WaW Revised Version R Available

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HamburgerHill
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RE: WaW Revised Version R Available

Post by HamburgerHill »

Sorry if I offended anyone. I wasn't taking sides in a debate over tactics.
 
As far as facts go. Wheat is correct in stating that 16 million americans served in the armed forces during WW2.
 
To put that in contrast.
3.5 million british served and 18 million Germans.
That's a 4 to 1 ratio (American to British)
 
I don't think there would be any Brits who served in WW2 who would not admit to breathing a sigh of relief when they found out the Americans joined the war.
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RE: WaW Revised Version R Available

Post by bwheatley »

btw explorer can you think of a way to simulate if japan or germany takes a hex with an HQ with a ton of supplies to get a portion? I cant think of a way to do it in events but it would be cool if we could do that. Given axis a little something to look forward too.
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RE: WaW Revised Version R Available

Post by bwheatley »

hell if we cant script it in via based on units themselves we can make events. say CITY level X 2000 / Random # upto 75% = Amount of supply you get
that would make germany fight for all these little cities and they can try to play fast and loose with supply because they are pushing hard to take supplies from the enemy.

Easy event to code.
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explorer2
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RE: WaW Revised Version R Available

Post by explorer2 »

I appreciate all the ideas and discussion here.
Also the desire of many for me to get version S out ASAP.
Unfortunately, my life is getting far more demanding than previously, so my amount of time available is not as much as before.
That doesn't mean I'm not committed to continuing, just slower.
Another factor is as the number of events and changes continues to increase, the number of interactions between them increases, and the opportunities of errors and me missing something increases a lot!
And testing these changes is quite difficult because you have to play the game out to wherever the new thing is, and my computer . . i. .s . . .s. .l . .o. . w. . .
To give an example, to change Italian entry from fall of Lille to fall of France, which I initially thought was just one little change, actually effects 5 different events. I didn't even think about those others, so when I tested I had some humdinger problems still working on correcting. I could go on....
So.... thanks for all the discussion, keep it up, I read them and consider them all, though I"m getting slower in responding than I would like.
I don't want to release a version that will have errors that have a substantial impact on the game, so I try to not just code, but code and test.
Because of this and my other non AT commitments, version S is very doubtful to be released this weekend. Sorry.
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RE: WaW Revised Version R Available

Post by bwheatley »

Cool if you want i can help you out with the code shiz :) waw has always been a group effort.
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RE: WaW Revised Version R Available

Post by bwheatley »

I've started working from the WAW S template explorer sent me.
Made these mods so far and then will play test with my friend and if all goes well will push the changes out to the site.
**BUGS**
Rule Changes Event had freexp set to 50 & 60 both in 1941. Going to make 60 free XP take effect in 1943.

**Additions**
Added Accelerate Ship production.
This will increase the random chance of you getting a hull built (Defaults before doubling are CA 13%,CV 11%,BB 9%)

Added Available Manpower to score page as well as made some modifications to make it easier to read
When each batch of US cities joins the allies another 1500 manpower will come into allied pools
Added a new card for WA in 1943 to add 800 manpower to the pool. At a cost of 500PP and a lose of 10% morale to the troops.
Added a new card for Germany in 1944 to add 800 manpower to the pool. At a cost of 500PP and a lose of 10% morale to the troops.
Dropped soviet partisans from 8 to 5 but gave them more supply to be able to function for longer periods of time.
Carriers aircarry limit changed to this (CV1-4) 2,4,6,10 from 2,7,10,14

Changes i'm working on still.
Card for winter prep. (cut readiness losses) and/or research tree for winter prep
Possibly a fleet card for the US and japan to build fleets with PP's.
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RE: WaW Revised Version R Available

Post by bwheatley »

Ok got the new winter prep stuff done and
now the azores will become part of the allies in 1943 since historically the azores allowed allies to have a base there. Much less annoying this way imho.

Adding winter prep research (level 1,2,3 give you 25%,50%,75% reduction in winter penalties.)
Changing Azores to join western allies.
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RE: WaW Revised Version R Available

Post by bwheatley »

Adding a cap for partisan spawning now. eventually it will be controlled by cards you can play.
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RE: WaW Revised Version R Available

Post by bwheatley »

just finished up changes and going to play through with ara. going to mail what i have so far to explorer too now.
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RE: WaW Revised Version R Available

Post by bwheatley »

also just tweaked to give germany inf 2, arm 2, staff 2, db2 and fighter 2. Going to play test now with ara.
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RE: WaW Revised Version R Available

Post by bwheatley »

another thing i'm thinking of adding is cards for germany to play that will allow them to give back areas of land to become independant which should cut partisans in those areas. Also i want cards that will allow germany to befriend the population and allow them to build military units there although at a reduced rate. i'm banging that idea in my head.
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RE: WaW Revised Version R Available

Post by bwheatley »

also i want to backport vics new weather changes into waw too.
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RE: WaW Revised Version R Available

Post by bwheatley »

latest changes
flak 4 is nerfed compared to immobile flak 2. Increasing range to 4
flak 3 range being increased to 3 (reasoning..the way it is now nobody will bother to build flak since its more expensive and not much better then immobile flak)
flak was nerfed against carrier air and i have fixed it to fall in line with attacks again fighters
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RE: WaW Revised Version R Available

Post by bwheatley »

Also making flak 88's cost guns 3. but they are AT 3 & flak 3 now. Before nobody used them because they were expensive but not really good long term investments
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new waw weather system

