Bomburs GD Mod

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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

Thinking about the scale thing a bit more, if the average hex represents roughly 63 miles, then artillery being able to lob shells into an adjacent hex is a fairly hefty abstraction. Not sure what to think about that. Doesn't feel 'right' but not sure what would.

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson
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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

Oh and BTW, the Chinese showed up to the fight last turn with level I armoured cars. I was surpised. Those are normally sort of useless but they are a stepping stone towards some very effective things.

History began July 4th, 1776. Anything before that was a mistake.

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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

I think the new rules change which disallows production from captured cities essentially means Japan cannot hope to ever take over a larger land based opponent. Such as the Chinese. If we are in a combined arms fight with naval and possibly air units in the mix then Japan might have a fighting chance but there is no defense against the human wave assaults since even if I upgrade my cities, I cannot ferry enough troops to hold of the massive numbers of Chinese land based infantry units. This does limit the power of expading nations but it's limiting the game and the fun a bit too.

It's too bad there isn't some middle ground.

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson
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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

I've been exploring the Chinese coast with a destroyer squadron, what an eye opener. I hope they never develop a navy, if they do, I'm toast.

I'm beginning to think that it's just a lost cause, it's down to the number of "home" cities and that's it, I took 5 Chinese cities in my high water mark, including the capitol. I was unable to hold them because I could not produce fighting units. I got completely steamrolled off the continent altogether. No hope for ever getting back on in any significant way. The same will be true for any country I try to fight with that isn't on an island, I simply can't compete in an all out defense. I can be a nuisance, take a few cities here and there. But I can't do much more than that.

History began July 4th, 1776. Anything before that was a mistake.

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Josh
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RE: Bomburs GD Mod

Post by Josh »

Yeah well I don't know how this mod plays out, but there are quite a few games where I "already lost" the game early on, or so I thought... then I just played on just to see what would happen and lo and behold, after a long and hard struggle in many occasions I managed to achieve Victory after all. I can tell you that is most satisfying. Well maybe your game *is* already lost, but then again maybe not, so yeah just do a few more turns see what happens.
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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

Well nothing is really lost, I've hadfun playing and it only takes a few minutes of my time, spaced in 1/2 hour or longer intervals. I just do things around the house and come back and a new turn is waiting for me. I think the US and GB take the most AI processing time. If a human with AI game could get going, the humans could take the longer playing AI's ans then the wait time for the AI processing would be very reduced. Of course the human wait time would go up a bit.
History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson
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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

OTOH if this mod had nukes, I could hole up and research the tech's and bomb the snot out of everyone. That could work, especially with naval delivery systems and ICBM's. Hrrmmm.
History began July 4th, 1776. Anything before that was a mistake.

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ghoward
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RE: Bomburs GD Mod

Post by ghoward »

Could you have assigned all or most of Japanese production to HQs in China and avoided the need to ferry troops? I have been playing with this scenario in the editor, (messed with engineers, torpedo boats and trains so far) and I think it should be possible to create a prodmod category for rifles and other basic troop types, and set far more generous production modifiers for them when produced in foreign countries. I will look for it next time I am in the editor.

I just looked, it is the prodmod value for rifles (and whatever else you want to make) on the settings page in the editor. If you change the value to 2, (like imported oil and ore) then I expect that the Chinese will enthusiastically produce rifles for you.
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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

I dunno, I think the loose logistics mode this mod is based on might allow for it. I should test it. I know it wont work for ships, those pop up only in host HQ's in the cities in which they are produced.

Yeah, and it's that prodmod setting which was flipped off in a recent version of the mod. It might be nice to pay a certian amount of PP's for 'pacification' and gradually release the production of fighting units in the captured cities.

Currently I'm very lucky in that the AI rather stupidly leaves Bejing and another coastal city empty while throwing itself full force onto my defense in Northern Korea. So, every few turns I sneak in and take those cities and the AI is forced to divert itself from the attack and come back and get me, then charge back into the lines. I've got a good defensive point where I keep my cities and only expose 2 hexes to 3 hexes so the AI cannot just zerg me and surround me.

I'm killing 300 odd units per turn because I knew this was coming and where it was coming and I fell back and prepared for it.

Eventually I might actually gain an upper hand, we'll see about that.

History began July 4th, 1776. Anything before that was a mistake.

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ghoward
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RE: Bomburs GD Mod

Post by ghoward »

Using the ATG version of GDv108 as the french, the swiss allowed me full production on everything after they were "normalized". Interestingly, when you first start the scenario the swiss prodmods for french occupation are set to 1 for all categories. However as soon as you declare war on them (or on benelux or perhaps on anyone else) the swiss prodmod for category 1 (units) drops to .5. When I took Geneva and Bern, they produced everything at 100%. The point here is that not all people react to all other the same way, and those reactions can apparently be changed. I will ask Bombur when I get a whole list of this stuff.

