FITE 2

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larryfulkerson
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RE: FITE 2

Post by larryfulkerson »

Is the proficiency of the air units too low to pass some kind of comm check or range check or something. What does the TOAW_LOG.Txt file say about the attacks, etc?
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docgaun
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RE: FITE 2

Post by docgaun »

I have not had the same problem, but the check is really bad, considering you have low proff and 80% shock. I am playing as the German in our test game, and i have seen Il-4 fly, and indeed they do on turn 1-3, the ones om CS. So unless something changed in the latest patch i am pretty sure it still works.
However, the VVS is doomed until winter
torbenalbertsen
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RE: FITE 2

Post by torbenalbertsen »

Hi all

I posted this on another thread only to realize it might be better placed here:

Hi all

First a little background. Besides a few smaller, I have now played (without finishing) two big campaigns, first dir21 and next FITA2, both with a friend in PBEM mode. We started playing dir21 not knowing it to be designed for AI play. I played as russians and my friend as the axis, and the game ended with the russians completely overwhelming the germans in the winter offensive 41-42, at which point we quit and started FITA2. After learning that it was a game designed for AI play, we presumed then that since the russian was an AI adversary, it had to have been designed to be overpowered, hence accounting for the overwhelming victory.

We then turned the roles around, me as germans and my friend as the russians and playing FITA2. However, the game ended in the same fashion, the russians completely overwhelmed the axis by shear numbers in the first couple of rounds of their winter offensive 41. Now, I am quite content with admitting a few strategic blunders, but I also had some good victories, so I dare say the end result dosnt quite explain itself just because of the blunders. I had a look at the russian front (my opponent) in the end and found that the places of assault was basically 3 lines deep with almost 2 units in each line, where as my german force was at best two lines deep with 1 hole unit in front and a half unit behind, and a few reinforcments here and there, and this was were it was the strongest. In other places it was just half a unit. If the russians had only broken through were I was the weakest (in the south), it would have been understandable, as that was where his initial push came and were I made my strategic error, but they made breakthroughs on all my front simultaneously and in places where I considered myself strongest.

So, before playing the campaign again (turning the roles around again) we would like to ask some questions of more experienced players to see if maybe we are missing some information or doing something wrong, since in our experience it appears that the russians are way to overpowered.

a few questions:

1. does anyone have similar experiences?
2. Does the versions of FITA2 matter in terms of balancing? And, if they do, which version favours the germans.
3. We are concerned that we might have put the equipment files in the wrong place,(we are now aware of where to put it) but, Does the equipment files favour the Axis in any way? (or is that irrelevant to the balancing)
4. Might the rules of "no interception" be a little unbalancing in the campaign?

well, any hint, experiences or solutions are welcome.

thanks

torben

So, after reading through this FITE2 I see that some other players have had similar problems and that 1.9 should have fixed some of these issues (we played 1.4), we are currently discussing what house rules to play with to debuff the soviets. but one question remains:

does the equipment file also do the job of balancing the game?
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cathar1244
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RE: FITE 2

Post by cathar1244 »

does the equipment file also do the job of balancing the game?

The equipment file should not IMO be used as a scenario balance mechanism. It is intended to depict items of equipment in accordance with the historical capabilities of that equipment. I'm confident that is the case in the FITE scenarios.

Cheers
torbenalbertsen
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RE: FITE 2

Post by torbenalbertsen »

ok, thanks

So that leaves only the improvement to balance between 1.4 and 1.9 and then our own gentelman rules to balance the game out. My friend suggested we might play with russian militias being limited within an area of their "assembly place". I suggested we tried the one turn of no movement to the russians as suggested in earlier threads.

one alternative think if anyone could answer this in this thread. Does anyone know if the scenario of dir21 is deliberatly overpowered to the advantage of the russian AI? it might help put things in perspective for our similar experience with FITE2.
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sPzAbt653
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RE: FITE 2

Post by sPzAbt653 »

I don't consider D21 to be Soviet Overpowered, but it is not designed for H2H play. This one is:

https://www.matrixgames.com/forums/tm.asp?m=4693778
gliz2
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RE: FITE 2

Post by gliz2 »

Silly thing,
I have downloaded the v.1.9 from this thread but in game it shows up as version 1.6[&:] Any ideas?

