large map and you have a defense that has to move around to stop all the attackers. Played on a small map, the defenders can cover the frontage pretty well. What I did when I first started playing was set all the formations on my side as computer controlled except one armored car platoon. I imagained myself as a new butterbar taking over his first command and proceeded to play with just that platoon under my command. It was an education in how the ai does things, after several battles that way I slowly took larger and larger parts of the force until I was commanding all the forces on my side. After commanding that single platoon I had an appreciation of what I needed to do, but didn't suffer from any morale breaking defeats. Another way to play that I have always wanted to try is to play with computer control of units with me just setting waypoints and objectives. That way I role-playing a kampfgruppe commander instead of acting as a linked mind between all the units on the battlefield. The ultimate game I would like to try is a blind umpired game where I would feed situation updates to 2 players without them being allowed to see the action on the screen. Let them command in a vacuum. If they got a report like: You are taking fire from the woods north of the town. Would they order tanks forward? Would they call in an artillery strike, not sure of which patch of woods held the enemy? It seems to me this could be really interesting if I could convince a couple of microarmor veterans to take part. thanks, John.




11Bravo -> (4/29/2001 6:02:00 AM)

quote:

What I did when I first started playing was set all the formations on my side as computer controlled except one armored car platoon. I imagained myself as a new butterbar taking over his first command and proceeded to play with just that platoon under my command.
That's a great idea, john g! I was just looking for a way to learn more about the role of recon, without having to fight the entire battle. Now, I can just take over the recon element, and let the computer run the rest of the force. Thanks!




John Galt -> (5/6/2001 6:56:00 AM)

quote:

What I did when I first started playing was set all the formations on my side as computer controlled except one armored car platoon. I imagained myself as a new butterbar taking over his first command and proceeded to play with just that platoon under my command. It was an education in how the ai does things, after several battles that way I slowly took larger and larger parts of the force until I was commanding all the forces on my side.
John G. Can you explain how this is done? Where do I choose which formation I will control? thanks.




John Galt -> (5/6/2001 7:52:00 AM)

Never mind. I found it. Sorry guys. :rolleyes:




Antonius -> (5/7/2001 2:21:00 AM)

John, I have tried playing the game with all units under AI control save A-0 but gave up after finding no way to order the units controlled by the AI to stay still and go for the objectives I assigned it. Once the AI had finished following the way-points I had given it those units alsways seemed to decide themselves what they would do and it was really hard to make a battle plan that could actually be implemented. Your suggestion of a "blind" game where one would have to lead the battle only according to reports is something I have dreamed of too - that is the kind of game that is totally missing on the PC game market and one that would really put the gamer in the situation of a General/Colonel leading the battle from his headquarters. I suppose it can be done with spwaw and a human third party being the interface between the gamer and the actual battlefield but would require quite an amount of work feeding the players with battle reports and carrying out their orders while striving to remain totally neutral. A half-way playing method would be to play PBEM games with a pledge to set all units to AI control except the A-0. Whatever the limitations of AI controlled units, those would apply to both players and maybe editing the map to give all flags a victory value <20 would prevent the AI from moving units unless told to do it . [ May 06, 2001: Message edited by: Antonius ]




Hasdrubal -> (5/7/2001 2:37:00 AM)

John G: "The ultimate game I would like to try is a blind umpired game where I would feed situation updates to 2 players without them being allowed to see the action on the screen. Let them command in a vacuum. If they got a report like: You are taking fire from the woods north of the town. Would they order tanks forward? Would they call in an artillery strike, not sure of which patch of woods held the enemy? It seems to me this could be really interesting if I could convince a couple of microarmor veterans to take part." I am a long time micro-armor gamer, and this is exactly how we used to play. The umpire did all the stuff related to game mechanics like die rolling and such, so the player only had to deal with command decisions and moving his units. Sometimes one side would have only a crude map of the area with which to make his plans and the actual terrain would be laid out only as his units saw it. Toughest one was when we ran 8 people on 4 separate boards. The gamers had to communicate without even knowing which players were on his side. It would be a blast to be able to adapt this to SP somehow. Hasdrubal




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