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RE: New WAW version: v34b Explorers Tweaks

 
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RE: New WAW version: v34b Explorers Tweaks - 1/16/2009 2:10:49 PM   
explorer2

 

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quote:

ORIGINAL: A900
And I need some helps! In the "people's" option, how to add "people group"? Now I want to create a scenario about Vietnam War, but I met some problems, that is the first one!


I've got real life things I have to do today A900, so can't send screenshots at the moment, but I'll try to give you the tips.

In the Peoples menu, at the bottom click on Add a People, then click the People that was just added in order to make settings for it.
THEN, essential, (I learned the very hard and very slow way), you need to go to Settings/Group Names, scrolll a ways down to where it says PeopleGroup, and add the group there as well.
There's a difference between Peoples and PeopleGroup, and when you're doing various settings and events, you have to watch that carefully.
If I had known/understood that, my current WaW version would have been out several weeks ago. By not knowing that, all kinds of things went wrong and I couldn't understand why in play testing.

Good luck. A Vietnam scenario would be a great addition! Sounds very difficult to model jungle & guerrila warfare, insurgency, land mines that one side knows where they are and the other doesn't, etc... Hope you have fun.

(in reply to A900)
Post #: 31
RE: New WAW version: v34b Explorers Tweaks - 1/16/2009 4:08:28 PM   
bebert

 

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Joined: 1/12/2009
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I can't help you.

But I have just finished my own version of WaW, in my own desire. I have not still improve the scen, but there are my change:

WaW v35a - Bebert's mod:

Map Change:
 
There is a small Garrison at Malta Island (rifle, flack, coastal artillery and 1 or 2 fighters).
 
Units change
 
There are no longer shiphull. Players can build directly capital ship. But they are very expensive: cruiser's  cost is 20'000, battleship and carrier's cost is 40'000
At the beginning, germany and Italy have some BB and CA, and US has some CV and BB, instead CV hull and BB hull.
There is a new fleet at newcastle, instead BB and CA hull.
Tank Destroyer has less hitpoint. It is always dangerous against others tanks, but now, it is less difficult to kill a TD, as it was in the reality.
 
Aircraft's cost change:
Carrier aircraft: 2000
Level Bomber and Dive Bomber: 3000

 
Research: Cost of research steps is higher than before for the third and the forth level. Now, it will cost a lot of PP to reach level 3 and level 4. Germany had basic infantry 2 and armor 2 in the begginning, but still normal troops (they haven't still produce rifle II and tank II at the beginning). I notice that it would be easy to have a high level in a lot of main tech (armor, fighters, basic and heavy infantery for germany, carriers and ship for Japan) in 1942, but that seems irrealistic.
 
Cost of the action card " France prepared to war" is now 120 pp and "British commitement" is now 150. Allies must now make a choice: leave the France alone, or spend 270pp.
 
And some others small things...
 
I will test that...

But I must tell that the work of Tom Weber, Altair and Explorer was very good work!


(in reply to A900)
Post #: 32
RE: New WAW version: v34b Explorers Tweaks - 1/16/2009 6:15:30 PM   
explorer2

 

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Good for you Bebert!

I'll be interested to see people's responses to these changes.
I've never gotten to Level 3 or 4 Tech, so I didn't know that was an issue. I may add that to my upcoming version.
I've also not used TD's much before and hadn't heard of complaints, so I'll have to consider adding that change as well.
I think if you go without ship hulls, very high cost to CV and BB is a good thing, but why not also CA's? They took nearly as long to build as well.
Regarding higher cost of the 2 cards: it seems pretty steep to me. I know there's no way, early in the war, I would spend 270PP knowing I'm still going to get beaten by a superior German force.

I don't know if you've posted it yet, but when I just checked the scenario bank, I didn't see it.

(in reply to bebert)
Post #: 33
RE: New WAW version: v34b Explorers Tweaks - 1/16/2009 10:12:32 PM   
bebert

 

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I am still testing germany japan and against AI++ with bonuses, and I prefer continue my test before post the scénar. You are right for the cruiser, and the cost in my version will be 20000.

About tech, In my former party (this with the CV at Berlin ) west AI reached Rifle IV at the beginning of 1942. At the same time, Germany had rifle III, heavy rifle III, armor III, fighter III, bomber III. I think that at the beginning, everybody has just sufficiant ressource: Germany has not yet the ressource from Oslo, Copenhague, Paris, Lille, Bruxelles and so on. West has not the ressource from USA, Japan has not taken Singapore, or Manille. But, at the end of 1941, germany has probably conquered a lot of ressource, Japan has launche this offensive in china, USA may be is not still in war, but the lend lease has began. If the cost of research is too low, it is possible that everybody reache the high level in 1942 or 1943.

In PBEM, I think that could depend of the player. I have done several PBEM with Gary Grisby WaW a worl divided. It is not the same game, I know it. But, I observe if one player made a lot of unit, the other players made the same, and research don't become the main way to win. But, if a player reach a tech superiority instead produce guns and tanks, the other players made the same. I Think it would be the same with advanced tactic. But if everybody (except perhaps Japan and China) can reach the highest level in the main tech in 1942 or 1943, I think it is too early.

