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RE: Mod for random maps
Posted: Mon Jul 28, 2008 11:49 pm
by Jeffrey H.
ORIGINAL: Bombur
ORIGINAL: Grymme
have you defined what roll the AI will use each SFT in?
Yes, but....cavalry can´t only be used as "infantry". I cannot define new roles....
Can't you just define Cavalry as fast infantry that can carry other things, with a low combat value ?
RE: Mod for random maps
Posted: Tue Jul 29, 2008 1:11 am
by Bombur
Can't you just define Cavalry as fast infantry that can carry other things, with a low combat value ?
-That´s more or less what I did (except that cavalry cannot carry other things, this was left to horses, which, in this mod, are cargo losses and slower than cavalry). Despite this the AI fell in love with horses...maybe because they are good in early game to grab territory, I´m not sure...I´ve already increased cavalry cost, and it didn´t work. Maye if I decrease cavalry combat values (are equal to Rifle, but with penalties in offensive against urban hexes and fortifications)
RE: Mod for random maps
Posted: Tue Jul 29, 2008 4:40 pm
by Jeffrey H.
ORIGINAL: Bombur
Can't you just define Cavalry as fast infantry that can carry other things, with a low combat value ?
-That´s more or less what I did (except that cavalry cannot carry other things, this was left to horses, which, in this mod, are cargo losses and slower than cavalry). Despite this the AI fell in love with horses...maybe because they are good in early game to grab territory, I´m not sure...I´ve already increased cavalry cost, and it didn´t work. Maye if I decrease cavalry combat values (are equal to Rifle, but with penalties in offensive against urban hexes and fortifications)
Yes, that might work, of course we are working to the assumption that the AI evalautes units based on these values. I think it does. It makes sense to me that cavalry should be weaker than rifles both in offensive and defensive capabilities and this weakness is partially offset by mobility. They should consume more supply as well IMHO.
In a WWI/II environment with mechanization a possibility, cavalry really should not be a "good" thing for the AI to invest in. It's a "dead end" technology.
RE: Mod for random maps
Posted: Tue Jul 29, 2008 9:10 pm
by Bombur
-In my mod, the values for cavalry and infantry are the same. The terrain penalties are worse for infantry. Cavalry also spends more supply and is far more costly. Trouble is that the AI is insisting on building cavalry based armies. This strategy makes sense in the early turns but is disastrous when the border lines are consolidated and the AI goes to offensive. It´s very easy to defend against a cavalry based army by placing infantry and nachineguns in the cities. Things are made even worse by the fact that the AI seems not to be interested in artillery, which, in my mod, is absolutely necessary for offensive actions in the early game...
RE: Mod for random maps
Posted: Wed Jul 30, 2008 7:04 am
by Grymme
I am talking about which role the AI use each unit. This you can modify in the AI role score in the SFT. Have you changed that?
Try to make the AI use it as infantry support instead of Infantry. You could redesign infantry and have it have the same role as scouts instead. High recon, can carry supply, high speed. But cavalry divisions as separate units pretty much went out of style after american civil war.
Or you could make an event that lets the ai initialy use it in the role of infantry and then switch to use it as infantry support after certain tecnology is researched.
RE: Mod for random maps
Posted: Wed Jul 30, 2008 9:24 pm
by Bombur
ORIGINAL: Grymme
I am talking about which role the AI use each unit. This you can modify in the AI role score in the SFT. Have you changed that?
-Yes, I did. I use Cavalry as infantry (score=100)
Try to make the AI use it as infantry support instead of Infantry. You could redesign infantry and have it have the same role as scouts instead. High recon, can carry supply, high speed. But cavalry divisions as separate units pretty much went out of style after american civil war.
-That´s good idea, I will make cavalry=infantry support. But, while cavalry, in traditional sense, died after the Civil war, mounted rifle squads still were used up to WWII, and the Russio-Polish war saw some tradional cavalry battles.
Or you could make an event that lets the ai initialy use it in the role of infantry and then switch to use it as infantry support after certain tecnology is researched.
-That´s more complex. I will try your fist idea. Thank you.
RE: Mod for random maps
Posted: Wed Jul 30, 2008 11:49 pm
by Bombur
-Thank you a lot, Grymme, changing cavalry to infantry support fixed the AI love with horses....
RE: Mod for random maps
Posted: Sun Aug 03, 2008 8:20 pm
by Bombur
-Well, with the cavalry bug fixed, I´m adding new units. I have almost 80 units. I´m considering to release it as a beta version as soon I complete 100 units.
Beta version released
Posted: Sat Aug 16, 2008 6:22 pm
by Bombur
Released beta version. It has about 90 units from 1900 to 1930. Feedback welcomed.
RE: Beta version released
Posted: Sat Aug 16, 2008 8:35 pm
by SSFSX17
Some of the production types don't seem to link to anything yet, e.g. the mortars. Also, there seem to be bugs with naval units and certain aircraft types - it is possible to research different eras of naval units at the same time, for example.
I must say, though, you represent the shift from WW1 to WW2 very well! At first, you have to build new units in the same hex as your HQs, then move them out in waves and hope for the best. Once you can build Medium Trucks and Tanks and have the Armored Warfare Doctrine, however, you can actually play the game like it was standard Advanced Tactics.
