Balance and Difficulty

Moderators: Hubert Cater, BillRunacre

User avatar
BillRunacre
Posts: 6710
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Balance and Difficulty

Post by BillRunacre »

The US Variable Condition as set means the US is neutral, so you will need to change it to 115 [2] [100] [0] for it to work.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
sPzAbt653
Posts: 10076
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Balance and Difficulty

Post by sPzAbt653 »

Oh drat, zero means neutral, so that's where I screwed it up. Thanks Bill !
User avatar
sPzAbt653
Posts: 10076
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Balance and Difficulty

Post by sPzAbt653 »

Ok, got the convoy working by setting it to USA 100%, but I don't really want the USA to be 100% mobilized before the convoy starts, so I set it to:
; USA politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 115 [2] [25] [0]

and now it doesn't work again. I then declared war on the USA with the Germans and it worked again, but shouldn't the [25] mean that if the USA is 25% or more toward the Allies that it should work and not need to be at 100% ? Arghhh !
User avatar
BillRunacre
Posts: 6710
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Balance and Difficulty

Post by BillRunacre »

Hi

In the CONVOY script, you'll need to change the #SENDER_ID_TRIGGER= to 25

Incidentally, I did change the #PERCENTAGE= field in the convoy script to zero, so that players aren't forced to send MPPs to the UK in these circumstances.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
sPzAbt653
Posts: 10076
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Balance and Difficulty

Post by sPzAbt653 »

In the CONVOY script, you'll need to change the #SENDER_ID_TRIGGER= to 25
Ok but the Usage notes conflict with that !

; #SENDER_ID_TRIGGER= Trigger percentage that the event will occur

Which tells me that the convoy will happen 25% percent of the time, instead of happening if the USA is at 25% or higher mobilization.
... I did change the #PERCENTAGE= field in the convoy script to zero ...
Oh, nice idea. I also noticed some players wanting this so I will do it also [8D]
User avatar
BillRunacre
Posts: 6710
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Balance and Difficulty

Post by BillRunacre »

ORIGINAL: sPzAbt653

Ok but the Usage notes conflict with that !

; #SENDER_ID_TRIGGER= Trigger percentage that the event will occur

Which tells me that the convoy will happen 25% percent of the time, instead of happening if the USA is at 25% or higher mobilization.

You're right that the initial description does sound like that, however there are further notes below, as it's really referring to their Mobilization % rather than (like with most scripts) the chance of it happening:

; The #SENDER_ID_TRIGGER value for convoys will be directly related to #SENDER_ID's
; mobilization percentage. For example a #SENDER_ID_TRIGGER value of 30 means that the
; convoy will not be available until #SENDER_ID has an mobilization percentage >= 30%. The same
; logic applies for #RECIPIENT_ID_TRIGGER.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
sPzAbt653
Posts: 10076
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Balance and Difficulty

Post by sPzAbt653 »

Well, I don't feel too bad about missing the Notes, because if I had read it I would have been confused and asked anyway [:)]
Changes have been made to the Convoy in post #96.

Type = 1. Does this mean it only fires once, and I should change it to 2 so that it fires every turn ?
And if so, do I also need to change the dummy DE 370 to Type = 2 ?

Testing this one is a little time consuming, so I've been imposing on you a lot. Sorry [&o]
User avatar
BillRunacre
Posts: 6710
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Balance and Difficulty

Post by BillRunacre »

You're right, both should be set to Type= 2

PS No need to apologize. [:)]
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
sPzAbt653
Posts: 10076
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Balance and Difficulty

Post by sPzAbt653 »

Dnepropetrovsk is listed on the map as a National Morale objective, but when my Germans captured it I didn't see anything happen. I don't know anything about how this works, but I peeked into the Morale script and ran a search for 'Dnepro' and nothing came up. I also noticed that Leningrad is not listed as a NMO on the map, and nothing also seemed to happen when I captured it, and a search for that also came with nothing. So I'm wondering if Dnepro. is mislabeled on the map, and if it really is intended that Leningrad's loss doesn't affect Soviet morale.
User avatar
BillRunacre
Posts: 6710
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Balance and Difficulty

Post by BillRunacre »

Search for the coordinates of the location in the National Morale file, as they have to be there if the place is showing as an NM_Objective of the map. Also make sure that you're searching from the top of the file.

The National Morale scripts will either boost one sides NM or deduct from the other side's.

In some cases I've duplicated the scripts for a location so that one side can lose while the other will gain.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
sPzAbt653
Posts: 10076
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Balance and Difficulty

Post by sPzAbt653 »

I searched by coordinates [206,52 and 215,85] with the same results. There is a Leningrad hit for the Life Road thing, and a Dnepro. hit for Ukrainian Food Imports, but no hits for Axis capture of those locations.

