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WaW Revised Status & Version History

 
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WaW Revised Status & Version History - 4/20/2009 10:39:16 PM   
explorer2

 

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Joined: 11/30/2007
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WaW Revised Beta Status & Version History

Current Version: WaW_Revised_1T, March 17, 2010

Current Warnings

All Versions
1. Naval anti-supply system in AT not working properly prior to patch 1.21. To fix, download AT v1.21 beta patch at http://www.advancedtactics.org/AdvancedTactics_v121.zip. WaW Revised naval features do not work without this AT fix.

2. There is an AT game exploit that is fixed with patch 1.22. Find it here:
http://www.advancedtactics.org/index.php

3. IF playing vs AI, do NOT turn Screenshots On. Files get too big for AT to handle. Vic will fix AT for this at some point.


< Message edited by explorer2 -- 3/17/2010 7:47:35 PM >
Post #: 1
RE: World at War (WaW) Revised Beta Status - 4/20/2009 10:41:37 PM   
explorer2

 

Posts: 465
Joined: 11/30/2007
Status: offline
Known Problems in Various Versions

Game Crashes

vs. L: When AI is West, game goes into infinite loop first turn. Fixed in M.
vs. D-J : IF Vichy has been established & IF Pacific Blitz has not been played, & IF a partisan unit appears in IndoChina (1% chance per hex per turn) & IF JA attacks that partisan, AT crashes. Solution: If you’re JA & partisan appears before Pacific Blitz, Do Not Attack it (put a few small units on the RR to avoid even the possibility of this occuring). Fixed in K.

Broken Features

A-G: Captured resource hexes do NOT produce for their captor
C-K: Eastern Blitz card doesn't cause war w/SU when played in 1942 or later. This could result in SU never entering game.
D-J: Attack Spain, Attack Turkey Action Cards not working properly. Erratic results. Fixed in K
D-F: Occupied Resource Centers not producing for occupier. Fixed in G
D-H: Occupied Cities in SU not producing for GE. Fixed in I.
D-L: Structural damage to cities is completely auto repaired 1st turn of city owner. Fixed in M
M-N: Occupied Cities in SU not producing for GE, partisans not being made in SU. Fixed in P. Workaround: It works correctly in M & N if SU & JA are at war.
R: Italian Navy does not always enter, Minor Axis never enter game if SU begins war with GE due to GE not having enough PP on SU border.


Known Mistakes of Various Sorts

A-J Long Range Fighter I & II given Land Anti-Supply. Ideally, the owner will turn a/s off for these units. Fixed in K.
A-E All Subs’ anti-supply range is too large (typically 10 hexes distance). Fixed in F
D-J Sub IV gets far too many turns at sea. Fixed in K
D-H Yugoslavian Partisan value too high (typically getting 5-7 partisans per turn). Fixed in I
I - J 3 of 5 JA cargo ships not converted to Landing Craft & unable to transport units. Fixed in K
D-R Omsk not producing as Siberians (special combat bonus) after GE starts war with SU
M Level Bomber anti-structure points way too high, USA production too high, Munich no longer producing at 20% bonus
P Night Bombers far too powerful if defending city does not have flak equal in number to attacking night bombers
Q West able to give SU aid prior to SU at war with GE, West Check PP in France card not working
T3 Kunming becomes JA when Vichy declared. Fixed in version T4

< Message edited by explorer2 -- 4/15/2010 10:30:20 PM >

(in reply to explorer2)
Post #: 2
RE: World at War (WaW) Revised Beta Status - 4/20/2009 10:43:25 PM   
explorer2

 

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Joined: 11/30/2007
Status: offline
Anticipated Changes in Next Version


< Message edited by explorer2 -- 6/17/2010 7:01:02 PM >

(in reply to explorer2)
Post #: 3
RE: World at War (WaW) Revised Beta Status - 4/20/2009 10:44:33 PM   
explorer2

 

Posts: 465
Joined: 11/30/2007
Status: offline
See below for version history

< Message edited by explorer2 -- 7/21/2009 12:44:25 AM >

(in reply to explorer2)
Post #: 4
RE: World at War (WaW) Revised Beta Status - 4/20/2009 11:21:54 PM   
explorer2

 

Posts: 465
Joined: 11/30/2007
Status: offline
Version U4 Changes

Fixed message screen for JA & GE victory conditions. JA needs 110VP for 24 turns, GE needs 138VP for 18 Turns (Event 109)
Fixed unlimited Aid Cards per turn. West & SU had incorrectly been able to give as much aid each turn to China & SU as they desired.
Coastal Defenses unit no longer able to kill air units.
USA's Halsey Fleet no longer present at Pacific Blitz. Enters 2 turns later.
USA starting Atlantic DD fleet enters if UK invaded by GE, otherwise enters on turn after Pacific Blitz.
Sydney starts with extra 3 Flak Immobile, 40 Riflemen.


Version U3 Changes
Bug Fix: SU Production set to 100% now when SU starts war with GE before June 1941 if GE did not have adequate garrison
JA victory condition set to 24 turns instead of 18 (Event 38)
Turkish capitol Ankara now able to produce supply and PP.
San Francisco & L.A. get 5 Flak Immobile I
Pacific Map changed to more accurately simulate importance of Guadalcanal for supply of Australia

Version U2 Changes
Decreased Flak Immobile combat value vs. Air 20% (hit points unaltered)


Version U1 Changes

1. Removed GE Pressures Axis Action Card (Event 4, lines 62, 64)
. . . . . . . . This card made it far too easy to conquer Balkans & to launch too quick attack on SU southern front
2. Lowered GE starting PP by 50, added 30 PP to SU starting PP
3. Fixed typo error for increased number of trains starting in Stavka. Now extra 7 trains from original version (Weber 33d).
4. Add Fortifications outside Omsk
5. Created starting SU HQs in Sevastopol and Stalingrad.
6. Restored SU starting staff to pre-T levels, added extra 10 staff, 5 extra horses to Stavka.
7. Restored SU winter supply bonus (Event 108, line 12, Event 53, line 14)
8. Restored SU auto wakes up January 1941 Event 63, line 55)
9. Restored SU winter partisan level (Event 112, line 36)
10. Added 15 % production bonus for Omsk (Event 48)
11. Increased number of coastal defense units in some USA cities (helpful to defend vs. subs when new ships are built)


