brian brian
Posts: 3191
Joined: 11/16/2005 Status: offline
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quote:
ORIGINAL: pzgndr Since I started this thread, I'll provide a serious answer. Of course I have considered this. But, I want to play an ETO game. I do not want to play a PTO or Global War game. It's that simple. I've been waiting two years for Fascist Tide and I'll keep on waiting, looking at my MWiF manuals still in plastic wrapping on the shelf, until this game is ready to be played. Until then, I have better things to do with my time. I'll probably have my Advanced Third Reich mod, with challenging AI scripting for both sides, for Strategic Command 3 up and running before I see Fascist Tide, without any AI in sight. My OP regarded the fact that Fascist Tide is in fact available for internal playtesting, although incomplete, and my modest request was to get this out sooner rather than later, warts and all, so I and others who are holding out for this ETO scenario can start playing the game we want to play. Release it already. Like Yogi Berra said, if folks are determined to not play MWiF until Fascist Tide is available then nobody's gonna stop them. So basically you will do heavy personal lifting of writing a mod for another game, but you won't consider some simple work-arounds for another game? (If I am reading you correctly that you are personally writing a mod somehow involving two other games). I think you should fire up Global War and play through the French campaign at least to see how feasible my idea is. Allow the Sydney MIL to arrive at Suez in exchange for two turns of not using the Queens, starting them anywhere on the map and ending it at Suez on the 2nd turn. Allow one Indian INF to do the same in 1940 in exchange for one turn of a CW TRS starting in an any east African port and ending in Suez. Add the Indian MOT in 1941 via the same process. Do not allow them to be replaced if lost in Europe. Just skipping Asian activities in this game seems easier than writing a mod for another game. Maybe just use the production rules from Fascist Tide to create a total to spend on European units and have the CW and USA build Forts with the excess Build Points available during Global War (minus whenever the CW draws an Australian counter), and drop them in obscure Australian and USA desert hexes. Use the published scenarios to decide which Royal Navy ships must sit in CapeTown doing nothing. Only a very few USN ships moved between the major theaters (Wasp was one, possibly Yorktown), shouldn't be hard to sort out. Play it already. What is completed and being tested will require just as many work-arounds ultimately as just doing it yourself, though quite possibly with more bugs than the DIY approach. Steve I think you might want to consider just leaving Africa (and probably India) as it is in the game in it's entirety, including allowing normal naval use of the sea zones on the east coast of Africa. Maybe the No-Go limit could be the Bay of Bengal and the Indian Ocean zones below it. That sounds easier to set-up in programming code than the paper game's construct of the Transfer Pool which is mostly there to save the players from having to use the paper Asian map.
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