Enabling PO

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Silvanski
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Corrections for Trotsky's War (cont'd)

Post by Silvanski »

Now add event 385 to remove this supply point as shown on the screenie.


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You can find the fixed version over at the Xtreme Gamer downloads section...or just PM me for a copy.
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RE: Corrections for Trotsky's War (cont'd)

Post by Central Blue »

It's a great game for those of us that can't manage time for regular PBEM.

However, a lot of the production slots seem to be blank, so the upgrades never come along.
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RE: Corrections for Trotsky's War (cont'd)

Post by Silvanski »

There's equipment solely used by units which come into play as reinforcements on later turns.
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RE: Corrections for Trotsky's War (cont'd)

Post by Central Blue »

that may be. But if they burn them up after they arrive, they won't get any replacements. Most of the existing minor Allied units on the map at the start of the game have slots for th 47mm AT gun. None are produced in the current version. I copied over the production values from the previous version. The previous version is more generous to both sides. Maybe this will throw the game out of whack when I play against the PO.
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RE: Corrections for Trotsky's War (cont'd)

Post by Silvanski »

These are the production numbers for AT weapons ... note that the 47mm AT gun starts being produced from turn 140 on.


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RE: Corrections for Trotsky's War (cont'd)

Post by Silvanski »

The empty slots... I see what's wrong... Units getting newer equipment on later turns when the rate for that equipment is set at "O" ... my goof-up.

Back to the drawing board...
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RE: Corrections for Trotsky's War (cont'd)

Post by Silvanski »

Reworked the replacement rates.
Thanks for pointing it out.
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RE: Corrections for Trotsky's War (cont'd)

Post by Central Blue »

thanks for that Silvanski. The version I had didn't have the 47's. Turn 140 seems like a long wait for 47's, but as long as the Soviets are treated more evenly, that's ok.

I'll probably continue to tweak the settings to suit myself. Since I don't plan to post my own version I thought you would want to know.

Good thing all my Christmas shopping is done. Merry Christmas.
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RE: Corrections for Trotsky's War (cont'd)

Post by Silvanski »

The flexibility to tweak things, that's one of the great aspects of TOAW.
 
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RE: Corrections for Trotsky's War (cont'd)

Post by Karri »

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Turn 13 and the Soviets have practically been stopped. Counting their casualties together, they've lost about 48 000 different squads, 3000 MG's, abdout 9-10 thousand artillery pieces(includes mortars etc), 500 armored cars, 2300 tanks, 5 ships and 2800 airplanes.

My strategy has been quite simple; defence in depth. Just one division after another in fortified status forming a continous line. Currently it's 2-5 units deep...and it doesn't have ANY british or french units in it. Just German and Polish.

The best the computer can do is drive it back 1 unit at a time. And so when it drives back or even destroyes that one unit, there's another behind it and another behind that and so on. Of course the computer does slowly drive me back, but the catch here is that I can trade land for time and casualties(on the enemy's side). So what are my casualties then? let's see:
About 23  000 squads, 6500 MG's, 10 000 artillery pieces, 200 armored cars, 500 tanks, few hips and about 1200 airplanes.
Now keep in mind that the scenario begins with Soviets catching most of the polish army by surprise, causing much casualties. Now I believe the ebst indicator is to simply check how many rifle squads both sides have lost, allies: 18 000, Sovets:35 000. About twice that is.


So I propose that the Germans are released later, and the Soviets are also allowed to attack in Scandinavia much earlier. This would rain the Allied reinforcements even further, and would really force the human to struggle to keep the ground.
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RE: Corrections for Trotsky's War (cont'd)

Post by Silvanski »

Good situation report and suggestions ... There eventually will come a tougher v3.
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RE: Corrections for Trotsky's War (cont'd)

Post by Silvanski »

I'm working on a prototype V3 with following changes.