Version T6 Changes


1. Removed free city garrisons to UK when playing Historical Western Blitz
2. Adjusted Pacific Ocean map to more accurately reflect distances from Pearl to Australia
3. Changed Dutch East Indies & Solomons to more historically accurate not in war until Pacific Blitz
. . . . . . . . This removes 4000 supply made in Pacific from West prior to JA invasion
4. Added 2000 free supplies to Calcutta until JA declares war with China, remove 2000 in production from JA
. . . . . . . . This balances the loss to the West from removal of Dutch East Indies as belonging to West

Version T5 Changes

A. Fixes
1.Fixed China getting production bonus and tech bonus even after at war with JA

B. Rule Adjustments to Improve Balance
1. Relocated Gallipoli to south end of the strait.
2 .GE Victory Conditions Changed to 138 VP for 18 turns
(All of the continent up to Moscow except the Caucasus. Gorki, Kazan, & Caucasus no longer required. Caucasus (Astrakhan, Maikov, Grozny, Baku 1 & Baku2) & London are each worth as much as Moscow, Stalingrad, or Leningrad, so conquering London or Caucasus is an alternative to capturing one of the Soviet big 3).
3. Number of partisans that rebel in non-garrisoned SU captured cities reduced. (Ev. 112)
4. Number of total GE pp needed to keep SU from rebelling after capturing Moscow & Leningrad or Stalingrad, & after capturing Moscow, Leningrad, Stalingrad, Omsk, & Kazan increased 25%.
5. First winter of GE invasion of SU GE combat penalty changed from 75% to 50%
6. Doubled Calais garrison in Historical Western Blitz to better facilitate a Dunkirk withdrawal.
7. Dutch Indies joins USA instead of West when Netherlands is conquered by GE.
8. Added 1 VP to Guam & Dutch East Indies
8. Added South East Asia army to JA in Bangkok when Pacific Blitz is played.

C. Unit Changes
1. Increased Flak Immobile cost by 50%, reduced kill rate vs. bombers by 33%
2. Supply partisans can carry lowered
3. Increased Ship Hull defenses vs. Subs
4. BB & CA Bombard Strengths Increased
5. Reduced Coastal Defense strength vs. air by 50%, cost increased by 20%

D. Map Changes
Restored the port functions of Iwo Jima, Wake, & Midway.
Though historically inaccurate, it allows their true use as air bases with supply.
Gave New Guinea (& its surrounding islands) to Dutch East Indies.
Better reflects historical reality that Commonwealth had no troops there until 1942.
Eliminated strait at Singapore.
No good way in AT to simulate Singapore’s total lack of water on the island.
Added RRs in South East Asia, based on a more detailed map I found.



Version T4 Changes (April 15, 2010)
1. Fixed Kunming no longer becomes JA when Vichy declared like it did in version T3 only
2. Fixed JA keeps its territory and its units if it does not use Pacific Blitz card by 6 turns after beginning of war with China. Territory now restored to China and JA units eliminated if Pacific Blitz card not played in time.


Version T3 Changes (April 5, 2010)


1. Hanoi no longer given to China if GE creates Vichy. China receives 3000 supply instead if Vichy is declared, representing the aid from the USA that flowed through Vichy Hanoi.
2. Thailand starts game as historically accurate neutrals. (Becomes JA when Pacific Blitz is played)
3. North Blitz card simulates GE surprise attack by giving Stavanger and Bergen to GE, though Bergen gets only 5 Riflemen to occupy it.
4. JA ports start game with 2 hex radius that are JA sea hexes to avoid West from blocking fleet from leaving for Pearl Harbor.
5. Lowered SU starting staff level 10%
6. Lowered SU first turn of winter while awake supply bonus by 2000
7. Gibraltar Strait now opened so ships can go through


Version T2 Changes (March 26 2010)

Fixed Venice. In version T1 Venice stopped being a producing city. Now restored to City 4.
Fixed West Stops Vichy from Forming card not given when Historical Blitz option chosen.
Coastal Artillery changed to Coastal Defenses: Gains the defensive abilities versus subs of 2 destroyers.
Added road from Oslo to Stavanger.
. . . . . I found a good map of Norway at the time that showed a major highway used between the 2.

Version T1 Changes

I. Fixes

a) Coastal Artillery vs. units in Big Sea were previously unable to attack, and defended at half strength. Now function same as vs. regular sea, full strength attack and full strength defend.
b) Italian Morale Restored to Normal (version S was set to a maximum of 8 instead of starting at 8)


II. New Features

a) Accelerate Ship production Game Option (sent by bwheatley)
This will double the random chance of you getting a hull built.

b) Purchase Additional Manpower Action Cards (sent by bwheatley)
The West can buy 800 additional manpower for 500PP and a morale loss of 10% beginning in 1944.
Germany can buy 800 additional manpower for 300PP and a morale loss of 10% beginning in 1945.

c) Consequences to JA Delaying War with China
If Japan does not begin the war with China by July 1941, the following conditions occur:
1) All Chinese cities produce at 125% of normal until war begins (restores to 100% at that time)
2) USA gives China 2000 supply per turn until JA begins war with China
3) In August, October, and December 1941, China gains Guns 1, Heavy Infantry II, and Staff II, if war has not begun by those times
4) In August 1942, if JA has not begun war with China, China may declare war on Japan, and Japan then loses Pacific Blitz Card. At that time, West receives Persuade USA to join West card (150 PP). When played, USA joins West and West declares war on Japan.
5) China victory conditions now only require holding Kunming, Chungking, Sian, Beijing, Shanghai, & Canton

d) West & Soviet Union at War
Once Berlin is occupied by either Western Allies or Soviet Union, the 2 automatically are at war with each other.

e) Incident at Nomohan Card (JA/SU war) renewed each January
If JA & SU are at peace, each January they are given the Start War between JA & SU (Nomohan Incident) card.


