armor/mech ZOC penalty

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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gwgardner
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armor/mech ZOC penalty

Post by gwgardner »

This issue has come up before in other threads, but can always do with a rehashing.

If anyone has paid attention to the Time of Writhe AAR, it's notable that the Germans can repeatedly blow holes in the USSR frontline, but can't exploit due to the ZOC penalty.

I'm not talking about the devs making a change, but just a user mod. What do you guys think?

An alternative to altering the ZOC penalty would be reducing the AP cost for battle. Leave the ZOC the same, but there would be more APs left for exploitation after combat. Is this element even moddable?

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Uxbridge
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RE: armor/mech ZOC penalty

Post by Uxbridge »

Japp. Unless I misunderstand you in any way, these things can be easily changed.
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Flaviusx
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RE: armor/mech ZOC penalty

Post by Flaviusx »

What I'd like to see maybe is ZOC penalties vary according to tech levels. So early war infantry would be relatively ineffective in impeding armor. At higher tech levels, however, it should do just fine.
 
Also, if you are playing against my Russian, you'll have two lines to blow through anyways! [:)] 
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Uxbridge
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RE: armor/mech ZOC penalty

Post by Uxbridge »

This, on the other hand, can not be changed. Tech-level-wise, we can change the amount of AP for the unit and the cost of an attack.
gwgardner
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RE: armor/mech ZOC penalty

Post by gwgardner »

ORIGINAL: Flaviusx

Also, if you are playing against my Russian, you'll have two lines to blow through anyways! [:)] 

Indeed, that's the tried and true defense. However, with the current ZOC cost and/or AP cost for combat, once that first line has been breached, the armor is incapable of attacking that second line. Not enough APs.

Thx for the confirmation of the possibility, Uxbridge. I wonder if anybody has tried it.
I guess the thing I should do is copy our PBEM folder, rename it, make the mods, and see what the effect would be as Choco continues his assualt. We have to try this.


gwgardner
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RE: armor/mech ZOC penalty

Post by gwgardner »

I'm guessing these are the parameters to be changed

#Attack cost (Action Points) (int);;;;;;;;;;;;;;;;;
#Attacker's land warfare doctrine level 0;level 1;level 2;level 3;level 4;level 5;;;;;;;;;;;;
3;3;2;2;1;1;;;;;;;;;;;;

I'm interpreting that as "a level 1 unit loses 3 APs per attack."

If that is the correct interpretation, then another way to achieve 'blitzkrieg' in the East would be to use an event to temporarily increase the German war level, or if not possible to use an event for that, then to change it in the consts.csv (or whivhever file is appropriate) for the Germans.

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Uxbridge
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RE: armor/mech ZOC penalty

Post by Uxbridge »

ORIGINAL: gwgardner

I'm guessing these are the parameters to be changed

#Attack cost (Action Points) (int);;;;;;;;;;;;;;;;;
#Attacker's land warfare doctrine level 0;level 1;level 2;level 3;level 4;level 5;;;;;;;;;;;;
3;3;2;2;1;1;;;;;;;;;;;;

I'm interpreting that as "a level 1 unit loses 3 APs per attack."

If that is the correct interpretation, then another way to achieve 'blitzkrieg' in the East would be to use an event to temporarily increase the German war level, or if not possible to use an event for that, then to change it in the consts.csv (or whivhever file is appropriate) for the Germans.

Your assumption is correct when it comes to the land warfare doctrine!
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Uxbridge
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RE: armor/mech ZOC penalty

Post by Uxbridge »

ORIGINAL: gwgardner

ORIGINAL: Flaviusx

Also, if you are playing against my Russian, you'll have two lines to blow through anyways! [:)] 

Indeed, that's the tried and true defense. However, with the current ZOC cost and/or AP cost for combat, once that first line has been breached, the armor is incapable of attacking that second line. Not enough APs.

Thx for the confirmation of the possibility, Uxbridge. I wonder if anybody has tried it.
I guess the thing I should do is copy our PBEM folder, rename it, make the mods, and see what the effect would be as Choco continues his assualt. We have to try this.


We did a lot of ZoC- and AP-changes in the RtV.

You don't have to do anything with the current PBEM-files if you feel like having a go at the changes. The corrections lays not there, but in the consts.csv which is in the scenario-folder (in fact, one player could play with one consts.csv and the second with another; while not being recommended, it would not make the game crash).

If you tell me what changes you like, I can make a testing-consts.csv for you. Then you and your opponent simply decides for a turn where both replace the consts-files.

Addition to above:

I just relalised that you are going to try it for yourself. Simply copy the consts.csv in the current scenario and put it somwhere safe. Then make the changes and mail the new file to your opponent. Both then replaces the old file with the new in the scenario-folder. Copy latest PBEM-folder in case you like to return to present turn later.



gwgardner
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RE: armor/mech ZOC penalty

Post by gwgardner »

Will do. I'm currently leaning towards the level of war approach to achieve more blitzing power, but haven't thought through the ramifications for other factors impacted by level of war. I also haven't looked at the scripting capabilities present in the game, to have an event change the level of war or number of APs required for combat, etc.

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