World at War Scenario

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Barthheart
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World at War Scenario

Post by Barthheart »

Tweber,

Attached is a screen shot of Canada as winter has set in.... Now I've lived in Labrador and let me tell you it gets LOTS of snow![:D]

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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!"
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Barthheart
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RE: World at War Scenario

Post by Barthheart »

Also, in Europe when it's snowing and you either build a fort or destroy one the terrain changes to sunny days....[X(]

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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!"
JAMiAM
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RE: World at War Scenario

Post by JAMiAM »

ORIGINAL: Barthheart

Also, in Europe when it's snowing and you either build a fort or destroy one the terrain changes to sunny days....[X(]
The same thing also happens when you build an airfield, and I suspect any other construction, as well. It repaints correctly on a following turn, and I don't think that it makes any changes to the forces that already have had their readiness reduced due to the winter effects.
tweber
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RE: World at War Scenario

Post by tweber »

I updated the World at War scenario.  Version 25 is now on the scenario bank.  Changes include:
 
- Added snow in Eastern Canada (Barthheart)
- Added Melbourne and move Adelaide (Agent S)
- Fixed China pp grant event during initial limited war (Freeboy)
 
Thanks to all for comments / suggestions / catches
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freeboy
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RE: World at War Scenario

Post by freeboy »

Cheers to Tom, GREAT game.. ur um scenario.. I laugh thinking how much value my little expense, now with high gas in US about the cost to fill a tank with Premium, this game cost and I think will continue to give years of "driving" excellence due to Tom and others who undoubtably will master the art of writing scearios.. thanks all
"Tanks forward"
rickier65
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RE: World at War Scenario

Post by rickier65 »



Tweber,

In the scenario bank this is listed as Human only. Was that a mistep? I think earlier you indicated it was AI capable.

Thanks,
Rick

ORIGINAL: tweber

I updated the World at War scenario.  Version 25 is now on the scenario bank.  Changes include:

- Added snow in Eastern Canada (Barthheart)
- Added Melbourne and move Adelaide (Agent S)
- Fixed China pp grant event during initial limited war (Freeboy)

Thanks to all for comments / suggestions / catches
tweber
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RE: World at War Scenario

Post by tweber »

Good catch.  The original scenario was human only but this one does allow for an AI.
rickier65
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RE: World at War Scenario

Post by rickier65 »

ORIGINAL: tweber

Good catch.  The original scenario was human only but this one does allow for an AI.


ok, thnks, I'll download it now!

Rick
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Barthheart
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RE: World at War Scenario

Post by Barthheart »

Thanks Tom for all your hard work on this scenario.

Couple of more observations:

Canada: By the end of WWII we had the 3rd largest navy in the world. Most of it was escort frigates and destroyers true but still a thing of pride to us Canucks. As teh map is now there is no way to recreate this. I tried building a series of ports from Toronto to the ocean but got a message that ships can't go from one port directly to another. Idea: put Halifax on the map and divide the production capability of Canada bewteen Toronto and Halifax. Or make the St' Lawerance Seaway ports and open water to allow ships from Toronto to get out.

People: Is there some reason other than ease that you didn't make the Commonwealth out of different peoples? I would love to see the Canadian 1st Army roming around like the SS does for Germany. Same with South Africa, India and Aussies. Maybe I can mod this myself.... is it possible?

Thanks again for this fun scenario.[&o]



EDIT: Doh! I should really open the new version before I write stuff here. Thanks for putting in the seaway. Now.... about them people....[;)]
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!"
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lomyrin
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RE: World at War Scenario

Post by lomyrin »

I have been doing a world at war scenario as the West with fog of war and against AI. It is now at the end of 40 but France is still untouched and the West has been able to knock out several German units and have retaken Eben Emael and entered Germany. No additional Powers have joined the war.
 
I am using version 1.10 but not the very latest scenario update I just saw in the scenario bank.
 
Lars
 
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Barthheart
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RE: World at War Scenario

Post by Barthheart »

Ok, been playing around and this is what I got! Did the same with the Poles. But now when the Germans take Warsaw they make Polish units! Is there a way to change the production of a city to only supplies and PP with an event? That way the Germans only get supplies/PP from captured cities and not troops.

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Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
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Barthheart
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RE: World at War Scenario

Post by Barthheart »

Better yet would be to have captured sities only produce 1/2 for the captors. Then if freed again certain cities would produce troops again...