III. Adjustments to Improve Balance
a) GE receives new city 4: Dresden
b) GE begins game with Staff II
c) GE & JA only need to hold their VPs 18 turns instead of 24 turns for victory.
d) If JA does not own Hanoi by July 1941, China gets 60PP & production in all Chinese cities increases to 125% of normal
e) West receives manpower grant of 800 13 and 25 turns after USA enters.
f) New Bomber research (dive and level) requires completed research of the previous level of the other bomber type.
.....For instance, Dive Bomber 3 requires Dive Bomber 2 & Level Bomber 2.
g) Effects of Winter Reduced:
.....Maximum single turn readiness penalty 1939-1942 is reduced from 50 to 40.
.....Maximum single turn readiness penalty in 1943 is 35.
.....Maximum single turn readiness penalty in 1944 & 1945 is 30.
h) SU Production when awake but not at war changed from 45% to 55% prior to June 1941 & from 55% to 65% starting June 1941.
i) SU auto wakes February 1941 instead of January 1941.
j) Chinese Partisan Levels Reduced
.....From 7% to 5% for no 900pp & for Sian Conquered
.....From 6% to 4% for No City Garrisons
.....From 4% to 3% for 900pp present all garrisons OK
k) JA gets Fighter II & Heavy Infantry II when they begin war with China
l) JA gets Carrier III, BB/CA III, Destroyer III when they play the Pacific Blitz Card
m) Partisan Levels Decrease to very low when occupying garrisons PP kept high
.......Yugoslavia: . . . 100 PP if not at war with Soviet Union,
. . . . . . . . . . . . . . . 150 PP if yes at war with Soviet Union
.......Greece: . . . . . .100 PP (until West has 100 PP in Italy, then Greek partisan become many)
.......Soviet Union:. . 850 PP (before capturing Big 5 Cities & assuming all city garrisons are adequate and not winter)
..............................1500 PP (after capturing Moscow, Leningrad, Stalingrad, Kazan, & Gorki, & cities garrisoned & not winter)
.......China: . . . . . . .1100 PP (assuming all city garrisons are adequate)

IV. Unit Changes

a) Sub 3 & 4 have defense versus air increased by 1 each.
b) Flak 4 anti-air range increased to 3
c) Battleship & Cruiser bombardment strength versus land units reduced by 60%
d) Coastal Artillery strength versus surface ships increased by 33%
e) The Soviet Union Partisan unit is reduced from containing 8 partisans to 5, but gets extra supply.
f) The trucks added to the free SU Worker Battalions in version R have been removed.


Version S Changes


New Features or Conditions

Historical Western Blitz Game Option Added
If chosen at game start, France begins the game asleep and will not wake up until attacked. France is given 3 extra units to fill in the northern coastal and Ardennes region gaps in their defense, and units start with more XP than previously.

Maginot Line Garrison Requirement Added:
With Normal Start (Not Historical Western Blitz), moving 50pp of units that begin the game in the Maginot Line outside the Line immediately gives Germany the Western Blitz Card, instead of in May 1940. Units in other parts of France may move freely. Once Germany invades France, all Maginot Line units may move freely.

Turkey maintains independence (does not join West or SU) if GE or SU attacks them. Turkey should then be played by China player.

Adjustments to Improve Balance
Maginot Line Unit Changes:
Maginot Line units lose an AT & Infantry Gun and all Flak, and gain 5 SMG & 5 Machine Guns to better reflect historical unit formations in May 1940.
New unit is given in middle of Maginot Line:
8 Flak Immobile. These were NOT historically present, but necessary to stop Germany from very ahistorical tactic of aerial bombing of Maginot Line prior to invasion.

Germany gets 200 PP to start game
Italy Joins Germany after fall of Paris instead of fall of Lille
Italians no longer have combat reduction. Instead, Italian units begin with a morale of 8.
Soviet Siberian Factories creation cannot be blocked
After war with Germany begins, if Kiev, Kharkov, Dnepropetrovsk, Sevastopol, or Rostov are not occupied by GE by 6, 9, 12, 15, & 18 turns respectively, after Eastern Blitz begins, their corresponding Siberian factories are created anyway.

SU gets Lend Lease Trucks (4) & Trains (4) in Vladivostok each turn SU is at war with GE.
All SU producing cities get 2 Flak Immobile Level I at game start.
JA Garrison unit added to Taiwan
All of UK is now in winter zone. In winter of 1940/1941, London receives extra 1000 supply December - February.
Glasgow changed from Resource 2 to City 0
Ploesti changed from Resource 2 to Resource 4

Unit Changes
Bomber Research divided into 2 categories: Dive Bomber and Level Bomber, each costing half of the original total
Katyusha changed to reflect changes to Artillery & Flak88. Costs same as Flak88, power same as Artillery III, unable to carry tanks (never could, that was a mistake in the text description.)

BBI & BBII Anti Structure points increased by 5 points,
Artillery bombardment vs. infantry increased by 5 points.
Mortar attack strength vs. armor lowered 30%, vs. infantry lowered 15%.
Artillery supply use increased by 12%
Partisan combat defense strength lowered 21%, HP lowered 20%
Sea Scouts movement over land severely limited.

Fixes
Fixed Italian navy not entering the game 75% of the time. It now always enters the game at one of 4 locations.
Fixed Minor Axis not joining GE if SU starts war with GE due to insufficient GE PP on border.
Fixed Omsk production. Now producing Siberians and PP after GE declares war, instead of Russians
Fixed SU getting Production Boosts in 1942 when not at war
Fixed Supply Centers not increasing production in 1942 onwards
Cairo starts game producing for Wavell HQ
Port Swettenham starts game producing for Singapore HQ
Road to Mosul starts game as entirely the territory of Western Allies

Special Note:
Carrier Air Ranges reported by AT is only for range over land. They move normally over sea, despite the report.