Edit: I am searching the 1939 Campaign national_morale script.
User avatar
BillRunacre
Posts: 6710
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Balance and Difficulty

Post by BillRunacre »

You're right, there are scripts boosting Axis National Morale for taking Leningrad, but there is no penalty to the USSR for losing it, that is an oversight on my part that I'll look to correct.

Dnepropetrovsk is highlighted because Germany's National Morale falls every turn that it is in Allied hands once the USSR has joined the Allies, representing the need to capture the Ukraine in order to secure its grain supplies.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
sPzAbt653
Posts: 10076
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Balance and Difficulty

Post by sPzAbt653 »

Stalingrad also takes no Soviet hit. When I see a location labeled as a NMO, I assumed that would apply to the controlling side. But I see now that it is wiser to pay attention to the news strings.
elmo3
Posts: 5797
Joined: Tue Jan 22, 2002 10:00 am

RE: Balance and Difficulty

Post by elmo3 »

Now that PBEM is out, submarines need more help. In my current game if one of my subs is spotted it's dead within 2 turns, every time. My opponent just sets up a loose screen and if I move the sub it runs into an enemy ship and loses all further movement. He then hammers it and if he doesn't kill it one turn, then he will the next. Diving doesn't help as you can't dive far enough away to get out of the screen. The AI wasn't smart enough to do that so subs seemed OK, but they're not. They need some help.

Also, why do carrier aircraft get to attack a sub when it's in silent mode?! It's happened more than once where my opponent finds my sub when it's running silent, and then immediately attacks it with carrier based aircraft. How do they attack a sub under water?
We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester
User avatar
sPzAbt653
Posts: 10076
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Balance and Difficulty

Post by sPzAbt653 »

Nova Scotia Convoy update: It Worked ! See 'Edit #2' in post #96 above.

Image
Attachments
NovScLLa.jpg
NovScLLa.jpg (113.45 KiB) Viewed 1471 times
Guderian1940
Posts: 191
Joined: Fri Feb 24, 2017 3:55 pm

RE: Balance and Difficulty

Post by Guderian1940 »

Play balance is greatly affected by the skill levels of the players. Playing the AI vs a Human is very different. The AI has a lot of advantages that the Human does not. I hope that changes based on AI play do not change the Human vs human play and visa versa. You should not base results vs AI to affect VS Human.

Also humans make different choices that will affect the long term play of the game and that skews the balance again skill level comes into play.

I do not find air units difficult to clear with land. I find CV's are not as effective as I would like. AT are fine. If you weaken them against soft attacks then what is the point of having them. I do agree that AT should be an enhancement to inf and Armor units not a separate type.

IMHO
User avatar
Hubert Cater
Posts: 6023
Joined: Mon Jul 22, 2013 11:42 am
Contact:

RE: Balance and Difficulty

Post by Hubert Cater »

I hope that changes based on AI play do not change the Human vs human play and visa versa. You should not base results vs AI to affect VS Human.

Hi Guderian,

Thanks for your thoughts and yes the goal has always been to address the needs of games against the AI and the separate needs of Human vs Human play.

User avatar
Seminole
Posts: 2240
Joined: Thu Jul 28, 2011 12:56 am

RE: Balance and Difficulty

Post by Seminole »

For some reason it feels like since the .02 beta I can't hurt subs.

Image

I think I had 10 attacks on this guy for no effect last turn. I've run his supply to zero, I just can't hit him.
This seems excessive...
A few of these DDs are low on supply, but even the ones that are nearly full show 0:0 for the likely combat result.
BTW, 1 of the points of damage he suffered was last turn when he whacked my DD for about 4 damage while the SS had supply 1.

Do I just have to corral him until I get anti-sub level 1?
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
User avatar
Hubert Cater
Posts: 6023
Joined: Mon Jul 22, 2013 11:42 am
Contact:

RE: Balance and Difficulty

Post by Hubert Cater »

Hi Seminole,

From the screenshot it looks like there is bad weather and storms at sea will significantly reduce the effectiveness of any attacks. Let us know if once the weather improves if you notice any differences, likely you will.

Hubert
ludi18671
Posts: 29
Joined: Thu Jun 09, 2016 4:28 pm

RE: Balance and Difficulty

Post by ludi18671 »

Hi

In 1.03 I just had a crash to desktop when I tried to move my paras (Axis, therefore German) by air into Yugoslavia. The situation was that Yugo had just joined the Allies (after a coup) and I was about to bring them into the Reich. It was March 1941. I neither have a picture nor anything like that. The second time (when I did NOT move the paras by air) the play of the turn went smoothly.
Post Reply

Return to “Strategic Command WWII War in Europe Public Beta”