For the tank destroyer, the fisrt one german build was the marderI, a not to bad gun with some steel around. After that, they build marder II and marder III, but they didn't offer a very good protection to the screw. The best one was later the Jagdpanther, but it was in 1944 I believe. USSr made good tank destroyer in 1944 with SU 122, but the earlier SU76 were a little weak. Allies made TD4, in 1943 and just before the end TD 10, but it was simply a good gun with a small armour around. At the begininng, allies (France and Great Britain) had just some antitank gun and didn't know how to build a tank destroyer. USA didn't know how to build a tank in 1939, they had just a navy in 1939.

In the game, TD have almost the same hit point than Tank Medium, I think it is too high. May be I will change the prerequis for the tank destroyer: to build a good tank destroyer, you need a good AT gun, so gun II would be reach first. And TD would have a lot of hit point with armor IV, the same amount as medium tank IV.

I am thinking too about another change for the heavy tank. At the beginning, nobody had really heavy tank except USSR with the KV1. The heaviest tank in germany was the earlier Panzer IV, which was in fact a medium tank. First heavy german tank was Tiger I, which was used at the end of 1942. Allies made a heavy tank just before the end of the war. May be I will change the prerequis for the heavy tank, or create a special weapon for the USSR (KV1, KV2 et JS2) and germany (Tiger I and Tiger II) and removed the generic heavy tank. The prerequis would be gun II, flack II (the two prerequis for the flack 88, which was the gun of the tiger) and armor III for the german, but USSR just need to have armor II for the KV1 (and armor III for the KV2, armor IV for the JSII). May be USSR would have armor II at the beginning, ready for barbarossa. In june 1941, they had not a lot of T34, but they had some, and the earlier T34 were simply the best tank of the world, in june 1941.

Last thing, I am thinking about nuclear weapons at the end of the war. USA won the war with 2 nuclear bomb, didn't they?

I have to test this change, and I will back in a few days.


< Message edited by Bébert -- 1/16/2009 10:16:17 PM >

(in reply to explorer2)
Post #: 34
RE: New WAW version: v34b Explorers Tweaks - 1/17/2009 8:55:01 AM   
A900

 

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Joined: 1/8/2009
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I had finished WAW V3.4 already! German troops met Jp Army  at the border of China. There is no overflow bugs! But one more bug was found, the longRng transporter was still in the building list . So fix it (just disable it, donot delete) before you play WAW V3.4.


By the way, how to turn on the raster grid when I drawed maps?  

(in reply to bebert)
Post #: 35
RE: New WAW version: v34b Explorers Tweaks - 1/17/2009 1:56:25 PM   
explorer2

 

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Joined: 11/30/2007
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A900-
In the System Options screen, there is a check box for Raster Grid. Uncheck it. Hope that's what you meant.
And thanks for reporting the bugs you find.

(in reply to A900)
Post #: 36
RE: New WAW version: v34b Explorers Tweaks - 1/23/2009 10:59:57 PM   
82ndtrooper


Posts: 1083
Joined: 12/19/2008
From: tennessee
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there is a hotfix just for this scenario that helps it play a lot better 

find it here

http://www.advancedtactics.org/index.php

scroll down a little and its called a small hotfix for version 1.2

this helps the ship building and the overflow crash 

trust me youll have a lot fewer problems once you use this hotfix

(in reply to A900)
Post #: 37
RE: New WAW version: v34b Explorers Tweaks - 1/24/2009 12:22:13 AM   
explorer2

 

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Thanks 82nd trooper for the link.
In my next version I'll say something about downloading that and add the link.
Also, by reading Vic's comments, I think I can make my version so that it doesn't suffer that problem.
Thanks again.

(in reply to 82ndtrooper)
Post #: 38
RE: New WAW version: v34b Explorers Tweaks - 1/25/2009 7:50:33 AM   
82ndtrooper


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Joined: 12/19/2008
From: tennessee
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Bebert

while I understand your desire to make things realistic I think you need to remember this is a game and that it has a AI.  if you limit the ship building like you have the west (england ) will be so crippled that it will be useless to play since most of the victory objectives are all land based and it has to build a fleet able to protect itself from land based aircraft long enough to be able to mount an invasion.

ship building is already limited by the number of production centers. raising the cost of your ships that high will make it very very hard for the west to do anything. while i agree raising the cost of ships and removeing the ship hulls is good  I feel that taking 10 turns for 1 production center to make one cv is too much. 

I think the ship hull concept is a good one for the game though if it can be made to work properly, it adds a sort of luck to things that make the game realistic and interesting. 

all in all i think your on the right track but you have just raised the cost a little too high.

(in reply to explorer2)
Post #: 39
RE: New WAW version: v34b Explorers Tweaks - 1/29/2009 1:09:49 PM   
bebert

 

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I am going testing now with allies versus german AI. So, I think the real balancing problem is with Japan more than Allies. With a high cost for main ships, It will be very difficult for Japan building more CV than they have at the beginning, except after they take south asian ressources. But, beetween the wake up (after fall of Paris and Vichy established) and major offensive in china, they have about ten or twelve tours, and a lot of things to build if they want overwhelming Chinese's mass army.

But I will check allies' ressource, especially US ressources, after 1941.

(in reply to 82ndtrooper)
Post #: 40
RE: New WAW version: v34b Explorers Tweaks - 1/29/2009 1:18:43 PM   
82ndtrooper


Posts: 1083
Joined: 12/19/2008
From: tennessee
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sounds good bro.

once the usa enters the war everything changes though.

(in reply to bebert)
Post #: 41
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