Me so dumbass SOLVED!
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redcrayon
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RE: FITE 2

Post by redcrayon »

fite 2 is a monster...............but best game on Russian front ever...........rules not perfect but feel of the battle is better than any game I have ever played.......I started wargaming on avlon hill and spi in 1970s
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FaneFlugt
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RE: FITE 2

Post by FaneFlugt »

Turn 68 (vers. 1.9.) The soviets have used their 41/42 Winter offensive to hammer the finns and have reached the "red star line" that, if crossed, will lower their supply by 2 due to the Allies not approving of a too deep attack on Finland.

In the scenario briefing it is stated that the german divisions in Norway only activates if Helsinki is taken. But in this game they just activated. Is this a bug or is there some other trigger for that to happen?



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Teufeldk
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RE: FITE 2

Post by Teufeldk »

The Germans in Norway are supposed to activate if the Russians take any of the Red Star Hexes.

If it is missing in the briefing, then that is an error.

If they activated even if the Russians did not take any of the red star hexes then that is an error, and I need to check the event.

I thought I have made the calculations correct, but I might have missed something. (It would not be the first time).

Did the Russian supply also drop?
Regards
Kristian

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Teufeldk
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RE: FITE 2

Post by Teufeldk »

ORIGINAL: torbenalbertsen

Hi all

I posted this on another thread only to realize it might be better placed here:

Hi all

First a little background. Besides a few smaller, I have now played (without finishing) two big campaigns, first dir21 and next FITA2, both with a friend in PBEM mode. We started playing dir21 not knowing it to be designed for AI play. I played as russians and my friend as the axis, and the game ended with the russians completely overwhelming the germans in the winter offensive 41-42, at which point we quit and started FITA2. After learning that it was a game designed for AI play, we presumed then that since the russian was an AI adversary, it had to have been designed to be overpowered, hence accounting for the overwhelming victory.

We then turned the roles around, me as germans and my friend as the russians and playing FITA2. However, the game ended in the same fashion, the russians completely overwhelmed the axis by shear numbers in the first couple of rounds of their winter offensive 41. Now, I am quite content with admitting a few strategic blunders, but I also had some good victories, so I dare say the end result dosnt quite explain itself just because of the blunders. I had a look at the russian front (my opponent) in the end and found that the places of assault was basically 3 lines deep with almost 2 units in each line, where as my german force was at best two lines deep with 1 hole unit in front and a half unit behind, and a few reinforcments here and there, and this was were it was the strongest. In other places it was just half a unit. If the russians had only broken through were I was the weakest (in the south), it would have been understandable, as that was where his initial push came and were I made my strategic error, but they made breakthroughs on all my front simultaneously and in places where I considered myself strongest.

So, before playing the campaign again (turning the roles around again) we would like to ask some questions of more experienced players to see if maybe we are missing some information or doing something wrong, since in our experience it appears that the russians are way to overpowered.

a few questions:

1. does anyone have similar experiences?
2. Does the versions of FITA2 matter in terms of balancing? And, if they do, which version favours the germans.
3. We are concerned that we might have put the equipment files in the wrong place,(we are now aware of where to put it) but, Does the equipment files favour the Axis in any way? (or is that irrelevant to the balancing)
4. Might the rules of "no interception" be a little unbalancing in the campaign?

well, any hint, experiences or solutions are welcome.

thanks

torben

So, after reading through this FITE2 I see that some other players have had similar problems and that 1.9 should have fixed some of these issues (we played 1.4), we are currently discussing what house rules to play with to debuff the soviets. but one question remains:

does the equipment file also do the job of balancing the game?

