To the north the Germans cut a rail line near the Oka increasing supply MP's ...

Moderators: Joel Billings, Sabre21

ORIGINAL: joelmar
I have a question about the air war, in Telemecus's comments and explanations about the centralized model for the bombers groups, it comes at turn 15 coinciding with the beginnning of the industrial strategic bombings phase. But it's not clear to me if this model appeared there because you devised it then, or if it was on purpose for the strategic bombings. If it was only devised on turn 15 I'm wondering if you guys would have adopted it right at the beginning of the game if you had known then? I can't figure out reasons not to.
ORIGINAL: joelmar
I haven't read much about WitE2 but I hope for something that permits to assign needs to airbases, so even an empty air base at logistics could be fully loaded of supplies next turn or something in this line. lol... it's a mystery to me why the air management was devised the way it is, and also a wonder, because I don't understand how programmers that were so efficient in creating a game engine as complete as this could create something so weird and complicated for a part of it, it doesn't even logically model anything that could happen in real life. I mean, Kesselring could surely send an airbase and full it of supplies as he pleased, even if it was empty of air groups.
ORIGINAL: joelmar
That said, I love the micromanagement and those kind of decisions are only more fun to be had! lol! It takes me forever already to play a turn. The excel spreadsheets have given me ideas about a MySQL database for managing all that data. I started work on it, but it will take sometime yet.
ORIGINAL: Telemecus
To be fair to the developers I assume the air war model was a bit of an afterthought in what is meant to be mainly a ground war game. So a lot of the consequences of what they designed such as the Kabuki dance were not anticipated by them but were an emergent property afterwards. WitE2 - which uses a similar model to WitW - tried to address this. Unfortunately I think they got it from the wrong end. Instead of getting rid of all the back office complications (airbasing, logistics) they got rid of the front office point and click to bomb model. Pointing and clicking to launch an air mission is what most people actually enjoy. I think the correct way would have been to keep the model of simply clicking to bomb or attack something with the airforce - but getting all the boring airbase movement and logistics stuff under the hood. At least my criticism is they tried to get rid of the wrong end of the air war mechanism.
ORIGINAL: Telemecus
Dinglir, ledo and fetmun are also known for their spreasheets.
ORIGINAL: Dinglir
ORIGINAL: Telemecus
To be fair to the developers I assume the air war model was a bit of an afterthought in what is meant to be mainly a ground war game. So a lot of the consequences of what they designed such as the Kabuki dance were not anticipated by them but were an emergent property afterwards. WitE2 - which uses a similar model to WitW - tried to address this. Unfortunately I think they got it from the wrong end. Instead of getting rid of all the back office complications (airbasing, logistics) they got rid of the front office point and click to bomb model. Pointing and clicking to launch an air mission is what most people actually enjoy. I think the correct way would have been to keep the model of simply clicking to bomb or attack something with the airforce - but getting all the boring airbase movement and logistics stuff under the hood. At least my criticism is they tried to get rid of the wrong end of the air war mechanism.
I disagree on that, mainly based on a game balance perspective.
With the IGOUGO system, the in turn player is basically always playing the AI. The out of turn player can set the basics for the AI every turn, but this is still very much exploitable. Basically, you can set up to protectyour airfields by setting interception "On" or you can set ground support "On" along with a decent group range on your aircraft in order to get them to the combats. If you try to do both, your settings are very exploitable.
The WitW system basically let both player set the setings for the AI, which then performs that air war on its own. That evens the playing field for the in turn and out of turn player.
That being said, my instinct tells me that the air war will be a lot more complex than it is today with many obscure details to consider. That will mean that the player with the better understanding of the system will have a huge advantage over the other player. I look forward to seeing how this will be balanced once WITE II is released.
ORIGINAL: Crackaces
I might disagree that WEGO dismisses the dependence on the AI. I played WITP AE for years and the AI takes over and resolves air attacks. Sometimes the results are puzzling![]()
ORIGINAL: Dinglir
ORIGINAL: Crackaces
I might disagree that WEGO dismisses the dependence on the AI. I played WITP AE for years and the AI takes over and resolves air attacks. Sometimes the results are puzzling![]()
I am not trying to say that the players are less dependant on the AI, merely that they are equally dependant on the AI. That makes for a less exploitable system.
ORIGINAL: Telemecus
I know, given losses and other inputs, I can approximately get the maanpower numbers for next turn - but never get it exactly right. And that bothers me as those small errors can sometimes become very big when you try a novel strategy involving it. So the biggest job is still trying to work how, exactly, the game works.
ORIGINAL: Dinglir
ORIGINAL: Telemecus
I know, given losses and other inputs, I can approximately get the maanpower numbers for next turn - but never get it exactly right. And that bothers me as those small errors can sometimes become very big when you try a novel strategy involving it. So the biggest job is still trying to work how, exactly, the game works.
AFAIK, manpower is produced the same way as any other production. That means that if a town/city/whatever has bewteen 1-50% damage, there is a chance it will produce, and a chance it won't. Given that, you should never be able to simulate exactly how much manpower is produced.
ORIGINAL: joelmar
some numbers seem to mismatch between the CR and the export CSV.
ORIGINAL: joelmar
your opponent is beating you in a separate hidden war, but you don't even know there is war

I had read your post about manpower, still not certain about that part, so that is another thing I will have to work out, because some numbers seem to mismatch between the CR and the export CSV.
