Bits and bobs . . . (Full Version)

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stockwellpete -> Bits and bobs . . . (11/14/2020 8:55:04 AM)

I have been spending some time with this excellent new version of the game in recent weeks. Just some observations . . .

1) Playing as Entente, can you start spending the MPP for the USA in 1914/15? Or do you have to wait until they enter the war? I am pretty sure I lost the 100+ MPP I spent in 1914 to upgrade their industrial production.

2) When watching the last turn and something hits one of my naval mines the camera does not move to where the incident happened.

3) the Bolsheviks are described as "hot-headed". That is a bit perjorative, don't you think? Considering the various ruling classes had just set the world on fire in their attempts to redraw the global map.

4) I won a major victory as the Entente on intermediate setting for the first time. The screen is OK but it could have done with a musical fanfare or something to make it a bit more exciting.

But overall, this is a great game.




FOARP -> RE: Bits and bobs . . . (11/14/2020 4:39:48 PM)


quote:

ORIGINAL: stockwellpete

I have been spending some time with this excellent new version of the game in recent weeks. Just some observations . . .

1) Playing as Entente, can you start spending the MPP for the USA in 1914/15? Or do you have to wait until they enter the war? I am pretty sure I lost the 100+ MPP I spent in 1914 to upgrade their industrial production.

2) When watching the last turn and something hits one of my naval mines the camera does not move to where the incident happened.

3) the Bolsheviks are described as "hot-headed". That is a bit perjorative, don't you think? Considering the various ruling classes had just set the world on fire in their attempts to redraw the global map.

4) I won a major victory as the Entente on intermediate setting for the first time. The screen is OK but it could have done with a musical fanfare or something to make it a bit more exciting.

But overall, this is a great game.


1) You can spend the MPP AFAIK.

2) Not sure about this - I think the area has to be in sight of one of your (not mine) units. Makes sense as mines couldn't see.

3) Well, I'm pretty sure the Bolsheviks are beyond caring about being described pejoratively. However if Lenin et al decide to send Fury software a letter of complaint I'm sure it will get a fair hearing!

4) I too miss the 80's/90's style of games where they would have some grand ending scene for games like this and you would enter your name into the score board.




BillRunacre -> RE: Bits and bobs . . . (11/16/2020 9:51:33 AM)

Just to clarify on 1), all Majors can spend their income whether or not they are currently involved in the war. The key thing is to spend the initial MPPs wisely, because for the US it won't have a significant military budget for quite some time.




Ktonos -> RE: Bits and bobs . . . (11/16/2020 3:29:01 PM)

Usually messages in fury games are "role played" and reported from the respective of the one sending the letter. eg in SC, war in Europe, on your first turn as the Axis your HQ command describes the Allies as warmongers. I assume the Bolsheviks being hotheaded is a description given from the perspective of someone who doesn't like them?




stockwellpete -> RE: Bits and bobs . . . (11/22/2020 12:29:10 PM)

What is the exact difference between infantry corps and mountain corps please? Presumably the mountain corps have some advantage in mountainous terrain, do they?




BillRunacre -> RE: Bits and bobs . . . (11/22/2020 7:35:50 PM)

That's right, they receive a +1 bonus when attacking into, or defending a mountain hex, but elsewhere they are identical to normal infantry Corps.




stockwellpete -> RE: Bits and bobs . . . (11/23/2020 10:10:22 AM)


quote:

ORIGINAL: BillRunacre

That's right, they receive a +1 bonus when attacking into, or defending a mountain hex, but elsewhere they are identical to normal infantry Corps.


OK thanks. That definitely makes them worth purchasing.

Next thing I have noticed is that the Russians always try and defend Warsaw with a detachment, even when there are infantry corps available to do the same job. Is there a historical reason for this?




Hubert Cater -> RE: Bits and bobs . . . (11/23/2020 1:57:34 PM)

For Warsaw, that's just a scripting issue, I'll update that for the next build.




