Clash of Titans, Events?

Time of Fury spans the whole war in Europe and gives players the opportunity to control all types of units, ground, air and naval. Not only that, each player will be able to pick a single country or selection of countries and fight his way against either the AI or in multiplayer in hotseat or Play by E-Mail. This innovative multiplayer feature will give player the chance to fight bigger scenarios against many opponents, giving the game a strategic angle that has no equal in the market. The game uses Slitherine’s revolutionary PBEM++ server system.

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battlevonwar
Posts: 1233
Joined: Thu Dec 22, 2011 3:17 am

Clash of Titans, Events?

Post by battlevonwar »

Anyone played this Scenario as far as Winter and faced any boost to Russian Fighting Capabilities as far as Events?

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JLPOWELL
Posts: 411
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RE: Clash of Titans, Events?

Post by JLPOWELL »

Quick answer is I don't think the USSR get any reinforcements unless AI controlled in this scenario.

The events are as always the unknown random factor... My .02 is reinforcements in a scenario should be in the Que not unknown wild cards you may or may not get in unknown quantities. There will be I expect a completely different set of USSR events for AI and human players.

Looks like a percentage chance of a pretty big group ( a mix of twenty tank and mot corps)of units but only if country is AI controlled

<and>
<!--Country is AI controlled-->
<expression>
<leftOperand method="Country.IsAIControlled" param0="3"/>
<operator value="equals"/>
<rightOperand constValue="1"/>

Human defenders of the USSR appear to get zip zero nada...

To simulate the historical result the units used to push Germany back at Stalingrad will need to be built by a Human player and I don't think they will have the cash. Still a human with zip is more dangerous than the AI with 20 Arm and Mech corps...

I have said it many times the events are pretty much worst implemented design element in the game in particular they (as implemented) excessively skew play balance in wild unrealistic and unpredictable ways (for the nearly all players who don't 'verstehen die xml').



>>> Full 1942 portion of events_03_soviets.xml>>>
<!--STAVKA Reserves 1942-->
<event eventID="381" countryID="3" visibleByPlayer="0" oneTimeChecking="0">
<title>ZID_381_title</title>
<description>ZID_381_desc</description>
<beginDate day="1" month="1" year="1942"/>
<endDate day="31" month="12" year="1942"/>
<condition>
<and>
<!--Country is AI controlled-->
<expression>
<leftOperand method="Country.IsAIControlled" param0="3"/>
<operator value="equals"/>
<rightOperand constValue="1"/>
</expression>
<!--Random check-->
<expression>
<leftOperand method="System.GetRandomNumber" param0="1" param1="100"/>
<operator value="greaterOrEqual"/>
<rightOperand constValue="85"/>
</expression>
<!--Country is active-->
<expression>
<leftOperand method="Country.IsActive" param0="3"/>
<operator value="equals"/>
<rightOperand constValue="1"/>
</expression>
<!--War with Germany-->
<expression>
<leftOperand method="Country.HasWarWithCountry" param0="3" param1="2"/>
<operator value="equals"/>
<rightOperand constValue="1"/>
</expression>
<!--Flag not fired yet-->
<expression>
<leftOperand method="Flag.GetValue" param0="381"/>
<operator value="equals"/>
<rightOperand constValue="0"/>
</expression>
</and>
</condition>
<options>
<option optionID="1" chanceAI="100" >
<description>ZID_381_op1</description>
<tooltip>ZID_381_desc1</tooltip>
<effects>
<!--STAVKA reinforcements-->
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="5" param4="2" param5="100" paramString0="42 Tankovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="5" param4="2" param5="100" paramString0="52 Tankovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="5" param4="2" param5="100" paramString0="62 Tankovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="3" param4="2" param5="100" paramString0="37 Motorizovannyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="3" param4="2" param5="100" paramString0="38 Motorizovannyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="3" param4="2" param5="100" paramString0="39 Motorizovannyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="1" param4="2" param5="100" paramString0="72 Strelkovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="1" param4="2" param5="100" paramString0="83 Strelkovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="1" param4="2" param5="100" paramString0="39 Strelkovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="1" param4="2" param5="100" paramString0="28 Strelkovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="1" param4="2" param5="100" paramString0="36 Strelkovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="1" param4="2" param5="100" paramString0="13 Strelkovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="1" param4="2" param5="100" paramString0="23 Strelkovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="1" param4="2" param5="100" paramString0="24 Strelkovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="1" param4="2" param5="100" paramString0="45 Strelkovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="1" param4="2" param5="100" paramString0="37 Strelkovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="1" param4="2" param5="100" paramString0="34 Strelkovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="1" param4="2" param5="100" paramString0="36 Strelkovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="1" param4="2" param5="100" paramString0="68 Strelkovyj Korpus"/>
<effect method="Hex.AddLandUnit" param0="-1" param1="-1" param2="3" param3="1" param4="2" param5="100" paramString0="79 Strelkovyj Korpus"/>
<!--Set flag-->
<effect method="Flag.SetValue" param0="381" param1="1"/>
</effects>
</option>
</options>
</event>
<<<<<<<<<

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User avatar
battlevonwar
Posts: 1233
Joined: Thu Dec 22, 2011 3:17 am

RE: Clash of Titans, Events?

Post by battlevonwar »

Yeah I see it, "AI controlled."

This is just confusing, leaving the human player really to guess is not a wise decision. I would imagine removing all or at least most of the events would make PBEM play a bit more straight and simple. I would have guessed since several other events of major importance fired in Clash that one for the Soviets would have...AI or Human...giving them a fighting chance.

In this scenario there is ZERO chance for the Allies...I imagine you could put the Axis on the hardest setting two equal opponents and end up with the same result...
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