Version R Changes

Feature Changes
Soviet Siberian Factories (created after GE defeats major SU cities) now able to build everything except PP and ships
Extra supply to SU in winter when awake but not at war reduced
Glasgow eliminated as resource center for UK
SU Aid to China goes directly to Chungking, but requires China to control Urumchi and Lanzhou

Fixes
West able to give aid to Soviet Union only after SU at war with GE
Northern Blitz messages not repeating
Check PP in France Card working properly
Long Range Fighter I no longer upgradeable to Long Range Fighter II
SU Far East HQ given Stavka as its HQ instead of no HQ



Version Q Changes

Night Bombers eliminated (for now, until I can do more tests under many different conditions)
Weather effects not quite as harsh
Italians now have lower starting morale instead of lower combat versus British
Italian navy starting port now randomized
Partisans enter game with slightly lower XP
Action card with map to check if West’s non-evacuation conditions of France are being met
Coastal Artillery no longer able to fire against air attacks
Bombed cities auto-recover slightly quicker


Version P Changes
(no version O)

More accurate Pacific map
-Hong Kong replaced with Canton (JA owned)
-JA Supply centers incorporated into JA cities
-Burma & Malaysia map more accurate
Northern Blitz separated from Western Blitz
….. April 1940 GE able to attack Norway & Denmark separately from France, BeNeLux. Western Blitz now in May 1940.
GE must double garrison of SU when they conquer all SU up to Kazan (inclusive)
West loses game if it does not occupy Paris by 36 turns after USA enters war (Pacific Blitz)
Monthly manpower gains reduced 15-20% for all regimes except China
SU RRs in winter have limited movement
SU has 25% attack bonus during winter turns

AI Changes
If GE is human and West is AI, victory conditions have changed:
…..In addition to conquering Axis Europa, GE must also conquer London, Birmingham, & Manchester
If West is AI, Canadian & USA production moved to UK & Pacific
If West is AI, GE & JA production will begin decreasing starting one year after USA enters war.
- GE & JA production will never go below 40% of maximum.
Lots of minor “helps” to the AI to make it much more competetive (I hope)


Version N Changes

Fixed Level Bomber anti-structure points
Fixed Wuhan & Changsha occupation by JA
Fixed Munich not producing at 20% bonus

Adjusted USA production levels
Adjusted JA production levels

Improved Pacific map to account for different scale from Europe & different conditions
Altered China map somewhat to account for different scale from Europe
Only allowed airfields, ports, or military bases to be built on islands where that was possible
Increased structure points of certain Pacific islands & Aalborg
Deleted Australian roads
Added a few extra cargo ships & Riflemen to JA to start game
Added Flak to Chinese cities due to new Level Bomber ranges & different map scale for China
Deleteed Chinese KMT supply center & return Kunming to size 2 city
Lowered Chinese Partisan frequency & strength

Lowered BB bombard points versus infantry
Restored cost to build engineers to version 33d cost
Oslo coastal artillery gun now not destroyed if Western Blitz card played


Version M Changes

1. Fixed omission from L of new graphics files for Escort Carrier and Fortified Airfield
2. Fixed L Montreal bug: IF AI is West, went into infinite loop.
3. Fixed auto recover all structural damage bug
4. New event: Axis leave North Africa causes Italian units to lose 25% morale
5. New event: If West occupies Rome:
-------First 2 turns, Italians lose 25 % morale
-------Third turn: Italians surrender, all Italian units disbanded
6. Changes to Air Units
-----All Level Bombers, & new Night Bombers have range of 18, regardless of Tech Level
-----All Level Bombers do more structural damage than previously
-----New units: Night Bombers: Similar to level bombers except no attack vs. units, medium structural damage, fighters cannot intercept
-----Strategic Bombers incorporated into Level Bomber IV
-----Fighter III range extended 1 hex
-----Long Range Fighter I range extended 3 hexes
7. Irkutsk changed from resource center to city 2
8. English Channel area & Great Barrier Reef area now Big Sea to simulate slower ship movement in these areas
9. Canton replace by Hong Kong (British owned at game start)


Version L Changes

L_Fixed has the omitted graphics correctly in place now.

One of the most significant improvements to date!

Stronger JA & West AI
Totally new victory conditions for GE & JA
- JA has to capture & hold for 24 turns Greater East Asia Co-Prosperity Sphere
-----This does NOT include Calcutta, Chungking, or Sydney!
- GE has to capture & hold Axis Europa for 24 turns
-----This includes all the European continent from the Atlantic to Omsk, but not neutrals

JA must maintain a garrison in China, & in each Chinese city except the inner 3
GE must maintain a garrision in SU, & in each Soviet city it captures
West must maintain a garrison of all starting units in north France prior to GE invasion or GE immediately gets Western Blitz card
GE can Pressure Axis to join war after conquest of Warsaw
SU can start war with GE after August 1 1942
Romanian, Hungarian, Bulgarian troops all have combat effectiveness reduced slightly

New units: Carrier Escort & Air Scout Anti-Sub
Carrier Air range over land reduced to 2
Start of game ship hulls (left over from Tom’s 33d) eliminated. Instead …
Ships already significantly under production at hostilities start enter game automatically in the quarter they entered historically
Ship supply requirements more historically accurate (SS lowered a lot, others lowered slightly)

Map of Atlantic made more accurate.
--Iceland moved, Azores added, East Coast big sea hexes eliminated due to Vic's fix of anti-supply bug
Any regime may declare war on Azores starting January 1943
British occupied Hong Kong replaces Chinese occupied Canton at game start
Aid to China can now be Supply only, PP only, or Fighters only
JA cannot build kamikaze’s until an island close to home has been conquered by West
Some unit values adjusted for better accuracy and play balance
Fortified Air base has its own graphic

The new victory conditions and garrison conditions should result in some major game-play changes.


Version K Changes

Occupied Cities Produce 1/2 of original owner's level

Added Lend Lease of US DD to UK September 1940
Added Destroyer Technology, independent of Ships
Added Resource Center in Glasgow, Norfolk

Slightly reduced supply requirements for BB, CA, CV
Slightly increased Chinese Parisans frequency
Strengthened garrison in Hawaii
Strengthened garrison in Vladivostok
Gave new staff for beginning of war new conscripts, worker battalions in Soviet Union (SU)

Fixed AI trying to use cargo ships as landing craft
Fixed AI producing lots of Air Scouts
Fixed 3 JA cargoships which should have been landing craft
Fixed USA ships starting war with no supply





< Message edited by explorer2 -- 8/14/2010 1:37:27 AM >

(in reply to explorer2)
Post #: 5
RE: World at War (WaW) Revised Beta Status - 4/20/2009 11:22:50 PM   
explorer2

 

Posts: 465
Joined: 11/30/2007
Status: offline
Changes from WaW 33d to WaW Revised verion A

Lots of changes add up to some Big effects

Bug Issue: In versions Prior to 1g (03/31/2009), captured resource hexes do NOT produce for their captor. I highly advise not playing prior versions!

