<EDIT>
Can't produce an earlier version that shows that hex occupied by AH...

Moderators: Lord Zimoa, MOD_Commander_The_Great_War
ORIGINAL: operating
Kirk.
Admiral Serak, myself and a few other MP players have been talking amongst ourselves about the air game and how it seems unbalanced. The Admiral and I have been discussing "House Rules" concerning strategic air campaigns (we have not finished with the subject).
One of my concerns is: Balloons can travel the same distance and strike as airships, somehow that does not seem right?
Another is the use of balloons and airships in field attacks against ground units, there does not seem to be much history to that application, and more than anything: The frequency of these attacks in this game!
The Admiral has asked me: "What do I think about limiting strategic attacks to "1" per turn?" I am contemplating the idea, thus have not answered him about the proposal (of course I have been drugged using these attacks, it's hard to kick an addiction).
If you get the time; check out my latest posts in the Admiral Serak vs Operating AAR concerning kills/casualties, pay attention to the ratio of troop losses to air losses.
I'm struggling to think of a compromise that may be a solution about air power. (1) Should bomb loads cost more ammo (will reduce frequency of bombing runs). (2) Should air units cost more PP to produce? (thus a valued asset not to be flagrantly exposed). (3) Should an air unit "killed/casualty" count more towards MP, than ground units? (as it is now, there is hardly any consequences to a side's MP (or NM) for frequent use of air power losses).
More to come, Thanks, Bob
What's funny: When the game was first released fighters cost 40 or 50 PP each, but many complained that was too expensive, that's how we ended up with 30 PP for a fighter today, that's another reason why I was suggesting other alternatives to dampen the fighter (not just the fighter but all air units), or as you say increase the cost. My feeling is this: Fighters (as well as other air units) seldom get efficiency losses for they don't really move during combat, wheras, most other units suffer efficiency losses for a number of reasons, so if a fighter loses a couple of strength points, it costs diddily-squat to repair that unit. It's not the initial cost of a unit that is a deterrent in over using air, it is the cheap maintenance and repair of the unit that is the crux to having over powering air power.ORIGINAL: AdmiralSarek
I think airships should cost 50 to produce, the same as bombers, not the current 30.
That would solve a lot of problems.
Also when one of your fighters gets attacked on the ground, and the unit is exhausted, another neighboring fighter should be used to intercept the attack ie a CAP. In the current situation you just pick on the weak enemy fighter with a bunch of zepplins from 1/2 a continent away and destroy it, much to easy.
Don't get me wrong: I love the game, it has progressed and improved so much since when it was first released and I tell ya, I give Kirk23 a lot of the credit for making things happen, he has been the glue that has kept the game, the forum and development together resulting in a really good experience, regardless there is more work to be done. Is the game at it's fullest potential? I don't think so! Could it be a polished gem? Yes! Besides that, there has been a sense of community here that I think many members have benefited from, it's a great thing to see members helping other members, for these members get their enthusiasm from "the powers to be", but when the powers to be are MIA, it's not only looks bad for them (justly so), it affects the forum, when there is a break in the link between customers and the owners. It tears at me when members make inquiries that only the developers can solve that go unanswered, I'm not just speaking for myself, for I ask a lot of questions and don't expect that they all be answered (really I do). I just hate this feeling of being in "Limbo" and I'm sure a lot of the members feel the same way, regardless if it is here, at the Slitherine CTGW forum or even the Steam CTGW forum.ORIGINAL: Kettengeist
The more I read, the more I get the feeling that playing this game is wasting time. (Just a feeling.)
Even in version 1.64 seems to be many things that negatively affect on the gameplay . To be honest, most of them I haven't noticed or realized yet. (One reason might be my lack of experience with this game.)
The last weeks I've read a lot here and at slitherine forum. And I sadly must say that I think this game has been abandoned by its creators. Are these forums not the way to stay in contact with the gamers? I'm wondering, because I thought this is the place for constructive interchange. But response from the devs is very rare.
Just my 2 cents.
But now back to topic.
lparkhORIGINAL: lparkh
I believe more active forum maybe at Slitherine.
I wish I could help you with your observations. What you are asking for has to reprogramed by the dev's or an enterprising soul who could create a MOD to suit your desires. Is there a lua file that will do as you say? I don't know? AI scripts have been altered in the past as the game has evolved, that being done by the dev's.ORIGINAL: Meteor2
Is there any possiblity to do something with the "strategic-AI" ?
As central powers, I have noticed several times, that the Entente-AI is focussing on defending Serbia with french, and britisch troops or north-east Italy with french, british and portugese troops, even if the home countries are are in absolute danger of being overrun.
The same is true for the turkish-russian border, where russian troops are deployed, even if Moskau or Petrograd is threatened.
Can something be done here?[:)]
Otherwise, a very entertaining game.