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RE: Is this really working as designed??
Posted: Mon Sep 09, 2013 4:39 pm
by suprass81
Fleet was in the port of Riga.
If you want to know answers for your questions you can play with me MP game

Maybe you will defeat me but I think that MP is far more different from AI game (I don't know becouse I was playing only first 20 turns of AI game long ago... and thouse 8 to show fleet destruction.
RE: Is this really working as designed??
Posted: Mon Sep 09, 2013 4:50 pm
by operating
ORIGINAL: suprass81

I have lost on BB and one DD but I need this - 10 for Russia.
Picture made just a few minutes ago in AI game.
You are playing using your MOD, I'm still on the stock game. If the Russians are getting the pps you are getting, they can build another BB before 1916, would that restore the -10 NM lost in this turn for the Russians? Don't know! I can see where you could sacrafice ships to prove a point, for you have so many pps in reserve to repair/rebuild your loses. At the same time you are taking a NM beating losing a BB? plus Kronisberg, does not look in too good a shape either! I'll have to surmize, that you were not paying attention to the rest of the game to prove a naval tactic.
RE: Is this really working as designed??
Posted: Mon Sep 09, 2013 4:58 pm
by suprass81
Yes. It was only to show a naval battle to destroy Russsian fleet. I'm playing oryginal game with 1.30 patch.
Will you take the glove? It looks like you are AI veteran- maybe you will have some fresh look at the MP game...?
RE: Is this really working as designed??
Posted: Mon Sep 09, 2013 5:04 pm
by operating
ORIGINAL: suprass81
Fleet was in the port of Riga.
If you want to know answers for your questions you can play with me MP game

Maybe you will defeat me but I think that MP is far more different from AI game (I don't know becouse I was playing only first 20 turns of AI game long ago... and thouse 8 to show fleet destruction.
You're on! How do we get we get started? I do not see your name in the multiplayer section, this will be my rookie game, it will be be all laughs now, wait till later for results lol. Again I am in the stock game mode, would like to be Entente 1914, balanced, I am truly excited to try this! Also 1.30
RE: Is this really working as designed??
Posted: Mon Sep 09, 2013 5:07 pm
by suprass81
Game picked...
RE: Is this really working as designed??
Posted: Mon Sep 09, 2013 5:14 pm
by operating
ORIGINAL: suprass81
Game picked...
I'm sorry, I cannot find the game? I know I had 2 challanges there and one is gone, I assume it was you, where do I find it to get started? I'll go back and look again.
RE: Is this really working as designed??
Posted: Mon Sep 09, 2013 5:25 pm
by operating
On board now, figured it out.
RE: Is this really working as designed??
Posted: Mon Sep 09, 2013 5:28 pm
by suprass81
ORIGINAL: operating
On board now, figured it out.
You have just enterd better but more brutal world

Good luck and.. let us return to the post topic discussion

RE: Is this really working as designed??
Posted: Tue Sep 10, 2013 3:53 pm
by villev
Hi, we've had a short discussion on a similar topic in the Slitherine forums
here. Have a look if you're interested. A few comments:
ORIGINAL: kirk23
I have had a quick look at the number of convoy losses required, before USA enters the war, and its a very high number off 500 losses at least. The way I read it, the loss of 500 convoy points, has the effect of an alliance swing to the allies off -15% from being neutral.
USA ENTRY GAME EVENTS SCRIPT.
-- USA relationship drops several times when a certain number of convoys have been killed
function ConvoyAttacks(attacker, defender)
if defender.prototype ~= nil and defender.prototype.name == "convoy" then
if attacker.faction.alliance.id == 2 then
if GetEvent("ConvoyAttacks1") == 0 then
local convoyLosses = 0
for faction in game:GetAllianceById(1).factions do
convoyLosses = convoyLosses + faction.luaData.statsCasualties["convoy"]
end
if convoyLosses > 500 then
SetEvent("ConvoyAttacks1", game.turn)
local usa = game:GetFactionById(10)
ChangeFactionAlignment(usa, attacker.faction.alliance, -15)
end
end
if GetEvent("ConvoyAttacks2") == 0 then
local convoyLosses = 0
for faction in game:GetAllianceById(1).factions do
convoyLosses = convoyLosses + faction.luaData.statsCasualties["convoy"]
end
if convoyLosses > 1000 then
SetEvent("ConvoyAttacks2", game.turn)
local usa = game:GetFactionById(10)
ChangeFactionAlignment(usa, attacker.faction.alliance, -15)
end
end
Looking at the scripts, it's indeed in 10s that casualties are counted, so that would be 50, and 100 points of convoys sunk, respectively.
Code: Select all
self:GetText("ground_" .. self.faction.id):SetNumber(self.faction.luaData.statsCasualties["ground"]/10)
self:GetText("artillery_" .. self.faction.id):SetNumber(self.faction.luaData.statsCasualties["artillery"]/10)
self:GetText("air_" .. self.faction.id):SetNumber(self.faction.luaData.statsCasualties["air"]/10)
self:GetText("naval_" .. self.faction.id):SetNumber(self.faction.luaData.statsCasualties["naval"]/10)
self:GetText("armour_" .. self.faction.id):SetNumber(self.faction.luaData.statsCasualties["armour"]/10)
ORIGINAL: operating
Goggled this:
2. Economics: Britain, with the world’s most powerful navy, blockaded German ports once the war began, so U.S. trade with the Central Powers fell from $170 million in 1914 to virtually nothing in 1916. On the other hand, the Allies needed U.S. manufactured goods, and because Britain controlled the seas, could get them. U.S. trade with the Allies rose from $825 million in 1914 to $3.2 billion in 1916. Thus, the health of the U.S. economy came more and more to rest on continued trade with the Allies. At the same time, and against the wishes of some Americans who genuinely believed in neutrality, the U.S. loaned huge amounts of money to the Allies so they could continue to purchase American goods. By April 1917, the U.S. had loaned more than $2 billion to the Allies. This gave the U.S. a tremendous stake in the war; if the Allies lost, the U.S. might never recover its loans.
If the North Sea Blockade, was broken, American trade should have resumed.
This is another important point in US war entry: if it looks like the Entente is losing US should have a strong motivator for entering the war. Indicators of Entente getting their asses kicked would be drop in British/French/Russian morale below certain level. This would nicely balance out the Russian problem too- the Germans would have a reason to not stomp the Russians too badly, or they would risk US involvement. Russian capitulation should swing US alignment enough in the direction of the Entente to make them nter the war.
RE: Is this really working as designed??
Posted: Tue Sep 10, 2013 7:20 pm
by Hellfirejet
I have contacted the game designers and the Russia / USA problems are being looked into.
RE: Is this really working as designed??
Posted: Wed Sep 11, 2013 2:08 pm
by Lord Zimoa
All I can say is we are working hard on CTGW patch for current PC version and the porting to Mac, iPad is getting into the final stages. We also started porting the engine to Android.