Xsillione -> RE: Bits and bobs . . . (11/24/2020 9:03:50 AM)


quote:


3) the Bolsheviks are described as "hot-headed". That is a bit perjorative, don't you think?


You are perfectly right, this is very pejorative towards any hothead, the commies are the worst scum on earth, so no, you cannot really be properly negative towards them to the extent they deserve it.




stockwellpete -> RE: Bits and bobs . . . (11/24/2020 9:40:10 AM)

You sound nice!




FOARP -> RE: Bits and bobs . . . (11/24/2020 10:56:29 AM)


quote:

ORIGINAL: stockwellpete

You sound nice!


Well, there's plenty of people on this forum who grew up and lived under communism and their views of it aren't likely to be positive. But this is OT.




stockwellpete -> RE: Bits and bobs . . . (11/24/2020 11:06:08 AM)


quote:

ORIGINAL: FOARP


quote:

ORIGINAL: stockwellpete

You sound nice!


Well, there's plenty of people on this forum who grew up and lived under communism and their views of it aren't likely to be positive. But this is OT.


I think they might be confusing Leninism and Stalinism myself. The two ideologies are opposites, one being revolutionary and internationalist, the other being counter-revolutionary and nationalistic (e.g. Stalin's "socialism in one country" nonsense starting in 1924).

In terms of representation in the game, I think neutral language is better, regardless of what one might think about particular ideologies or individuals.




Hubert Cater -> RE: Bits and bobs . . . (11/24/2020 1:50:36 PM)

Just to clarify here the in game message regarding the "hot headed" line is indeed in character (for flavour), e.g. from the Chief of the General Staff to your leadership, and not an attempt at an expression of our opinions there. In reality it is probably safe to say that any side of any conflict typically saw the other as hot headed, or similar, or worse, and so on.

The follow up lines are more general in nature, e.g. informative/neutral and not in character, and we believe this has led to the confusion here in the NOTES section. For the next patch there will be some separation between the two sections (within the NOTES screen) in order to ideally alleviate any confusion here.




stockwellpete -> RE: Bits and bobs . . . (11/24/2020 1:53:40 PM)

OK thanks.




Xsillione -> RE: Bits and bobs . . . (11/25/2020 12:23:57 AM)


quote:

ORIGINAL: stockwellpete
I think they might be confusing Leninism and Stalinism myself.


I think you know nothing about socialism and communism, so no, i have no confusion about this, just experience, which you clearly have none.




stockwellpete -> RE: Bits and bobs . . . (11/25/2020 7:39:41 AM)

We cannot debate this here as it is a games forum, but you could not be more wrong. Do some research on Trotsky to improve your understanding. I will not post any more on this subject.




stockwellpete -> RE: Bits and bobs . . . (11/27/2020 5:31:29 PM)

The French seem to have a "graveyard hex" at 160.86 (the hex has the word "Vosges" on it). The AI just keeps putting fresh Corps units there each turn where they can be attacked by 3 German units (using "prepared" attacks) and they usually get wiped out each time. They would be much better off leaving that hex as "no man's land" and just occupying the Epinal fortified town hex.

I just do not attack French units in that hex now unless I am looking to make a more substantial push forward in that sector.




Tanaka -> RE: Bits and bobs . . . (11/27/2020 6:11:27 PM)


quote:

ORIGINAL: stockwellpete

The French seem to have a "graveyard hex" at 160.86 (the hex has the word "Vosges" on it). The AI just keeps putting fresh Corps units there each turn where they can be attacked by 3 German units (using "prepared" attacks) and they usually get wiped out each time. They would be much better off leaving that hex as "no man's land" and just occupying the Epinal fortified town hex.

I just do not attack French units in that hex now unless I am looking to make a more substantial push forward in that sector.


Yeah this has been mentioned many times hoping they fix this!




Hubert Cater -> RE: Bits and bobs . . . (11/28/2020 12:02:12 PM)

Thanks guys and I believe this should now be fixed for the next update.




stockwellpete -> RE: Bits and bobs . . . (11/28/2020 12:14:59 PM)


quote:

ORIGINAL: Hubert Cater

Thanks guys and I believe this should now be fixed for the next update.