AI improvements
AI defends cities better
Occupied cities have more limited production abilities
Invasion of Russia plays significantly differently (more historical IMHO)
Battle for the Atlantic is a real battle now
North Africa has more significance
Naval combat gives priority to Carriers/Air & subs, not battleships
Naval & Air superiority essential for amphibious invasions now
And lots more . . . .

AI Players Note: Do not turn Screenshots On when playing against AI. It currently causes file size bloat which AT chokes on after about 10 turns of WaW.
This has no effect at all if playing all humans.



MISC

-Decreased research speed 25%
-Occupied cities have limited production abilities
-Eliminated Victory condition of capturing Munich
-Soviet factories in Urals (created after fall of Western Soviet cities) now able to produce supply
-Increased Germany's starting pool of manpower, but reduced Germany and Japan's monthly gains.
-Increased West's monthly manpower gains. (Thanks GrumpyMel)
-Decreased slightly amount cities auto repair themselves
-Increased minimal recon needed to see partial info on enemy units
-Doubled cost for engineers to build roads & bridges
-Turn length 28 instead of 30 days, slight increase in possible weather turns


BUG FIXES

-Fixed Ship Hull Bugs (Thanks to many people's input)
-Fixed Abandon Paris Card
.........West units were being dissolved, but Paris owner wasn't changing to GE
-Found & Fixed Plymouth coast bug
.........Sea hex off NW coast of Plymouth was assigned to UK, causing US to enter war when GE ship was in that hex
-Found bug in AT anti-supply across oceans. Vic fixes it with patch you should download at
..........http://www.advancedtactics.org/AdvancedTactics_v121.zip - makes game much more fun


GAME SETTINGS OPTIONS CHANGES

-SS/Siberians automatically in game, no longer an option
-Added Landingcraft-Cargoships as option, see below for details

AI CHANGES

-AI much better at defending itself now
.....All AI controlled regimes given new special immovable City Garrison units in cities
-AI for JA & West more likely to make amphibious invasions of key areas
-If JA is AI controlled, USA fleet at Peal Harbor automatically eliminated
.....since AI doesn't usually succeed in doing this


EVENT CHANGES

-Changed Italian join Germany timing
..........Enters (and can move) before Allies have chance to attack them
-Changed Soviet Union (SU) waking
..........Wakes up prior to 1941 only if GE troops in border area exceed SU troops in border area
..........Auto wakes in January 1941, instead of whenever Paris is conquered
..........Once awake, production begins at 25% capacity and increases by 25% each 6 months. War brings it to 100% immediately
-Changed GE-SU Garrison
..........Check for garrison levels no longer begins when Paris falls. Begins whenever SU wakes up
-Changed Eastern Blitz card
..........Combat bonus for GE instead of readiness loss for SU
..........Greater rewards for GE the earlier the year they invade
..........SU gets 7 worker battalions & 7 conscript units when Blitz card played
-Added when GE conquers SU city, conquered city can only produce supply
-Changed Pacific Blitz card
..........JA gets Carrier 3 Research when plays Pacific Blitz card
-Changed German Declaration of War on Turkey
..........Wakes up Soviet Union now

SFType CHANGES - Non-NAVAL

-Coastal Artillery - New SFTType
..........Expensive, but will heavily damage enemy fleets w/in 1 hex of them
..........Very resistant to naval attacks, but vulnerable from land
-Engineers: Increased cost by 50%
-Truck & Half Track: Decreased cost 17%, HalfTrack now requires Armor II Tech not Armor I
-All Aircraft: No longer able to be upgraded
-Dive Bomber: Much stronger against surface ships
-Long Range Transports: Deleted
-Transporter: Decreased range from 10 to 8
-Artillery: Increased range to 2
-Long Range Artillery: Deleted
-All Armor
..........Increased upgrade costs to 20% of build cost
..........Increased Build & Upgrade Costs for each increasing level by 15%
-Tank Destroyers
..........Lowered build cost & Hit Points by 40%
..........Requires Guns Level 2 to build
-Heavy Tanks: Require Guns 2 to build in addition to Armor 2
-Bazookas
..........Level I not buildable
..........Level II requires Heavy Infantry III, not Heavy Infantry II
..........Level IV able to paradrop
..........Combat Defense Value decreased
..........Hide Value Increased from none to 10
..........Levels III & IV cost increased by 10%
..........Upgrade costs set at 20% of unit cost


SFType CHANGES - NAVAL: Generally enhanced the role of subs, carriers, & carrier air

-Ship Hull System in use
.....For Battleships (BB), Cruisers (CA), & Carriers (CV) you build a hull instead of the ship itself
.....Once hull is built, there's a 20% chance/turn that the hull is converted to a functioning ship (10% for BB)
.....Hulls always produce level 2 BB, CA, CV's instead of Level 1
.....Hull costs: CA:8000, CV:12000, BB:16000
-Level 1 BB, CA, CV's represent WWI era ships & cannot be upgraded
-Level 2 & 3 BB, CA, CV upgrade cost= 1/2 of hull build cost
-Naval upgrades give greater benefits than before & are more specific to that unit's purpose
-Universal upgrade benefit: Starting with Level III, ships can stay at sea 9 turns instead of 6
-Ship Speeds: "normal" speed = 16 hexes
Exceptions
......5 hexes: "Amphibious" Cargoships (game option in set-up screen)
.....20 hexes: DDII, CVIII, CV IV, BB IV, CA IV
.....33 hexes: SubmarinesI-III, DDIII, DDIV
.....50 hexes: SubmarinesIV

-Anti-Supply range & effects of submarines & Carrier Air doubled, & increase slightly as levels increase
-Battleship bombardment strength versus infantry decreased
-Cargoships now have game option to be landingcraft-cargoships
.....Optional range is now 5 hexes, enabling more realistic modeling of amphibious invasions
.....Transport and transfer abilities unchanged
-Destroyers now can transport weight 10 (infantry, engineers, etc. weigh 1 each)
-Supply requirements of all naval units reduced by 25%
-Carrier Air cost now 1500 instead of 1000
-Carrier Air I (biplanes) range decreased by 2, Carrier Air III range increased by 2 (Zeros/Vals)
-Recon value of Destroyers, Carrier Air, & Submarines increased
-Hide value of submarines increased
-Combat values of all ships changed to make carrier air stronger vs all ships & subs stronger against all but DD.


