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Post by valorius on Mar 23, 2023 19:18:36 GMT
Version 778 posted March 23, 2023ZoC changes. Naval does not exert ZoC to land, and Land does not exert ZoC to Oceans. Minor (+1) to Attack Grade for Infantry attacking Forts, Tanks, Hard targets in Close Defence Terrain (Cities, Forests, etc.) Infantry which have not used any movement points before attacking. (This tries to simulate infiltration, close combat tactics against hard targets.) web.utk.edu/~jcrouch/ Heh i just installed 777 last night, ill upgrade to 778 right away though, cause these changes are awesome.
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Post by konzev on Mar 24, 2023 17:21:44 GMT
Hi Jeff
First Observations:
I installed version 778. I am playing the world scenario, Germany and Russia. The waiting time to go from turn to turn is reasonably.
First detected Problem noticed at turn 6:
Bridge Pioneer units can build Railroad lines, but their work gets undone in the next turn.
Facit: I will resume this game, as soon as you can fix this problem.
By the way: Great job, the map is awesome !
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Post by konzev on Mar 24, 2023 20:20:42 GMT
Sea and Landmines also disappear in the next turn.
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Post by valorius on Mar 26, 2023 18:54:00 GMT
I've been playing testing 778 in Europe 1939 with my custom efile, placing units and conducting main attack efforts for both axis and allies and using the US as a 3rd side, and letting the AI move and place all the auxiliary units.
I have not had a problem with disappearing mines, but HOLY 5 STRENGTH RECON UNITS BATMAN!!! AI on all sides is buying 5 point low cost recon units literally by the thousands. And I mean literally.....thousands of recon units.
I've never seen anything like it in any previous version of the game. I mean on one hand the AI is seeing everything, and it's using them very effectively to consolidate rail and road networks in conquered territory, and it is using them effectively for infiltration, but the relatively few major combat units the AI is building, it's just sitting in it's own home nation hexes and not using in combat.
The UK did buy and populate a carrier air wing, which I've never really seen before either, so that's good, but i will say the AI has no concept whatsoever about protecting capital ships with Antisubmarine escorts.
It just blunders about with battleships and cruisers totally isolated from escorts, and they get plastered by subs.
If there was some way to program the AI to always escort capital ships with at least 3 escorts in close triangle formation, it would be really helpful. (I personally surround my capital ships on all sides with light air defense/asw cruisers making them virtually impervious to anything but massive wolf packs of submarines or major air attacks).
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Post by valorius on Mar 26, 2023 19:01:46 GMT
One other thing, i have noticed that the latest version of the ai, when it attacks, will move in the straightest possible line to attack, whether that line is over mountains, or swamps, it doesn't care. Instead of using roads or rails, it moves huge numbers of units (5 point recon units, of course, lol) right over mountain ranges and through massive swamps, gobbling up enormous amounts of fuel for very little actual movement.
Anyone else noticed this?
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Post by jeff on Mar 31, 2023 18:01:41 GMT
I have a new version to upload today. Have not yet, but will I hope. believe it or not the AI is supposed to cover carriers. They are supposed to is the tricky part. Ahhhh…. Hmmmm the world map version should handle mines OK. I think it will goof up airfields though. I have fixed a bug this week it’s air transport, and new R&D versions of the units. It was unloading them as the original version. I am pretty sure I have that fixed. but I would make sure nobody is loaded in an air transport before loading an older world map game. It should convert any regular scenario, but world map … we’ll have not tested yet. I added UK home nation port down near Aden SE corner of map. It allows British re-inforcements. (Convoys around Afrika!) I probably should remove the home ports at Malta. More realistic I suppose…
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Post by teophrastusbombastus on Mar 31, 2023 20:07:45 GMT
Ahhhh…. Hmmmm the world map version should handle mines OK. Sea mines making the disappearing act on old guard Konzev is probably same Kraken who made the disappearing act on old guard Teo Bomb's submarines. After all sea mines are submarine class...
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Post by valorius on Apr 1, 2023 20:54:33 GMT
BTW, 778 has been extremely stable for me. So was 777.
So no big crash bugs to report here. After probably 300 turns played between the two versions.
