WaW Revised Version R Available

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kondor
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RE: strange things

Post by kondor »

I have a question. Playing as GE vs some friends... First a little background info-it´s June 1940, France is conquered...
My problem is-I cannot upgrade FT-s to II. I have researched it few turns ago, I have a lots of supplies and fair ammount of XP -about 50. It just say upgrade is not eligible?

I have learned from infantry upgrade that I need to have some XP to upgrade, but if I have less it says you need 40 xp for uograde, with fighters nothing. Just not eligible... Is it a date thing? And if it is, where can I read about it...[&:]
Thx!
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Barthheart
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RE: strange things

Post by Barthheart »

You can't upgrade fighters. It should say that in the breifing document, separate file, that comes with the scenario.
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!"
bbragnar
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RE: strange things

Post by bbragnar »

I have graphical issues when I try and play WaW R.  I have tried moving different folders around but no joy.  Everything else works fine.  I know it must be something simple but I don't know what.  Thanks in advance.
It is better to be on the ground wishing to be in the air,
than in the air wishing to be on the ground.
tweber
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RE: strange things

Post by tweber »

I am playing version R and had a couple of comments and thoughts:
 
- It looks like no one can build night bombers and night fighters.  This is an interesting concept.  I think that the night bombers should do less structural damage than day bombers (now it is reversed).
- Looks like lots of discussion around the wx setup.  I am playing Britain and am enjoying a very mind winter.  I might pull the winter line south and make the sea front hexes of France and the Low country not winter. 
- I also am thinking it might be a good idea to make the urban and fortress areas not impacted by winter (call it winter quarters). 
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kondor
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RE: strange things

Post by kondor »

Another question from my game.
I took France, Norway, Yugoslavia, Greece... ok, and few turns before operation Sea Lion-SU unfreezed because I had less troops on borders then SU.

My trouble now is that Rumania, Hungary and Finland did join Axis but Bulgaria did not!

Few turns have passed from then. I believe we are near 1942 now and I still have trouble transporting troops from Greece to Romania-Odesa, because Bulgaria is still neutral!? If I could I would attack it, but there is no option for that... And it is a strategic problem for Axis troops...[:-]

Is that a bug, or is there any rule about this which I am unaware of?



explorer2
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RE: strange things

Post by explorer2 »

Kondor-
Minor Axis Entry bug
Yes, unfortunately, that is a bug. Minor Axis join GE normally in all cases except when SU starts war with GE because GE did not have enough PP on SU border.
This bug has been fixed in version S. My apologies.

Tom-
Night Bombers -
You're right, night bombers have been disabled. I didn't feel that their values I had set quite worked well enough in all the various situations, so was working on adjusting and play testing when some pretty major life situations arose demanding all my energy and time. I don't think I'm going to have the time to get them "just right" and don't want to put something in that might unbalance the game in general.

British winter weather: Version S brings winter weather throughout Britain, but since they're suffering so much in 40/41 gives a 1000 supply bonus that winter only.

Winter Quarters
"- I also am thinking it might be a good idea to make the urban and fortress areas not impacted by winter (call it winter quarters)"
Very interesting idea, not too difficult to implement, and seems like it would be fairly historical.
But, wouldn't it have the consequence of
a)air combat in winter would no longer have any effect on it, and in history, air combat in winter seems to have been reduced compared to summer significantly
b) units attacking out of a city during winter would have a huge advantage? Was that historically accurate and / or how much do you think that would disturb game balance? That would seem to make attacking cities in winter virtually impossible. Very open to your input on this.
explorer2
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RE: WaW vR carrier tech

Post by explorer2 »

ORIGINAL: ernieschwitz

I was just doing a quick google search and i found an excellent posting on another forum, about italian carriers during the war.

Apparantly they had none, and tried to build two. And they had no Naval Air either. So... i am definately hoping that in version S germany, and italy only get carrier tech 1.

You make an interesting point, historically accurate. Here's the logic for this:
I did research also, and both GE and IT clearly had the technology to build even advanced aircraft carriers quite early on. They simply had not chosen to do so, though you're right, IT was in the process. With aircraft carriers, it was not so much the technology, but the perceived need, and this was one of the major issues in WWII naval combat compared to WWI.
That's why I believe, in a strategic game, as this tries to be, the GE player should have that option. It still takes quite a while to complete.
I think it is quite historically "plausible" (my goal for this scenario) for GE or IT to have completed carriers of level II abilities had they put their resources into it.

Thanks for the comments :-)
explorer2
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RE: strange things

Post by explorer2 »

henri51-

You are clearly playing the AI.
First, sorry about the Italian navy bug. Fixed in version S.
And since you're having trouble getting enough GE forces on SU border, warning, R also has a bug that if GE doesn't have enough forces there and SU declares war, Minor Axis never enter either. Also fixed in version S.

Balkans attack prior to summer of 1941:
In all the games I have either played or had reports of playing, this is indeed a key issue. From what I can tell, more than half the time this gambit does not pay off - it takes too long and stretches you too thin. That being said, I have seen it be successful numerous times, but those players are IMHO quite good.