CHANGES TO WHAT UNITS START THE GAME

Naval Units at start of game more historically accurate: (mostly more BB)
.....1BB in Game=1 BB in reality or 3CAs (Heavy) in Real World
.....1CV in Game=1 CV in Real World (FleetLevel)
.....1CA in Game=3 CL (CruiserLight) in Real World
.....1DD in Game=10 DD in Real World
.....1SS in Game=10 Subs in Real World
-Added trucks to Soviet Union Far East units
-Added units to Moscow
.....2 units of 50 Rifle, 1AT, 1 InfGun, 1 Flak
.....3 trains to facilitate transfers
-Added Coastal Artillery garrisons in major port cities
-Added Italian Army to Libya, Army of Egypt to Egypt: both enter on turn Italy joins GE
-Added garrisons to Wake & Midway, strengthened Hawaiian garrisons

MAP CHANGES

-Added Quebec as Resource Center
-Changed Cairo & Tripoli to producing cities -size 2. (Thanks GrumpyMel)
-Changed Lagos from becoming Vichy to remaining in West
-Changed Kunming from city size 2 to size 4
-Added Chinese Nationalist Supply 1 hex north of Chungking
-Added Siberian Supply Resource east of Urals
-Added 2 fortresses adjacent to Moscow
-Made road between India and Soviet Union impassible
-Changed some plains hexes in Libya to big land & added road from Benghazi to Bardia
-Changed Bardia & Mersa Matruh in North Africa to fortresses instead of cities (In real world they were not ports)
-Added fortifications along Siegrfried Line next to Maginot Line (thanks Bebert)



< Message edited by explorer2 -- 1/24/2010 5:07:12 AM >

(in reply to explorer2)
Post #: 6
RE: World at War (WaW) Revised Beta Status - 4/20/2009 11:23:03 PM   
explorer2

 

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Reserved


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Post #: 7
RE: World at War (WaW) Revised Beta Status - 4/20/2009 11:23:18 PM   
explorer2

 

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Reserved

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Post #: 8
RE: World at War (WaW) Revised Beta Status - 5/19/2009 5:02:03 AM   
explorer2

 

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Version M now available: May 18 2009

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Post #: 9
RE: World at War (WaW) Revised Beta Status - 5/20/2009 7:33:03 PM   
coxville


Posts: 87
Joined: 4/12/2009
From: Birmingham UK
Status: offline
Hi, Downloaded M on Tuesday and now L is back but as a fixed version. Is this M in Disguise or has M been withdrawn for correction?

Also as an observation in L, the two british supply dumps don't revert to german production when conquered. I am assuming this is deliberate. Also most of the UK acts as an airfield, again I am assuming that is deliberate.

This MOD just keeps getting better and better by the way

Chris

(in reply to explorer2)
Post #: 10
RE: World at War (WaW) Revised Beta Status - 5/20/2009 10:31:41 PM   
explorer2

 

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quote:

ORIGINAL: coxville
Is this M in Disguise or has M been withdrawn for correction?


M was withdrawn for correction

quote:

Also as an observation in L, the two british supply dumps don't revert to german production when conquered. I am assuming this is deliberate.

Yes

quote:

Also most of the UK acts as an airfield, again I am assuming that is deliberate.

Only in AI version, and just 2 extra airfields that I know of, necessary for better anti-air protection without having problems with stacking.

quote:

This MOD just keeps getting better and better by the way


Thanks, I'm trying.

(in reply to coxville)
Post #: 11
RE: World at War (WaW) Revised Beta Status - 5/21/2009 6:24:45 AM   
coxville


Posts: 87
Joined: 4/12/2009
From: Birmingham UK
Status: offline
Thanks,

Have played L twice now without MODs and got the following exception error at the end of turn 1 both times.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
 
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at WindowsApplication1.AIClass.ExecSendStaffUp()
   at WindowsApplication1.AIClass.ExecuteAI()
   at WindowsApplication1.GameLoopMainWindowClass.handleTimer()
   at WindowsApplication1.ScreenClass.HandleTimer()
   at WindowsApplication1.Form1.Timer1_Tick(Object sender, EventArgs e)
   at System.Windows.Forms.Timer.OnTick(EventArgs e)
   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
 
 
************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WindowsApplication1
    Assembly Version: 1.0.3317.28965
    Win32 Version: 1.0.3317.28965
    CodeBase: file:///C:/Matrix%20Games/Advanced%20Tactics/bin/AdvancedTactics.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
ICSharpCode.SharpZipLib
    Assembly Version: 0.85.5.452
    Win32 Version: 0.85.5.452
    CodeBase: file:///C:/Matrix%20Games/Advanced%20Tactics/bin/ICSharpCode.SharpZipLib.DLL
----------------------------------------
 
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
 
For example:
 
<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>
 
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
 
 I was playing Axis and japanese against AI ++ and no bonuses
 
Chris

(in reply to explorer2)
Post #: 12
RE: World at War (WaW) Revised Beta Status - 5/21/2009 6:48:20 AM   
coxville


Posts: 87
Joined: 4/12/2009
From: Birmingham UK
Status: offline
further clue, I loaded the old version of L but kept the new graphics files and recieved the same error. Hope that helps

Chris

(in reply to coxville)
Post #: 13
RE: World at War (WaW) Revised Beta Status - 5/21/2009 5:14:46 PM   
explorer2

 

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Chris-
I'll look into it.
If you could place these kind of issues (bugs, etc..) in the WaW Revised Beta Error Reports & Suggestions thread http://www.matrixgames.com/forums/tm.asp?m=2093148 instead of the Status thread, that would be appreciated. Thanks.


