Coming Patch/Update details (v1.02)

VR designs has been reinforced with designer Cameron Harris and the result is a revolutionary new operational war game 'Barbarossa' that plays like none other. It blends an advanced counter pushing engine with deep narrative, people management and in-depth semi-randomized decision systems.

Moderators: Vic, lancer

mannerheim4
Posts: 83
Joined: Mon Sep 16, 2013 8:01 pm

RE: Coming Patch/Update details (v1.02)

Post by mannerheim4 »

ORIGINAL: Vic

@mannerheim,

Give 1.02 a spin, the central front armies are arriving significantly slower. I was hoping this would have the effect of shifting the main battle towards Smolensk.

That would be nice, yes, I have noticed that the Soviets are reinforced rather quickly and massively during the first several turns.

ORIGINAL: Vic

As for your question. There is nothing stopping me from dumbing down the AI. However untill now I chose to try to get the AI to play to win. Its an interesting idea however to add a 'Historical AI' variant to the game.

Best wishes,
Vic

Ah, OK, when I check the "historical" box at the start of the game, it effects only setup and not AI settings or anything like that. Yes, I think an "historical AI" would be appreciated - or at least subject the Soviet AI to a Stalin that is prone to counterattack rather than withdraw.

Thanks for your hard work.

Regards
mannerheim4
Posts: 83
Joined: Mon Sep 16, 2013 8:01 pm

RE: Coming Patch/Update details (v1.02)

Post by mannerheim4 »

ORIGINAL: lancer


Pripet Marshes hexes 37:40, 32:42, 34:41, 31:45 are now alligator infested swamps instead of plains.


How about "Sharknado" weather effects for Soviets in the Pripets?

User avatar
Franciscus
Posts: 831
Joined: Wed Dec 22, 2010 4:29 pm
Location: Portugal

RE: Coming Patch/Update details (v1.02)

Post by Franciscus »

ORIGINAL: Vic

@mannerheim,

Give 1.02 a spin, the central front armies are arriving significantly slower. I was hoping this would have the effect of shifting the main battle towards Smolensk.

As for your question. There is nothing stopping me from dumbing down the AI. However untill now I chose to try to get the AI to play to win. Its an interesting idea however to add a 'Historical AI' variant to the game.

Best wishes,
Vic

I think an "historical AI" would be nice, too

Regards
Former AJE team member
User avatar
Iñaki Harrizabalagatar
Posts: 785
Joined: Tue Dec 11, 2001 6:00 pm

RE: Coming Patch/Update details (v1.02)

Post by Iñaki Harrizabalagatar »

IMO the problem in PBEM is that the Soviet player knows he has just to hold the line, so he will never commit his forces to the kind of counterattacks around Smolenskas the historical Soviet command did acting according to their offensive doctrine. It is very much like a WW1 wargame in which players will never attack like the historical armies. For me the solution would be for the first wave of Soviet reinforcements in Central sector to arrive in Offensive posture instead of neutral, so that the Soviet player has an incentive to use them offensively
Post Reply

Return to “Decisive Campaigns: Barbarossa”