Well, balancing has been difficult in the game.

But 1.9 is a huge improvement over 1.4

Søren and I are currently playing a game, and in version 2.0 there will be more balancing in favour of the germans.

But the most important thing for the germans is speed speed speed :)

About the "no interdicting" house rule: we have made this because interdicting seems broken in the game. It seems very overpåowered. But you are of course free to play with it if you want.
Regards
Kristian

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FaneFlugt
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RE: FITE 2

Post by FaneFlugt »

Ah... Im playing as Mannerheim. So we have to wait for Stalin to know the answer to the supply drop question. I think the soviet players ZOC made one of the red star hexes turn soviet. Without a unit being on the line, itself.

I am certain the wording in the document is wrong then. But this "red star line" rule is Better than the fall of Helsinki rule. The Germans probably would and could send reinforcments that early in the war, if the finns where about to get knocked out.



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Teufeldk
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RE: FITE 2

Post by Teufeldk »

ORIGINAL: FaneFlugt

Ah... Im playing as Mannerheim. So we have to wait for Stalin to know the answer to the supply drop question. I think the soviet players ZOC made one of the red star hexes turn soviet. Without a unit being on the line, itself.

I am certain the wording in the document is wrong then. But this "red star line" rule is Better than the fall of Helsinki rule. The Germans would and could send reinforcments that early in the war, if the finns where about to get knocked out.

A "Capture" by ZOC would do the trick too. Maybe that should be clarified in the briefing.
Regards
Kristian

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FaneFlugt
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RE: FITE 2

Post by FaneFlugt »

ORIGINAL: Teufeldk

ORIGINAL: FaneFlugt

Ah... Im playing as Mannerheim. So we have to wait for Stalin to know the answer to the supply drop question. I think the soviet players ZOC made one of the red star hexes turn soviet. Without a unit being on the line, itself.

I am certain the wording in the document is wrong then. But this "red star line" rule is Better than the fall of Helsinki rule. The Germans would and could send reinforcments that early in the war, if the finns where about to get knocked out.

A "Capture" by ZOC would do the trick too. Maybe that should be clarified in the briefing.

Just got a rather angry diplomatic communiqué from Stalin, the Allies did indeed cut his supply by 2. He now vows to redouble his efforts to knock out the finns.. since the Damage has been done. 😒



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Teufeldk
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RE: FITE 2

Post by Teufeldk »

Understandable :)

That is not an option for me in my game since the German has taken Leningrad. I did manage to surround and destroy some Finnish units east of Salla though.

Anyway, I am very interested in knowing if you can locate a hex that triggered the event - or if there is a bug.
Regards
Kristian

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FaneFlugt
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RE: FITE 2

Post by FaneFlugt »

ORIGINAL: Teufeldk

Understandable :)

That is not an option for me in my game since the German has taken Leningrad. I did manage to surround and destroy some Finnish units east of Salla though.

Anyway, I am very interested in knowing if you can locate a hex that triggered the event - or if there is a bug.

HEX:

225,189



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Teufeldk
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RE: FITE 2

Post by Teufeldk »

Ok, wonderful

Then there does not seem to be a bug in the game.

Although the scenario briefing could be clearer worded :)
Regards
Kristian

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FaneFlugt
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RE: FITE 2

Post by FaneFlugt »

ORIGINAL: Teufeldk

Ok, wonderful

Then there does not seem to be a bug in the game.

Although the scenario briefing could be clearer worded :)

No, not a bug, only in the text.
Minor surrender
The Germans have several minor allies in the game. Below is a list of when they will surrender to the Russians:

Finland: Before the allied landing in Sicily in the summer of 1943 the Fins surrender when Helsinki is taken. If this happens the German units in Norway activates. After the allied landing in Sicily (turn 214) the Finns surrender if Vyborg (unless it is already controlled by the Russians) or Helsinki is taken. In this event the German units in Norway will not activate.

