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Engineer War 0.02

Posted: Thu Mar 13, 2008 7:09 am
by SSFSX17
The scenario is intended for exactly what its title suggests: a war that will be won by your ability to manage your engineers.

RE: Engineer War 0.01

Posted: Thu Mar 13, 2008 9:59 am
by Vic
I never had time to implement the idea. But it is possible to let engineers build cities (that can produce things), so it should be possible to create a variant where there are no towns, just starting engineers who have to build roads, factories and towns.
 
The engine even allows you for setting the minimum distances towns should have from eachother, so that you can force a player to spread out.
 
 

RE: Engineer War 0.01

Posted: Thu Mar 13, 2008 3:12 pm
by Joshuatree
Nice!
Gonna check it out, here's a link for the scenario: http://www.advancedtactics.org/scenario.php?nr=38

RE: Engineer War 0.01

Posted: Fri Mar 14, 2008 4:54 am
by SSFSX17
ORIGINAL: Vic

I never had time to implement the idea. But it is possible to let engineers build cities (that can produce things), so it should be possible to create a variant where there are no towns, just starting engineers who have to build roads, factories and towns.

The engine even allows you for setting the minimum distances towns should have from eachother, so that you can force a player to spread out.


Hmm, is there a way to change how many EPs engineers will start with when first built, and how many EPs they regain per turn? I'm thinking of trying a scenario where you have a finite number of cities you can place on the map, so the player will have to make sure that he puts the cities in good locations.

RE: Engineer War 0.01

Posted: Sat Apr 12, 2008 11:03 pm
by SSFSX17
I've updated the scenario. The towns are larger (so that you can actually maintain a full-scale war) and there are a lot more starting units. There are also more rivers in the central section, and you need to capture all 16 mountains to win.

RE: Engineer War 0.01

Posted: Mon Apr 14, 2008 7:14 pm
by Jeffrey H.
Interesting.......
 
I am finding that engineers in random maps v. AI are often a deciding factor. The AI doesn't seem to take advantage of them.
 
 

RE: Engineer War 0.01

Posted: Thu Apr 17, 2008 5:37 pm
by IRONCROM
Your scenario is awaiting approval. I wonder if your sure this is the final version. Going by your discussions on the forum it sounds like you may be doing more changes.
 Let us know for sure. If this is your final version then I'll begin testing.

RE: Engineer War 0.01

Posted: Fri Apr 18, 2008 4:34 am
by SSFSX17
I now have it working without bugs (as far as I know). What I'm mainly looking for in terms of feedback is:
- Whether or not it is possible to get an advantage over the other player, since it is a symmetric map in which ground offense is intentionally difficult. (I'm not a top-level player so I wouldn't know)
- Whether or not the cities are appropriately-sized. I previously feared that they may have been too small to have a proper war, but then again, they may be too large now.
- Whether or not I ought to disable the construction of airbases. I discovered in one game against the AI that I could rain levelbombers on him with impunity, thus controlling the rivers with ease. Then again, the AI makes horrible decisions, so a good player might be able to protect his bridges.

RE: Engineer War 0.01

Posted: Fri Apr 18, 2008 12:23 pm
by Joshuatree
"- Whether or not I ought to disable the construction of airbases. I discovered in one game against the AI that I could rain levelbombers on him with impunity, thus controlling the rivers with ease. Then again, the AI makes horrible decisions, so a good player might be able to protect his bridges."
 
Haven't played this version yet, only the previous one. But it is definitely not an AI map, the AI has huge problems with it, but you already are aware of that. As soon as I'm finished with Russia '41 I'm gonna try it out again. Thanks for improving it!

RE: Engineer War 0.01

Posted: Fri Apr 18, 2008 5:48 pm
by IRONCROM
ORIGINAL: SSFSX17

I now have it working without bugs (as far as I know). What I'm mainly looking for in terms of feedback is:
- Whether or not it is possible to get an advantage over the other player, since it is a symmetric map in which ground offense is intentionally difficult. (I'm not a top-level player so I wouldn't know)
- Whether or not the cities are appropriately-sized. I previously feared that they may have been too small to have a proper war, but then again, they may be too large now.
- Whether or not I ought to disable the construction of airbases. I discovered in one game against the AI that I could rain levelbombers on him with impunity, thus controlling the rivers with ease. Then again, the AI makes horrible decisions, so a good player might be able to protect his bridges.
I just took a quick look at it. I think the city size is fine. Should make for a great bloody fight.[:D]
They're definitely not to small.

The map offers a lot of chalenges and has a lot of diverse terain. I don't think players are going to find it to difficult to find ways to get an advantage over there opponents. I do think the map will likely make for a long game. (That is not a bad thing) This won't be a quick scenario that can be won in a few turns.