(in reply to coxville)
Post #: 14
RE: World at War (WaW) Revised Beta Status - 1/27/2010 10:01:31 PM   
rjh1971


Posts: 4919
Joined: 12/13/2005
From: Madrid, Spain
Status: offline
Bump
Since explorer made some editing I think it's interesting to bump it

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(in reply to explorer2)
Post #: 15
RE: World at War (WaW) Revised Beta Status - 4/5/2010 12:36:23 PM   
Barthheart


Posts: 3194
Joined: 7/20/2004
From: Nepean, Ontario
Status: offline

quote:

ORIGINAL: explorer2

Version 3T Changes (April 4, 2010)


1. Hanoi no longer given to China if GE creates Vichy. China receives 3000 supply instead if Vichy is declared, representing the aid from the USA that flowed through Vichy Hanoi.
2. Thailand starts game as historically accurate neutrals. (Becomes JA when Pacific Blitz is played)
3. North Blitz card simulates GE surprise attack by giving Stavanger and Bergen to GE, though Bergen gets only 5 Riflemen to occupy it.
4. JA ports start game with 2 hex radius that are JA sea hexes to avoid West from blocking fleet from leaving for Pearl Harbor.
5. Lowered SU starting staff level 10%
6. Lowered SU first turn of winter while awake supply bonus by 2000.


Version T2 Changes (March 26 2010)

Fixed Venice. In version T1 Venice stopped being a producing city. Now restored to City 4.
Fixed West Stops Vichy from Forming card not given when Historical Blitz option chosen.
Coastal Artillery changed to Coastal Defenses: Gains the defensive abilities versus subs of 2 destroyers.
Added road from Oslo to Stavanger.
. . . . . I found a good map of Norway at the time that showed a major highway used between the 2.
...


Interesting changes here explorer2! Well done and please keep uo the great work. Maybe you can play some day.

One question though: why this change:
quote:


3. North Blitz card simulates GE surprise attack by giving Stavanger and Bergen to GE, though Bergen gets only 5 Riflemen to occupy it.


This will make it almost impossible for the West to contest the invasion of Norway. The airborne taking Oslo for free should be enough for the Germans to eventually secure Norway. If the German player wants to keep the West out of Bergen then he should have to risk the Kreigsmarine to block troops being transfered there or fight it out on the ground.

Just my oppinion of course, I'd like to here other's thoughts on this.


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(in reply to explorer2)
Post #: 16
RE: World at War (WaW) Revised Beta Status - 4/5/2010 2:44:00 PM   
explorer2

 

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Barthheart-

"This will make it almost impossible for the West to contest the invasion of Norway."

I don't think it's quite that extreme. In Bergen, only 5 riflemen occupy it, representing the small amount of forces that succeeded in their landing (actually this represents Narvik, but our map is too compressed up this far north).

Here's my thinking:
SURPRISE ELEMENT:
Our game is in month increments, not real time, so representing some things is quite difficult, especially the element of surprise and how fast ships could move. In reality, UK kept almost all of their big fleet (not destroyers) in port until they found a specific need to set sail. In the case of the Norway invasions, they were taken by surprise initially and could not "block" this from happening. In our game it is quite easy to park a few good West ships outside Bergen and then GE cannot possibly take it - very unhistorical. Also in our game, if we add the element of surprise by randomizing when North Blitz occurs, that messes with other events. Remember, the way I'm approaching this scenario is keeping early game moderately historical.

"GAMING" Element:
In previous versions, since Norway joined the West, instantly, there was no need for an invasion by the West into Norway, they already have it. If you'll recall, historically, they had to mount a hasty (because caught totally by surprise) and disastrous invasion.
In this new version, West will be prepared, (very UNhistorical) and so can quite easily mount a counter invasion since West has vastly superior navy. I can't imagine a competent West player who chooses to put their energy there, not being able to mount a counter invasion into Bergen on the first turn.

That counter invasion, I believe, would do a better job of simulating what actually occurred in history. GE could oppose it, but could not put forces in Bergen without controlling the seas (highly unlikely) So that forces a nice little naval encounter, which did occur. Ge coud also move troops up the road from Oslo, which also occurred, but only on the next turn. And, as you know, GE had vastly superior troops in Norway and routed the West's counter invasion.

So in conclusion, I believe this new design actually far better simulates the historical reality. I also believe that the West, if committed, can easily take Bergen back in April 1940, and the result at that point will be dependent on which player is the most committed and the most skillful - West having the superior navy, GE having the superior land forces, at least initially.

I welcome alternate feedback.

(in reply to Barthheart)
Post #: 17
RE: World at War (WaW) Revised Beta Status - 4/5/2010 7:22:00 PM   
Barthheart


Posts: 3194
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From: Nepean, Ontario
Status: offline
Explorer2,

OK I'll take your arguments for now and see how they play out. My main worry is that now to mount the invasion you actually have to build transports to do it, on top of keeping all other units supplied, where before you could use Strategic Movement to transfer troops from England to Bergen.

Also did you consider raising the cost of the "Pressure Axis Minors" card? Or maybe delay it's availability until after Paris falls.... this could be a believable pressure point with the Minors.. " Look how strong Germany is! We beat the West easily! Join us now!" kind of thing..... Wait! Maybe have it have a chance of failing.... people won't like losing teh PP's but might make it more interesting.... chance of fail decreases over time and after Fall of France....

Just thinking out loud..... what everyone else think?


_____________________________

Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

(in reply to explorer2)
Post #: 18
RE: World at War (WaW) Revised Beta Status - 4/5/2010 8:03:52 PM   
explorer2

 

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Barthheart-

I think what you say about Norway is exactly why I did change it. I can see no good reason to allow West a simple strategic transfer. They certainly didn't do anything like that historically. And West has the overall game advantage still as far as I can tell.

I think both ideas about the Pressure Axis card are excellent.
Even so, I don't want to do so at this time (and you guys have already started) until I get a better feel for overall game balance.
From most reports I"ve received since version N, West seems to win. Reducing the cost of Pressure Axis was just a very easy way of helping the Axis. I will gladly admit it departs from my preferable method of keeping things "historically plausible" - it's a bit of a stretch.
But if it looks like this throws the balance out of whack in GE's favor, I'd gladly change it.