Example: Warsaw make Polish troops until captured by Germany, then only make supplies/PP to 1/2 it's production. If captured by West, then makes Polish troops again. If captured by Soviets, still only supplies/PP but maybe at 3/4 or full production. French cities would make Free French troops when liberated by the West. English cities would go back to UK troops if US frees them from Germany.....
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!"
tweber
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RE: World at War Scenario

Post by tweber »

Hi Barthheart,
 
The approach you outline is actually used in the Russia scenarios.  For simplicity, I made all people 'universal' with a few exceptions.  If you would like to modify, feel free.  For commonwealth production, I used GDP data from Wikipedia.  The ratios of US to Commonwealth to Soviet to Japanese to German production are in line.  It did not break out GDP below the Commonwealth level so I made some guesses. 
 
With 1 level 4 production city, the Canadians could pump out 2 ships per turn.  Over the course of 5 years (60 turns), they could build a large fleet. 
tweber
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RE: World at War Scenario

Post by tweber »

Hi Barthheart,

Here are some thoughts on how you may modify the scenario.

1.  You can change location types based on who owns the city (e.g., Warsaw is a city with full production if owned by the West, otherwise, only produces supply).  I would use slots to map out which cities are like this.  Then each turn, check ownership and compare to the slot.  If the city is owned by the wrong regime, change the production center to a limited production type.  You could use a resource area or make a new set of production centers.

2.  Alternatively, you can make it so cities owned by different people cannot produce directly.  So, Poles will not produce for Germans.  There is, however, a 'check' that will check the other people production owned by the regime.  You could use this to then multiply the German production.  So, Warsaw does not produce for Germany.  But, if Warsaw is control by Germany, German production increases by 10%.  The nice thing about this is that there are fewer production sites for the German player to manage.

Anyway, if there is something specific you would like to do, send me a note and I can help you off line.  Also, I think it would be interesting to have a version of the scenario that starts in June of 1941 where all the powers are active.  This would be a better multiplayer game.  If you or anyone else is interested in putting together a OOB and doing this, I would also be happy to help.
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Barthheart
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RE: World at War Scenario

Post by Barthheart »

Thanks Tom. I'll give those ideas a try and a couple of my own and let you know how it goes. Thanks again for the great starting place.[&o]
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!"
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Widell
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RE: World at War Scenario

Post by Widell »

ORIGINAL: freeboy
Cheers to Tom, GREAT game.. ur um scenario.. I laugh thinking how much value my little expense, now with high gas in US about the cost to fill a tank with Premium, this game cost and I think will continue to give years of "driving" excellence due to Tom and others who undoubtably will master the art of writing scearios.. thanks all

Plus downloading AT and the scenario and playing the game is as close to CO2 neutral as you be..... Play more strategy games and save the world.... I'll try that one with the lady at home the next time she complains, which won't be long.......[:'(]
xBoroNx
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RE: World at War Scenario

Post by xBoroNx »

Flak 88 might not wad. Supply consumption is 8, supply stock is 6. Is this a typo or intended?
Second issue with the Flak 88: The description says it costs 25% more, but it costs only 1000 like AT-Guns and Flak.
seille
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RE: World at War Scenario

Post by seille »

Isn´t it also possible to change people of a location? So you could change Warsaw people to german people after it´s captured by the germans.
You would have to check ownership of all the cities each turn of course.
Or a more mathematic solution like in russia 1941 and don´t let captured cities produce, but let these additional production reduce the
production costs of the initial german cities.
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Barthheart
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RE: World at War Scenario

Post by Barthheart »

Ok, I wrote an event to replace Warsaw with a LocType that can only produce PP and supplies. But since you can change the production of a city as soon as you capture it and the event to change the city doesn't happen until then end of your turn some strange things can happen. I tried this: captured Warsaw with Germans, set production to Armoured cars right away. The Polish people are set to only do 50% production for the Germans ans this happens right away. Next turn I look at Warsaw production and only supplies and PP are available to be picked for production but the Armoured cars are still shown as being produced. No AC's however showed up in the OKW HQ so that part is working it just looks weird.

Possible solution is to have Poles do 0% production then change it to 50% in the same event as changing the city. This would require the German to go back the turn after capturing the city to set production... not a bad thing I don't think....

Now to make people for all the rest of the world.... spent most of yesterday looking up period flags and coats of arms.
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!"
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gingerbread
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RE: World at War Scenario

Post by gingerbread »

I'm playing WaW v25 as West/Russia with Ge/Ja/Chi AI.

I withdrew from Lille/Paris in July '40 or so (AI does not establish Vichy) and passed the time waiting for Barbarossa. Come June '41, I get a message at start of turn that it's on, but then no attacks/ no movement by Ge into Russia and as Russia I cannot move into Poland - no state of war!

Something's not right.

g
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