In the future, I believe you should make a guide about the radically different weights and carrying capacities. I needed some time in order to adjust to the new weights.
RE: Beta version released
Posted: Sat Aug 16, 2008 8:51 pm
by Bombur
Some of the production types don't seem to link to anything yet, e.g. the mortars.
-Could you explain better so I can fix it?
Also, there seem to be bugs with naval units and certain aircraft types - it is possible to research different eras of naval units at the same time, for example.
-This is not a bug, only an unpleasant consequence of a trick I used to force you to follow a balanced research path. I´ve interconnected land/naval/air paths, so you must research air and land to get access to next decade naval units and so on. As a consequence, you can research 1910-1919 naval units before 1900-1909 ones. I tried to avoid strange results by linking some of these units to older ones, so, even if you research 1910-1919 naval units before the older ones, you must get back before these techs are really useful, because you need to build armored cruiser II before the dreadnought. But I will check again the paths to look for bugs. Tell me about specific troubles please, because the mod is too complex and I might have overlooked serious troubles.
I must say, though, you represent the shift from WW1 to WW2 very well! At first, you have to build new units in the same hex as your HQs, then move them out in waves and hope for the best. Once you can build Medium Trucks and Tanks and have the Armored Warfare Doctrine, however, you can actually play the game like it was standard Advanced Tactics.
-Thank you, did you reached the 30´s?
In the future, I believe you should make a guide about the radically different weights and carrying capacities. I needed some time in order to adjust to the new weights.
-The guide is beign written, I will update it with new weights.
RE: Beta version released
Posted: Sat Aug 16, 2008 9:08 pm
by Bombur
I´m making some changes to tech tree in order to avoid early production of critical SF´s, usually by giving them some pre requisites from the former decade. This bug seems to be more pronouced for aircraft. It will be fixed now.
Bugs:
1-Item Mortar II is pointing to Mortar III production-Fixed
RE: Beta version released
Posted: Sat Aug 16, 2008 11:16 pm
by Bombur
More bugs:
-Fixed a few issues with ship speeds and range
-Naval fighter IV was appearing early in the game because I didn´t set pre requisites-Fixed
RE: Beta version released
Posted: Sun Aug 17, 2008 12:56 am
by Bombur
-Bomber II is being produced after research for Bomber I. Fixed. Now you have to research Bomber II.
RE: Beta version released
Posted: Sun Aug 17, 2008 1:42 am
by rickier65
ORIGINAL: Bombur
Released beta version. It has about 90 units from 1900 to 1930. Feedback welcomed.
Bombur -
Congratulations! You've been working on this project for quite some time! Glad to see you've persevered. I haven't checked it out yet, but I will.
Thanks.
Rick
RE: Beta version released
Posted: Sun Aug 17, 2008 4:27 am
by srndac
Hello folks!
I was just wondering why Horses have to have that 1 Stack/Power point on them ... they aren't going into combat themselves and (in this period of history) do more damage than good if they do go into the thick of it.
If you want to give them some penalties, raise their Supply requirement or Weight - but (IMHO) that 1 Stack/Power Point is totally unrealistic.
Well ... that's my 2 cents anyway ...
Cheers!
P.S. keep up the good work Bombur!
RE: Beta version released
Posted: Sun Aug 17, 2008 10:34 am
by Bombur
ORIGINAL: srndac
Hello folks!
I was just wondering why Horses have to have that 1 Stack/Power point on them ... they aren't going into combat themselves and (in this period of history) do more damage than good if they do go into the thick of it.
If you want to give them some penalties, raise their Supply requirement or Weight - but (IMHO) that 1 Stack/Power Point is totally unrealistic.
Well ... that's my 2 cents anyway ...
Cheers!
P.S. keep up the good work Bombur!
-But I didn´t change Horses stack value compared to the original masterfile. What would you suggest?
RE: Beta version released
Posted: Sun Aug 17, 2008 2:05 pm
by srndac
Hi Bombur!
Yeah, I know you did ... it's there as well ...

As to a recommendation: simply remove that Stack Point - it's useless and gets in the way.
I mean, Horses (I really think they should be called Wagons instead) have the same function as Trucks - transporting things around the countryside. And have you seen Trucks with Stack Points? No you haven't.
Cheers!
RE: Beta version released
Posted: Sun Aug 17, 2008 7:29 pm
by Bombur
-Hmmm...ok. I understand your point, but Horeses are also used as mobilizers. In that cases shouldn´t they have stack points?
-Any other opinions? All of you agree with removing stack points from horses?
RE: Beta version released
Posted: Sun Aug 17, 2008 9:31 pm
by Bombur
Hmmm...the "decades" research system is creating a few troubles. It will be possible to get Battlecruisers III before the First Dreadnought....It will be easy to fix, however. I will add a few techs in the pre requisites corresponding to the critical items. Fixed the issue with the Battlecruiser III. You will need the Battlecruiser II. Did the same with Light Cruiser I (you will need armoured cruiser II) and with torpedo bomber I (you will need Bomber I). Notice that you still can research the Hood before the Dreadnought, but no item will appear to you until you get BC II. To avoid confusion, I will place a small text detailing the pre requisites in the cards.