Bosphorus

Strategic Command WWII World at War Tech Support
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rmelvin
Posts: 215
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Bosphorus

Post by rmelvin »

Your fine system completely breaks down here, totally. Gallipoli and Istanbul.
German Air power does not support offensive script.
Air is obsessed in attacking shipping with no tactical bearing on the script, also units across the Bosphorus.
Does not swap weak unit away from forts for stronger units.
Place non-combat units in combat situation, next to Allied fort.
With available combat unit next to the Engineering unit.
Allied fleet goes on kamikaze attacks on the north shore.
As if the system does not recognize the German massive air superiority.
Also, in the English Channel. Whole country fleets have been lost for no tactical reason, with no naval battles.
:idea:
(Not an error but thought. Keep shipping away from artillery.)
(It appears when shipping is choosing between two hexes pick the one next to the artillery.)
Here are two saved games to review the situation.

https://www.dropbox.com/t/ejb5WMtafUnQbuJW
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Hubert Cater
Posts: 5997
Joined: Mon Jul 22, 2013 11:42 am
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Re: Bosphorus

Post by Hubert Cater »

Yeah for these, it is often best to set the right combination of FLEET scripts to give your naval units something to do, and to maybe pick some spots that the AI ignores if it is doing things the wrong way, e.g. perhaps around Gallipoli and Istanbul, and only set them to attack there (if applicable) manually.
rmelvin
Posts: 215
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: Bosphorus

Post by rmelvin »

Given the next to nothing response to my development I guess my days of development are truly over.
Thanks for your help. One thing which you warn developers did not happen.
The hardcore nitpickers.
Thanks, final version in around a month.
I hope some of the things I found helped.
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