Balance and Difficulty
Moderators: Hubert Cater, BillRunacre
- BillRunacre
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RE: Balance and Difficulty
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.
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RE: Balance and Difficulty
Oh drat, zero means neutral, so that's where I screwed it up. Thanks Bill !
RE: Balance and Difficulty
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 !
; 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 !
- BillRunacre
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RE: Balance and Difficulty
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.
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.
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RE: Balance and Difficulty
Ok but the Usage notes conflict with that !In the CONVOY script, you'll need to change the #SENDER_ID_TRIGGER= to 25
; #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.
Oh, nice idea. I also noticed some players wanting this so I will do it also [8D]... I did change the #PERCENTAGE= field in the convoy script to zero ...
- BillRunacre
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RE: Balance and Difficulty
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.
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RE: Balance and Difficulty
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]
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]
- BillRunacre
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RE: Balance and Difficulty
You're right, both should be set to Type= 2
PS No need to apologize. [:)]
PS No need to apologize. [:)]
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RE: Balance and Difficulty
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.
- BillRunacre
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RE: Balance and Difficulty
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.
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.
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RE: Balance and Difficulty
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.
Edit: I am searching the 1939 Campaign national_morale script.
- BillRunacre
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RE: Balance and Difficulty
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.
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.
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RE: Balance and Difficulty
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.
RE: Balance and Difficulty
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?
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?
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RE: Balance and Difficulty
Nova Scotia Convoy update: It Worked ! See 'Edit #2' in post #96 above.


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Guderian1940
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RE: Balance and Difficulty
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
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
- Hubert Cater
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RE: Balance and Difficulty
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.
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RE: Balance and Difficulty
For some reason it feels like since the .02 beta I can't hurt subs.

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?

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
- Hubert Cater
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RE: Balance and Difficulty
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
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
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RE: Balance and Difficulty
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.
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.