Post by bwheatley »

working on a dynamic season based weather system have areas 1-9 done for fall only and for mud only. ill go back and do snow and other seasons when the fall season is done. here is the breakdown of zones

*WEATHER SYSEM*
Slot 9

Area 1 - England
Area 2 - Northern Parts of Europe
Area 3 - Norway and finland
Area 4 - Spain, most of italy, most of the balkins
Area 5 - Northern Soviet Union
Area 6 - Southern Soviet Union
Area 7 - China and Manchuria
Area 8 - Japan
Area 9 - Indian, Burma, Java
Area 10 - Pakistan Area
Area 11 - Africa & Middle East
Area 12 - SRA
Area 13 - Australia and south pacific islands
Area 14 - Rest of south pacific islands
Area 15 - North North America
Area 16 - South North America
Area 17 - South America
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RE: new waw weather system

Post by Barthheart »

ORIGINAL: bwheatley

working on a dynamic season based weather system have areas 1-9 done for fall only and for mud only. ill go back and do snow and other seasons when the fall season is done. here is the breakdown of zones

*WEATHER SYSEM*
Slot 9

Area 1 - England
Area 2 - Northern Parts of Europe
Area 3 - Norway and finland
Area 4 - Spain, most of italy, most of the balkins
Area 5 - Northern Soviet Union
Area 6 - Southern Soviet Union
Area 7 - China and Manchuria
Area 8 - Japan
Area 9 - Indian, Burma, Java
Area 10 - Pakistan Area
Area 11 - Africa & Middle East
Area 12 - SRA
Area 13 - Australia and south pacific islands
Area 14 - Rest of south pacific islands
Area 15 - North North America
Area 16 - South North America
Area 17 - South America

Cool! I always wanted to do this but was too lazy...[:'(]

Also want to add sea states some time....[8D]
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WaW vR carrier tech

Post by ernieschwitz »

Hi all,

This seems like the place to post a question about version R WaW. I was wondering if it was terribly historical accurate for AXIS Europe to have carrier tech 2 at the beginning of the game. I can understand carrier tech 1, but carrier tech 2, is imho a bit too much. Germany may very well have had carrier air 2, but italy surely did not. And i just faced an italian carrier in the med, not something i think would have happened historically.

I checked the tech overview screen in a WaW vR for germany, and they do indeed have carrier tech 2, since they can upgrade to carrier tech 3. But heres the confusing part, they are not listed as knowing carrier tech 2. Very confusing. Maybe somebody already saw this problem and tried to fix it?

Anyway. If somebody can correct me, about italian aircraft carrier knowledge during the war, i will happily withdraw this, posting. I know about the graf zeppelin, but it was never built.
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ernieschwitz
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RE: WaW vR carrier tech

Post by ernieschwitz »

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

(http://www.google.dk/url?sa=t&source=we ... BfayZA8ytA)

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.
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ernieschwitz
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RE: WaW vR carrier tech

Post by ernieschwitz »

Did some more research.

Until 1941 it seems the Germans where going to go with the Arado 197 (a biplane) as a naval interceptor/fighter, for the Graf Zeppelin. Seems to me this is Naval Air 1. Then in 1941 they where going for the good old messerschmidt bf 109T, as the main plane they would use on the Graf Zeppelin, and the less known Peter Strasser Carriers they where working on... this might indicate that they had Naval Air 2 in 1941...
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strange things

Post by henri51 »

I gave this new R version a go. So far it is December 1941 and I have noticed a number of things that I perhaps did not understand.

1) When I went after Denmark (before the card came out - I had forgotten about that), the whole British fleet or most of it parked in Copenhagen where my artillery and air force battered it. After a few moves it was down to 2 cruisers that I finished off with my fleet. The British lost 7 batteships, 3 cruisers and a carrier, which seems like most of the British fleet. It looked promising for Operation Sealion after I took France.But the fortunes of war were about to shift the wind.[:@]

2)France took 7 months to conquer, and cost me heavy losses, due mostly to Lille being practically impregnable: when I attacked Lille with all my air force, the AF was almost annihilated, and the same thing happened to my land units, while my artillery barely could dent the defenders. Finally I bypassed Lille and beat on the defenders around Paris. They left Paris defended by only a HQ, so I moved in and won the battle of France. I played the Vichy card.

Now Italy has joined the Axis as well as the Balkan minors, but their production is very low not to say negligible. Italy has no Navy, as mentioned in an earlier post (bug), and there is little chance that they will have any significant Navy in the foreseeable future. Most of my German units are half-assed replacements due to the heavy losses in France, and I can't even upgrade most of my my tanks to level 2 because they don't have enough experience (infantry was raised to level 2 much earlier).

I created an Italian infantry unit in Albania, but for some reason i am unable to move any units from the Italian GHQ,although the supply net goes there.I have moved forward in Africa, but so far have met only a truck unit.Without an Italian Navy, chances of making hay there appear slim, although I don't know what will be the consequences of the destruction of the British fleet up North.

The Rumanians, Hungarians and Bulgarians have no units to speak of, so it looks like there is no way to take Greece and Yugoslavia before Spring (assuming my German units could get there before Spring, which looks unlikely given the slow winter movement rules). I am not even sure that I can move enough German units near the Soviet border before January to prevent a Russian declaration of war.[:(]

In other words, it looks like I am toast. [:'(]Either I am a poor player or this scenario is now too difficult for the Axis.

Henri
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