Lille- Haven't had reports of that being as hard as it was for you. Maybe AI fluke (no units in Paris)? maybe random combat results bad luck? maybe something else? don't know.

You might try giving version S a go now with the 2 bugs fixed.
Do remember, AI is never as smart as human, ever, and always makes really stupid moves in WaW because it just can't handle all the multiple fronts, combined land and sea, or the strategic decisions necessary. It's only hope is numerically overwhelming you.
explorer2
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RE: WaW Revised Version R Available

Post by explorer2 »

ORIGINAL: bwheatley

just finished up changes and going to play through with ara. going to mail what i have so far to explorer too now.

You've done some very nice additions here. You're far more skillful than I am at this.
Unfortunately, my life has changed radically and my time for modding is negligible.
I'm trying to correct any errors in my versions now, but regrettably don't have the time any longer to continue improving WaW Revised. I'm hoping that new version S will be well balanced and error free and can then become an "approved" scenario.
After that maybe someone like you bwheatley or many others far more skillful than myself will pick up the flag and continue its development.
You've certainly indicated and implemented some good ideas here.
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rjh1971
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RE: WaW Revised Version R Available

Post by rjh1971 »

I don't know if this is a bug or a glitch, but better let you know, in vR Sevastopol was recovered by partisans, when I looked at it production it was sending it's production to AG Sud a german HQ, imo its production shouldn't be attached to any HQ much less an enemy one, I'm attaching a screenshot

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explorer2
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RE: WaW Revised Version R Available

Post by explorer2 »

rjh1971-
Now that's the darnest thing I've ever seen, and I've had people send me a lot of surprising stuff!
Hijacked supply!!! (Your opponent must have found some deep dark secret backdoor code or something! [:D]

It would help me seeing if I can figure out what's happening if you would be able to send me a saved game file, with the passwords for the players.
Take care and sorry for the glitch/bug/ or what ever it is.
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rjh1971
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RE: WaW Revised Version R Available

Post by rjh1971 »

Hi Explorer it's more striking viewing it than in reality, I should have told that I was able to change Sevastopol's HQ production destination and deny the germans the output from that city. I need your email, please send me a pm with it and I will gladly send you the save with the pwd.
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explorer2
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RE: WaW Revised Version R Available

Post by explorer2 »

rjh1971-
Thanks for letting me look at the file.
Mystery solved I think.
You have Sebastapol because on your turn a partisan revolt appeared in Sebastapol.
Last turn, it was under GE control, and thus its HQ was GE. Since it just this moment came under your control, until you change its HQ it will show its former HQ, though its production will not go there.
You can now change its HQ to wherever you like freely.
Sweet to get a free city!! He probably didn't keep an adequate garrison.
LazyBoy
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RE: WaW Revised Version R Available

Post by LazyBoy »

Hi
I ran into a problem when playing the Major Chinese offensive card.

All the Japanese forces Canton, Shautou and Wenzhou cannot move.

They all have 100% supply, plenty of AP's but the move button was Greyed out.

I found that if I transfered 1 sub unit out of the unit it could then move.

Is this a bug or have I missed something.

It appears to only effect units in the single hex enclaves.
explorer2
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RE: WaW Revised Version R Available

Post by explorer2 »

Thanks for the find LazyBoy-

I'll look into it.
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rjh1971
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RE: WaW Revised Version R Available

Post by rjh1971 »

Hi Explorer, I would suggest you would add a cost for creating new units, the reason I say this is that empty units can be created without any cost for the sole purpose of obstructing the enemy advance and making the enemy waste AP in attacking them.
I have used this strategy in a pbem and now my opponent is ding the same, kind of gamey imho.
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Barthheart
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RE: WaW Revised Version R Available

Post by Barthheart »

If you both think it's gamey then don't do it...[:'(][;)]

Just kidding... but I don't think it should cost anything to make units other than HQ's.
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!"
explorer2
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RE: WaW Revised Version R Available

Post by explorer2 »

Changing something like that has huge effects throughout the whole game - research tree, supply needs, tactics.
I still believe that with a game of this size scale and time scale 0 pp for unit formation is the best way to model strategy and tactics at this level, though I fully recognize by creating 0 pp units it can mess things up.
I, like several others before me, highly recommend you and your compatriots discuss this matter and agree on house rules.

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rjh1971
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RE: WaW Revised Version R Available

Post by rjh1971 »

I guess both of you are right, I'll talk with my opponents (it's a four player game) and discuss it, I must admit it was me who started it, I can imagine his face when he saw it the first time [:D]

Thanks for the replies
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ghoward
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RE: WaW Revised Version R Available

Post by ghoward »

is it possible to add a routine to eliminate empty units between turns as an option.I cant think of anything that would get eliminated that shouldnt be, but I dont know if the functions to do it exist

another thought on a different subject: ship supply consumption
is it possible to use an event to adjust the supply stock of an sft based on its location? If a ship sft is in port can its supply status be reset to 100% (or 80%) before it sucks supply from its HQ. If a method for this could be cobbled up, then ships could be designed where operating the navy, not just having it would be a big logistical deal. Leave the AI in the dust, of course.
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