*Corrected replacement rates. Some equipment destined for introduction on later turns didn't get produced, and other rates were extremely low.
The inventory now comes closer to the one in Ben's original.
*Later activation for Allied formations.
*Belgium, Holland, Denmark and Ireland are placed in garrison status.
*The Polish airforce is the only Allied airforce which starts on the map on turn 1. Other Allies' initial airforce units will gradually come in when they join the conflict. By turn 25 all air units that used to start on turn 1 will have  appeared.
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Trotsky v3 - changes being tested

Post by Silvanski »

Testing something new...
*Surprise attacks on Norway, Sweden, Romania, Hungary, Turkey,  Iraq,  Portugal and the South of France will occur on variable turns. The formations of these countries will only activate one turn AFTER the latest possible turn they're attacked, unless approached of course.

Edited to add... the Red blitzkrieg seems to work better now...
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RE: Trotsky v3 - changes being tested

Post by Graymane »

Hi, I downloaded and played the first couple of turns of this scenario last night. A couple of things that I thought were odd:

1. East Prussia and Poland have no supply source. I guess supply doesn't flow through exclusion zones? I don't really know how to edit stuff, so maybe it could be fixed.
2. English fleets and Frence, German and Swedish air forces were attacked on turn 2. Is there some way to prevent that or at least can you change the setup to either move naval and bomber units to some place that has good air cover or AA defenses?
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RE: Trotsky v3 - changes being tested

Post by Silvanski »

ORIGINAL: Graymane

Hi, I downloaded and played the first couple of turns of this scenario last night. A couple of things that I thought were odd:

1. East Prussia and Poland have no supply source. I guess supply doesn't flow through exclusion zones? I don't really know how to edit stuff, so maybe it could be fixed.
2. English fleets and Frence, German and Swedish air forces were attacked on turn 2. Is there some way to prevent that or at least can you change the setup to either move naval and bomber units to some place that has good air cover or AA defenses?


1 It's fixed in v2 which is available in the XtremeGamer downloads section.
Over here
A temporary supply source has been placed to accomodate East Prussia and Poland during the turns in which the border between Germany and Poland is closed.

2 This has been adressed for the upcoming v3. Fleets and air units will appear later.
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RE: Trotsky v3 - changes being tested

Post by Silvanski »

Testing out the following in v3
 
Variable turns for invasion:
Iraq T10-12
Portugal/Southern France T13-16
Norway/Sweden T13-20
Romania/Hungary T13-24
Turkey T24-36
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RE: Enabling PO

Post by ralphtricky »

ORIGINAL: Silvanski

Thanks GD. I'm delighted that it seems to work... The scenario has lots of units so the PO can keep a dense frontline in most plces which makes it tough to play against.
With more Commie formations activated, it's even more challenging.
The main theatre is central Europe of course, but the sideshows are equally interesting.
Interesting developments in Scandinavia and Commie forces landed on Cyprus (which has a supply point) where they are checked by ... the French.
Still a long way to go in this scenario, and as I go along I take note of some minor things which need fixing... a v1.2 is not out of the question.

I get some error reports from Elmer every few turns... something I'll look into.
What are they?
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RE: Enabling PO

Post by Silvanski »

ORIGINAL: ralphtrick

ORIGINAL: Silvanski
I get some error reports from Elmer every few turns... something I'll look into.
What are they?

The scenario has been heavily updated since v1.2... In its latest installment "Trotsky's War v3" currently being tested the only error report showing up says something about a withdraw unit from the NKVD garrisons in event xxx, but upon closer examination nothing's wrong...
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RE: Enabling PO

Post by Silvanski »

I'm adding a factor of surprise to the scenario.
A tree of events -some linked- all with variable turn range will help to shape the opening months of the war.
The timing of the German-French non-aggression agreement will trigger subsequent events affecting where the Communist PO's will strike next.
Appearance of Allied air and naval units, and German reinforcements belonging to the West Wall formations are also affected - these units will no longer be a matter of comfort ... you don't know on which turn you're gonna get them.
The German formations along the Polish border and in East Prussia will still activate on given turns or when approached.

The second exclusion zone now isolates Germany from France so that foreign assistance can take longer before it's available.[/align]
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RE: Enabling PO

Post by Silvanski »

Scenario ready and sent to playtesters... It sure has come a long way since I started modding Ben's AWW
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