Let's see how some games turn out. Every game gives more data to help balance better :-)

Good luck with the Soviets this game. I think it should be really really hard to survive the initial onslaught until winter, but if you do, things should get quite interesting.

(in reply to Barthheart)
Post #: 19
RE: World at War (WaW) Revised Beta Status - 4/5/2010 9:00:34 PM   
Barthheart


Posts: 3194
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From: Nepean, Ontario
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Explorer2,

"Historically Plausible"... can be a two edged sword.

If the Allies win every game.... welll that's historical no? Given everything and hindsight the Axis never really had a chance to "win".

BUT making teh games balanced, fun and "Historically Plausible" is very hard and I think you're doing a fine job of trying. But instead of always making the Axis stronger, which lasts the entire game, how about making the Allies weaker in the beginning?

No, I have know idea how to do that... maybe some of the other wackos,, that play this scenario could chime in?

Anyway, yes a lot more games need to be played, including by me, before we get this figured out.


_____________________________

Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

(in reply to explorer2)
Post #: 20
RE: WaW Revised Status & Version History - 4/17/2010 6:34:12 AM   
Grymme

 

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Joined: 12/16/2007
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A couple of issues i have detected.

- Nomohan incident. It says it costs 20PP but actually cost 40PP. It also doesnt state that it gives 20PP to the soviets.
- Japan cannot, it seems, buy transport planes. I can however build paratroopers. How to build transport planes?


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(in reply to explorer2)
Post #: 21
RE: WaW Revised Status & Version History - 4/17/2010 7:54:49 AM   
springer

 

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Hi Grymme,

I think you are one of the best two-player scenario builders in AT.  Thinking about transports and Japanese paratroopers: I can see the the problem.  You can build paratroopers, but not transport.  But on the other hand, I think that Japanese paratroop operations were notoriously slim during WWII.  If in AT, you want to launch Japanese para attacks, I think some research is needed.  I think the solution is problematic.

My own feeling is to give the Japanese some air transport (but to keep it small, since sea transport appears to predominate).  See Japanese air transport in Wikipedia.

Paratrooper operations are real, but thin see Imperial Army Paratroops and Marine Paratroops  in Wikipedia.

I think the Japanese could've committed to large-scale paradrops, but it would take a tech advance to show the commitment to specialized training of the paratroops.

My bias is based on a personally subjective criteria: As I write this, I look at the emergency chute my Marine Grandfather pulled off a dead aviator and compare it to one of my father's chute (who did 200 jumps), and realize there is a major difference in tech commitment.  On the other hand, it may not be fair to compare two chutes with very different foci of purpose.  I guess, however, that I'd stick to the idea that Japanese parachute units need to have some sort of tech upgrade before they can be implemented.

An interesting, but far from official website on Japanese paratroopers is here

(in reply to Grymme)
Post #: 22
RE: WaW Revised Status & Version History - 4/17/2010 8:04:50 AM   
Grymme

 

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Springer. Thanks for the flattery.

The japanese did use paratroopers in the NEI for example. As for historical or not. The point of WAW i guess is to change the history. The japanese definatly had the technology and industri to deploy paratroopers if they had wanted and commited since 1940. They didnt, but that shouldnt stop players doing it in WAW. But in any case if the shouldnt be able to produce transport planes then they shouldnt be able to produce paratroopers.

But i do hope i will be able to in some way and that i have missed something,

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(in reply to springer)
Post #: 23
RE: WaW Revised Status & Version History - 4/17/2010 8:30:54 AM   
Tufkal2

 

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From: Germany
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Dear Ally,
production for Transporters (=transport planes) is under the Transport category, not the planes category....
You should be able to produce directly when the game starts for you...



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Post #: 24
RE: WaW Revised Status & Version History - 5/5/2010 1:33:24 AM   
bwheatley

 

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lets get this new mod and try and see how she goes :)

(in reply to Tufkal2)
Post #: 25
RE: WaW Revised Status & Version History - 5/7/2010 12:09:10 AM   
springer

 

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Hi Grymme,

I totally agree that WAW is about changing history.

My note was less about capacity than doctrine. Japanese industry could certainly have created such a force, but the doctrinal commitment missing. My idea was that PP expenditures not only represent upgrades in equipment but commitment toward doctrinal change. Thus, if the Japanese want to create an effective large-scale parachute assault force, you could represent the effort required to create the staff, research, and doctrine as PP.

This is strictly a "what is the purpose of a feature" design choice in the scenario. I can certainly see the argument that if physical ability is present, it should be allowed. I just think that PP costs for changing historical doctrinal directions (in order to change history) allows the player to think in terms of trade-offs (i.e., should I upgrade my cruisers [which also includes upgrades in cruiser tactics]or invest in a viable airborne army?)


(in reply to Grymme)
Post #: 26
RE: WaW Revised Status & Version History - 5/20/2010 1:33:26 AM   
bwheatley

 

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in 6t gibraltor can't get penalty free supply from anywhere canada, britian or middle east. was this intentional?

(in reply to springer)
Post #: 27
RE: WaW Revised Status & Version History - 5/20/2010 4:55:04 PM   
bwheatley

 

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also i noticed gibraltor was damaged at 50% i don't know if that happened after i declared the vichy card or not but is that also intentional?

(in reply to bwheatley)
Post #: 28
RE: WaW Revised Status & Version History - 6/25/2010 3:43:45 PM   
ehzorg


Posts: 69
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Hey explorer, what are the effects of the new hex type I'm seeing in version U3 called "Australian Supply Sea"? It appears to take the same amount of AP for ships to move through as big-sea hexes... but what's different?

(in reply to bwheatley)
Post #: 29
RE: WaW Revised Status & Version History - 6/25/2010 5:44:44 PM   
explorer2

 

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quote:

ORIGINAL: bwheatley
also i noticed gibraltor was damaged at 50% i don't know if that happened after i declared the vichy card or not but is that also intentional?


I didn't make any changes to Gibraltar itself, just changed the hex due south to ocean. If there's a supply penalty that wasn't there previously, let me know and I'll look into it. By changing the hex under it, the computer may now be using a slightly different route to do supply, which in theory could put it over the limit of no supply penalty. Let me know if it still seems to be a problem.

(in reply to bwheatley)
Post #: 30
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