Romania: Will change sides when Kishinev (230,452) OR Galati (220,480) becomes Russian controlled

Hungary: Will surrender when Budapest falls

Slovakia: will surrender when Bratislava falls

Bulgaria: will change sides when Romania does

Persia/Iran: will surrender when Tabriz falls.

Special rules for Finland
Throughout the war Finland kept close ties to the Western Allies, and never signed a formal alliance with Germany. In the game this means that if the Russians tries to conquer Finland before turn 214 by taking a hex with a red star the USA, will reduce Lend Lease to Russian (-2 supply to Russia). This effect is cancelled if the Finns or the Germans take any hex between (268,89) and (274,101) on the Kirov rail line.

The text needs to be updated.

I dont know what changes are in the next version but we have made a few observations in our 1.9 game.

Naval forces seems very powerfull. As a test I moved the rumanian navy (range 4) into the dreaded 7 hex zone around the battleship Molotov and all ships was instantly hit and sunk. I havent played around with the new naval rules alot, not at all to be honest, but the Rumanian navy is 6-8 ships and maybe need a bit more staying power? or?

Finnish units never show the ski icon, (in snow conditions). It might be a graphic glitch but the the russian cav is outmanouvering the finns on ski, in winter, in 1,5 meter snow!!! Perkele! Simo Häyhä dosent approve!



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Teufeldk
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RE: FITE 2

Post by Teufeldk »

I don't know about the navy. It seems to me that the game does not handle that too well, and it is after all just flavor in the game. It seems easy though to sink the large Russian ships (range 7) with Stukas. The other ships are harder to sink. I lost all my battleships in the baltic to Stukas in my game.

The Finnish units are Ski units. They just have that as their second icon. It means they get the benefit, but don't show the icon. But this is not shown in-game, but only in the scenario editor, so we must be better to point things like that out in the briefing.

I honestly can't remember why we made it like that, but I suspect it was because I disliked the ski icon and preferred the regular infantry icon. I don't think there is any rational explanation :). I will consider making them ski units as their first icon. Or at least explain that they are in fact ski units in the briefing.

But thank you for pointing that out. A lot of things are implicit in the game (or thought to be obvious to me and Søren) but we just have to learn that it only seems that way to us because we made the scenario. For other players, things need to be better explained. That is our fault, and we will try to improve on that. A manual should be a help - not the opposite.
Regards
Kristian

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FaneFlugt
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RE: FITE 2

Post by FaneFlugt »

ORIGINAL: Teufeldk

I don't know about the navy. It seems to me that the game does not handle that too well, and it is after all just flavor in the game. It seems easy though to sink the large Russian ships (range 7) with Stukas. The other ships are harder to sink. I lost all my battleships in the baltic to Stukas in my game.

The Finnish units are Ski units. They just have that as their second icon. It means they get the benefit, but don't show the icon. But this is not shown in-game, but only in the scenario editor, so we must be better to point things like that out in the briefing.

I honestly can't remember why we made it like that, but I suspect it was because I disliked the ski icon and preferred the regular infantry icon. I don't think there is any rational explanation :). I will consider making them ski units as their first icon. Or at least explain that they are in fact ski units in the briefing.

But thank you for pointing that out. A lot of things are implicit in the game (or thought to be obvious to me and Søren) but we just have to learn that it only seems that way to us because we made the scenario. For other players, things need to be better explained. That is our fault, and we will try to improve on that. A manual should be a help - not the opposite.

Ok, I see the point about ski icons. I agree it looks "better" with the inf. icon.

Are there any plans on making any of the oil and natural resources hex part of the game? Nickel mines in Petsamo, rumanian oilfields, Baku oilfields? They are marked on the map but dosent appear in the briefing?

I think you did a good job with the scenario. It seems balanced to me. But we are only at turn 70.



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