2 important questions

Time of Fury spans the whole war in Europe and gives players the opportunity to control all types of units, ground, air and naval. Not only that, each player will be able to pick a single country or selection of countries and fight his way against either the AI or in multiplayer in hotseat or Play by E-Mail. This innovative multiplayer feature will give player the chance to fight bigger scenarios against many opponents, giving the game a strategic angle that has no equal in the market. The game uses Slitherine’s revolutionary PBEM++ server system.

Moderator: doomtrader

User avatar
Rasputitsa
Posts: 2902
Joined: Sat Jun 30, 2001 8:00 am
Location: Bedfordshire UK
Contact:

RE: 2 important questions

Post by Rasputitsa »

ORIGINAL: psofos

Don't tell me this is working as intended because it would mean the game designers just hate the germans lol

There are so many variables in the game it can be difficult to see 'the wood for the trees', but now you have explained your observations more fully I can see your point better.

Game settings can vary between nations and scenarios, AI and human play, but now you have highlighted the situation for German units. The following extracts are from the data files of the scenario 'Fall Weiss', the values that effect the supply hit on effectiveness levels are covered in the main scenario 'consts.ini' file as follows :

[UnitsPerformanceInRelationsToSupplyAt25]
EffectivityPenalty = 1
ActionPointsPenalty = 0
ColumnShiftDuringAirCombat = 0
AirStrikeModifier = 100
MaximumReplacementsForLandUnits = 75
MaximumReplacementsForAirUnits = 8

[UnitsPerformanceInRelationsToSupplyAt20]
EffectivityPenalty = 2
ActionPointsPenalty = 25
ColumnShiftDuringAirCombat = -1
AirStrikeModifier = 90
MaximumReplacementsForLandUnits = 50
MaximumReplacementsForAirUnits = 5

[UnitsPerformanceInRelationsToSupplyAt15]
EffectivityPenalty = 3
ActionPointsPenalty = 34
ColumnShiftDuringAirCombat = -2
AirStrikeModifier = 80
MaximumReplacementsForLandUnits = 35
MaximumReplacementsForAirUnits = 4

[UnitsPerformanceInRelationsToSupplyAt10]
EffectivityPenalty = 4
ActionPointsPenalty = 50
ColumnShiftDuringAirCombat = -3
AirStrikeModifier = 70
MaximumReplacementsForLandUnits = 30
MaximumReplacementsForAirUnits = 3

[UnitsPerformanceInRelationsToSupplyAt5]
EffectivityPenalty = 5
ActionPointsPenalty = 75
ColumnShiftDuringAirCombat = -4
AirStrikeModifier = 50
MaximumReplacementsForLandUnits = 20
MaximumReplacementsForAirUnits = 2


These values will apply to any nation (e.g. Poland) which doesn't have different values in its own 'national consts.ini' file.

Here are the same group of settings for Germany in the 'consts_Germany' file, which over-rides, for that nation, what is in the main scenario 'consts.ini' file.

[UnitsPerformanceInRelationsToSupplyAt25]
EffectivityPenalty = 2
ActionPointsPenalty = 25
ColumnShiftDuringAirCombat = -1
AirStrikeModifier = 90
MaximumReplacementsForLandUnits = 70
MaximumReplacementsForAirUnits = 7

[UnitsPerformanceInRelationsToSupplyAt20]
EffectivityPenalty = 3
ActionPointsPenalty = 34
ColumnShiftDuringAirCombat = -2
AirStrikeModifier = 80
MaximumReplacementsForLandUnits = 45
MaximumReplacementsForAirUnits = 4

[UnitsPerformanceInRelationsToSupplyAt15]
EffectivityPenalty = 4
ActionPointsPenalty = 50
ColumnShiftDuringAirCombat = -3
AirStrikeModifier = 70
MaximumReplacementsForLandUnits = 30
MaximumReplacementsForAirUnits = 3

[UnitsPerformanceInRelationsToSupplyAt10]
EffectivityPenalty = 5
ActionPointsPenalty = 75
ColumnShiftDuringAirCombat = -4
AirStrikeModifier = 50
MaximumReplacementsForLandUnits = 20
MaximumReplacementsForAirUnits = 2


So these are the values for supply levels of 25 and lower and the Germans have been set to have a higher effectivity penalty than other nations. This is a design decision by the Devs, can't say whether it's because they hate the Germans [X(], but it is more likely that, with early versions of the game, the uberPanzers had way too much power and completely unbalanced the game. I am guessing that this was part of the attempt to re-balance things, but you can change these setting if you wish, like most things in these data files.

In your second screen-shot the 'Armia Poznan' is showing supply level 9 from Poznan and you would expect an effectivity penalty to apply at that level, so which scenario is this and is Poland under AI, or human control ? Many of the provisions in the data files do not apply to the AI, so that it will have a better chance against a human player, otherwise there would be little challenge in the single player game.

However, the Germans in particular, had supply problems from the beginning and throughout the war and most German units, even with an effectiveness drop, are still more powerful than comparable units of other nations, until the Allied get things together later in the war. The game may not be far wrong on this issue.

Overall the supply situation seems to work OK, it is difficult for the Germans, but so it should be, as they were not prepared for the long war they ended up with.

Much of the discussion on game features comes down to scenario design and at least the structure of the game is open and easily changed, if you don't agree with these design decisions.

Worth noting that, for the start of most games, the Axis is fighting on other countries' territory and therefore have supply and unit re-build restrictions. Other nations are usually defending on home territory and supply and unit re-build is much easier, carrying less penalty. It is easier to be in supply levels over 25 when in your own territory and where there will be no effectiveness penalty.[:)]
"In politics stupidity is not a handicap" - Napoleon

“A people which is able to say everything becomes able to do everything” - Napoleon

“Among those who dislike oppression are many who like to oppress" - Napoleon
gwgardner
Posts: 7279
Joined: Fri Apr 07, 2006 1:23 pm

RE: 2 important questions

Post by gwgardner »

ORIGINAL: psofos



Above is what the manual is saying. In every game these rules apply only to german units and not to allied or soviet ones, no matter which is human or AI controlled. German units get the lowered efficiency for low supply (I am NOT talking about being out of supply for 1, 2, 3 or more turns etc etc, I am talking about supply being lower than 20)while the allied and soviet ones retain full strength with no low supply penalty. Don't tell me this is working as intended because it would mean the game designers just hate the germans lol. I am afraid I can't explain the problem any more thoroughly than i already have, but it seems that even the screenshots I posted fail to make me understood [:(]

I'm tired of boring you with the facts. I've played this game since playtesting days, and there is no problem as you are describing. You are misinterpreting the facts.

Post Reply

Return to “Time of Fury”