Overrun Anyone?

From the front lines in France and Russia to the deserts of North Africa and the airfields and convoys of Britain, the campaigns of World War II are yours to command in WW2: Time of Wrath! This turn-based grand strategy title, the highly improved and expanded sequel to WW2: Road to Victory, puts the player in charge of the political, economic and military decisions of one or more Axis or Allied nations, including minor nations.
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willgamer
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Overrun Anyone?

Post by willgamer »

IMHO, small units currently have too much power, especially given the number of retreats at 7-1 or higher.

I propose a simple overrun change:

When a single unit (i.e. not a coordinated attack) attacks at 7-1 (the highest column on the CRT), it expends 0 AP.

There are obviously any number of more complicated rules that could be conceived, but I hope it can be KISS.

[8D]
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gwgardner
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RE: Overrun Anyone?

Post by gwgardner »

Combat results/losses are moddable, I believe, by odds, so this may already be possible without coding.

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willgamer
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RE: Overrun Anyone?

Post by willgamer »

ORIGINAL: gwgardner

Combat results/losses are moddable, I believe, by odds, so this may already be possible without coding.

There's somewhere to modify APs expended by odds column???
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RE: Overrun Anyone?

Post by gwgardner »

I'm no expert, and haven't investigated the csv files extensively.

Check out consts.csv to see if there are entries for what you have in mind.

What I was actually referring to was the ability to change the actually strength losses, so that units attacked at 7-1 would be less likely than at present to retreat as opposed to being eliminated.

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Flaviusx
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RE: Overrun Anyone?

Post by Flaviusx »

Don't go quail shooting with cannon. Use fast divisions to chase down remnants instead of corps. And set up attacks without retreat routes for defenders wherever possible, again, fast divisions are good for this.
 
I think a lot of players tend to think that having lots of big buff corps is always the best solution, but divisions matter in this game and can do things economically that corps cannot.
 
 
 
 
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Uxbridge
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RE: Overrun Anyone?

Post by Uxbridge »

ORIGINAL: willgamer

ORIGINAL: gwgardner

Combat results/losses are moddable, I believe, by odds, so this may already be possible without coding.

There's somewhere to modify APs expended by odds column???

No, this is hard-coded. The only thing you can do is to lower or remove the cost altogether for certain land warfare doctrine levels.



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Uxbridge
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RE: Overrun Anyone?

Post by Uxbridge »

ORIGINAL: gwgardner

I'm no expert, and haven't investigated the csv files extensively.

Check out consts.csv to see if there are entries for what you have in mind.

What I was actually referring to was the ability to change the actually strength losses, so that units attacked at 7-1 would be less likely than at present to retreat as opposed to being eliminated.

Yes, you can. Line 215 in consts.csv. The last figure is now "2". This means that the chance of a retreat at 7-1 odds is twice as likely as basic value. If you, as an example change this figure to "0.1", I think it means only 1/10 a chance of basic value.

Edit: Reflecting further on what you actually said, it won't solve your problem, because you want it gone. This will only lessen the chance that it moves.
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willgamer
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RE: Overrun Anyone?

Post by willgamer »

ORIGINAL: Flaviusx

Don't go quail shooting with cannon. Use fast divisions to chase down remnants instead of corps. And set up attacks without retreat routes for defenders wherever possible, again, fast divisions are good for this.

I think a lot of players tend to think that having lots of big buff corps is always the best solution, but divisions matter in this game and can do things economically that corps cannot.

Thanks for pointing that out. I will try to do more of that in my own gaming.

That said, I believe the idea of overrun stands on its own merit.

Perhaps it should only be a benefit for odds greater than included in the CRT, say 10-1 or 15-1.

But at some point, I don't believe that an overwhelming attack, that can just brush away opposition with it's recon units alone, can really justify consuming 2 APs.

[8D]

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Uxbridge
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RE: Overrun Anyone?

Post by Uxbridge »

What we can do is remove the cost of combat altogether for all level 3 units and above, and at the same time lower the AP of all such units with "1". This will be the same thing as if the first combat cost "1", but all consecutive combats were free. A unit will loose one AP and thus lowering it's movement with the change, however. It only gain if it attacks more than once. It would off-set the problem with 1-level infantry hoards, though.
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willgamer
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RE: Overrun Anyone?

Post by willgamer »

ORIGINAL: Uxbridge

What we can do is remove the cost of combat altogether for all level 3 units and above, and at the same time lower the AP of all such units with "1". This will be the same thing as if the first combat cost "1", but all consecutive combats were free. A unit will loose one AP and thus lowering it's movement with the change, however. It only gain if it attacks more than once. It would off-set the problem with 1-level infantry hoards, though.

I'm looking at the manual (don't know where to look in the files).

So you're saying that, in the Basic Action Points for Land Units table, leave the level 3 action points the same as level 2, but change some other table (not shown in the manual, AFAIK) to lower the combat cost to zero. Thus level 3 units will move the same distance as level 2 units, but will benefit from free combat. They will see an increase to movement, however, upon reaching level 4.

One question, how would this apply to inf. since they don't get an AP bump from level 2 to 3?

Sounds promising. [:)]
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Uxbridge
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RE: Overrun Anyone?

Post by Uxbridge »

Give me your E-mail adress via personal messages and I will send you a changed const.csv.

Save the old const.csv in the 1939 folder somewhere safe and apply this one. Play the Polish opening moves to see how it feels. I didn't lower the infantry figures, so they will be a bit faster now.

I don't think this will work good. If a strong unit is adjacent to 4 weak enemies, it can attack them all in turn without AP penalty. But have a try all the same!

But I need your adress.

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