Thanks Hubert.




stockwellpete -> RE: Bits and bobs . . . (11/28/2020 9:00:12 PM)

Next one - I have just had 4 Russian HQ's turn up outside Batum all next to each other as if in convoy. Not sure why the AI is doing this.




stockwellpete -> RE: Bits and bobs . . . (11/29/2020 3:41:30 PM)

Another one - infantry sank my dreadnought![:-]

I had only just got it as well and I put in the only port space I had left at Trieste and an Italian infantry unit directly south of Udine attacked and destroyed it. It was only at 5 strength as I didn't even have time to reinforce it. Is that meant to happen when they are not actually controlling the enemy port?




BillRunacre -> RE: Bits and bobs . . . (11/29/2020 6:42:37 PM)

If a land unit is adjacent to an enemy port then they can attack it, and ships are vulnerable while in port to attacks like this.

This also effectively discourages/prevents one side from using a ship to hold onto a port when they've lost the adjacent resource.




stockwellpete -> RE: Bits and bobs . . . (11/29/2020 8:09:28 PM)


quote:

ORIGINAL: BillRunacre

If a land unit is adjacent to an enemy port then they can attack it, and ships are vulnerable while in port to attacks like this.

This also effectively discourages/prevents one side from using a ship to hold onto a port when they've lost the adjacent resource.


It seems a bit odd to me as the attack was diagonally around the coastline and the Italians had no immediate chance of taking Trieste itself. Presumably the infantry corps are assumed to have small field guns with them, are they? They would need them to damage or even sink (?) a dreadnought. Maybe the other way of handling this situation is if a port is taken with a ship in the harbour then the ship is automatically put out to sea.




Hubert Cater -> RE: Bits and bobs . . . (11/30/2020 3:32:13 AM)

While for aesthetics it often looks better to have a port located somewhere specific within the hex, in game terms, e.g. how the engine handles these situations, for simplicity, it doesn't really matter where the port is precisely, just that it is logically the adjacent hex etc.

We can then imply that either a direct or field gun attack is all that is then needed for a successful strike on the ship in port and so on.




BillRunacre -> RE: Bits and bobs . . . (11/30/2020 10:47:50 AM)


quote:

ORIGINAL: stockwellpete
Presumably the infantry corps are assumed to have small field guns with them, are they?


Yes, the normal complement of artillery that a Corps would have had during the war, actual Heavy Artillery units represent large concentrations of guns for specific (and strategic) purposes.




stockwellpete -> RE: Bits and bobs . . . (11/30/2020 11:51:29 AM)

OK thanks. I will have to be more careful with my ports in future.

What about these 4 Russian HQ units doing the hokey-cokey outside Batum then?[&:]




Hubert Cater -> RE: Bits and bobs . . . (11/30/2020 1:06:36 PM)

Not sure, sometimes the AI does its best to try and protect them and may decide that they are all better off in one area... it is not perfect at times.




stockwellpete -> RE: Bits and bobs . . . (11/30/2020 5:48:19 PM)


quote:

ORIGINAL: Hubert Cater

Not sure, sometimes the AI does its best to try and protect them and may decide that they are all better off in one area... it is not perfect at times.



Yes, understood. But why does it need 4 HQ units on that front? That would suggest 20+ other Russian units in the area. I can understand the Russians needing 2 HQ units initially - and then maybe a third one if they start to break the Ottoman cordon in the Caucasus. But 4 quite early on in the game where that front is quite well balanced still?




stockwellpete -> RE: Bits and bobs . . . (12/1/2020 9:18:06 AM)

I have just discovered the left-click/Shift key facility to swap the positions of 2 units. If I move a single unit one hex then I cannot reinforce or upgrade it. But if I use the left click/Shift mechanism then I seem able to reinforce or upgrade. Is this as intended?




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