In another game (AT version, as french) I stole Beruit from the turks, bought a HQ for it, assigned the entire industry of germany (mine, at that point) to it, and had an instant army of 130 SFTs in Beruit the following turn and suprised the turks. Of course it should be considered cheating, but it can be done in China for your game as long as hard core logistics is turned off (rulvar 312, I think Webizen said).
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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

The Koreans produce for Japan, but the Chinese do not. There must be some sort of table regarding who might produce for who.
History began July 4th, 1776. Anything before that was a mistake.

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ghoward
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RE: Bomburs GD Mod

Post by ghoward »

There is a question mark button on the top of main map page up where the current player info is. That will take you to the "who loves you" charts.
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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

Ahh got it, thanks.
History began July 4th, 1776. Anything before that was a mistake.

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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

My house remodel has claimed this game as it's newest victim. I had to close up the laptop and get it out of the way of the carpet crew, I'll resume it later, when the carpet crew get finished in my house.
History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson
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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

I was recently able to get the "Infantry III" tech bin for a discounted rate, from 400 to 360. This happened literally while I was watching it from turn to turn. So, the AI is out there plodding through this stuff as much as me. I haven't seen any aircraft yet at all, and nothing beyond "Vehicles I" from the Chinese.

I still hold the Hadrian-esqe line at Pyongyang and in fact I'm whittling the atackers down a bit so they became discouraged and stopped attacking. I hammer the snot out of them with my two navy fleets. I continue to upgrade cities all over the island chain that surround the home islands. They are Japanese native so they will eventually produce stuff.

With the situation in China and Korea more or less stabilized, my thoughts are again turning to the Indonesian holdings of the European Colonials. I do want to avoid a fight with the British, but the French and the Beneluxians and to a lesser extent the Germans are all prime targets for a new rising sun blitz.

I took the Chinese island of Taiwan, or whatever it's called in the game and killed off a huge force of cargoships and about 9 cruisers without firing a single shot from the naval guns. They had an empty HQ sitting there as the only land unit on the island and I swept in with a small force and HQ of my own and captured it all without a fight. Do I feel dirty ? Yes, but after a shower I will feel better, the AI will still be stupid.

On the timeline, it's getting to be around 1939. It's an intersting world map but going into detail might risk turning this into an AAR.

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson
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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

I just found that you can see the current value of the techs by selecting the tech from within your "researched" pool. The action card comes up and caries what I think is the current value. Pretty neat. As you might imagine, in the late 1930's first tier techs are not highly valued at all.
History began July 4th, 1776. Anything before that was a mistake.

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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

The engineering seems to be fairly heavy in this mod, what I mean by that is the quantity of engineers required to get a job done is very high relative to other mods. Given the 90 day turns, I'm wondering what sort of typical road crew work rate could be expected in the time frame of the early to mid 1900's. So that's the next thing to look into.
History began July 4th, 1776. Anything before that was a mistake.

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ghoward
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RE: Bomburs GD Mod

Post by ghoward »

Before I started my current game, I increased the EP accumulation max turns (how many EPs an engineer can "hold") from 5 to 20 turns so fewer engineers taking longer could get some of the more massive projects done. (major city takes 1400 EP for instance). I also improved their ability to entrench mostly to help the AI (who always seems to build scads of engineers). I think this is working ok, but next time I will make Civil Engineering units (next to no combat or movement capability, but long EP accumulation time for resource and city upgrade projects--think targets for your bombers here) and return combat engineers to their former 5 turn limit. I will keep the idea of rapid entrenchment for combat engineers so that a unit with a lots of engineers can build a quick defensive position.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

ORIGINAL: barerabbit

Before I started my current game, I increased the EP accumulation max turns (how many EPs an engineer can "hold") from 5 to 20 turns so fewer engineers taking longer could get some of the more massive projects done. (major city takes 1400 EP for instance). I also improved their ability to entrench mostly to help the AI (who always seems to build scads of engineers). I think this is working ok, but next time I will make Civil Engineering units (next to no combat or movement capability, but long EP accumulation time for resource and city upgrade projects--think targets for your bombers here) and return combat engineers to their former 5 turn limit. I will keep the idea of rapid entrenchment for combat engineers so that a unit with a lots of engineers can build a quick defensive position.

Yes, exactly what is needed. A separate unit for civil and combat engineering.

There seems to be two factors in the current game, that is accumulation rate and a maximum value per unit. Both of which, I htink, need a review.

History began July 4th, 1776. Anything before that was a mistake.

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RE: Bomburs GD Mod

Post by Twotribes »

To install the mod do I use the install function or manually do it?
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