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Post by jeff on Apr 4, 2023 21:20:26 GMT
April 4, 2023...v789 uploaded. web.utk.edu/~jcrouch/ Have not had time to investigate the world map disappearing units. If this version does not have any major problems, I will start looking at the world map scenario. Disappearing mines ? Hmmm they could be hiding. I thought I fixed the bug where subs hid from their owner. I will check, and make sure that included mines. (They are the same class as subs.) This version new rule. units with '-1' movement factor can absolutely not move. Will not buy trucks, can not move by rail. So...if you want an absolutely static unit... give it a -1 move factor. (Zero's (0 MF) can actually move by rail, and have vehicles.) v789 ...if Art/AD move by rail...support fire quartered. (may adjust that penalty...just testing the waters.) Added British Home port South East Corner of map. R/D fuel increase = 10% per hit. Up to a maximum of +50%. ( I think getting 150% is probably good enuff...what do you folks think ?) Fixed some AI aircraft bugs. Fighters should act like they have a little more sense now. If you refuse a nation's admission to your side. (Like Algeria asking to join the Axis.) They will declare war on you too. Basically they will be at war with EVERYBODY. I do not think Mussolini, and Franco would have liked Adolf admitting North African states as Axis Allies. Pretty sure the Arab states would have gotten the same bad deal as the French, and British were giving them. I think there were some other bug fixes. I may settle down on adding new stuff a week or so. And, just work on the AI.
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Post by valorius on Apr 5, 2023 22:15:45 GMT
Definitely on board with the -1 movement and the +10% fuel bonus. I can't tell you how many times i've deliberately created elaborate defenses for the opposing alliance/nation, to increase the challenge, and it goes right ahead and moves everything to some far flung irrelevant location long before i get to the point where i'm going to be assaulting the defenses I carefully placed for them. The -1 will make my life much harder...but in a good way 1/4 support fire will hamper my playing style, but easily corrected by using SP artillery and 4x more rail mounted AD units, lol. 1/4 might be a bit steep...perhaps 50% would be better? I guess we'll see. (I see elsewhere you've stated 50%, I agree- that's a better number) One word on the AI: If at all possible, try to get the AI to focus it's fighters where the fighting actually is, instead of garrisoning them all over the map. Another thing, if the AI is not producing a sufficent amount of fuel to actually refuel it's fighters, have it stop buying fighters until it can. So many times ill find a huge amount of fighters (and by huge amount i mean literally dozens of squadrons) deep in an enemy country or colonial holding, and none of them have any fuel to move. but there are so daggone many of them that it's hard to attack them with my fighters too. I end up having to park a bunch of AD guns around the airfield and spend several turns killing all the enemy fighters that have no fuel to move.
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Post by jeff on May 22, 2023 19:33:50 GMT
Version 791 posted May 22nd, 2023 web.utk.edu/~jcrouch/New Supply Rule mainly. Plenty to digest here. The third option is pretty much the old one. Just any Primary City will be a supply source. The 4th option..."Advanced" I kinda like a LOT. First of all. The supply phase takes a while longer then any of the old versions. It has to run a check on ALL valid original Primary Supply Sources. Those that are still valid trace supply out 24 hexes. This can be blocked by enemy units, ZoC, bomb damage, neutral territory, etc. But any Cities found to lie within thier radii (Now that's a word I don't spell very much.) Or any Cities/Depots found in range of the primary cities now become supply sources. These then trace supply out 24 hexes. (Actual range varies depending on terrain. Transition from Land To Sea cost an additional 8 movement points I think.) Now any cities/depots in supply become supply sources, and they reach out, etc., etc. There are some Minor Coutries that do not have qualifying Primary supply sources. As of now I think I settled on a City/Primary hex cluster of 10. I am still playtesting this value. Let me know what ya'll think. I played a couple dozen turns as Italy. Found the new supply interesting. Oh, yeah...Depots do NOT count toward stacking. Depots are CHEAP. (They are just sort of arbitrary way points or supply convoy areas. Units in CITIES and PORTS are always in supply. (So an area with a few cities can cram people inside them and keep them alive for a while.) Being out of supply is not super deadly drastic. All units carry their on-board ammo/fuel. They just can not top-off if they are out of supply. If a unit is out of supply it's name and info will appear in RED at the top of the screen. Added changed a bunch of little stuff too. I edited the new Europe map, but forgot to include it in this update. I will get that next time.
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Post by jeff on Jun 14, 2023 0:31:25 GMT
Version 793 posted June 14, 2023. Added a convoy icon to the europe 1939 icons. (Just three copies of the naval transport to look like a convoy.) At least it looks different than the regular naval transport. Worked on the AI use of the new supply rules. (Cleaned it up a bunch.) Fixed the classes.txt file....submarines are allowed to attack depots now. (Depots ...meaning convoys)/ Added a bit here, and there to the AI. web.utk.edu/~jcrouch/
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Post by jeff on Jun 15, 2023 1:11:39 GMT
version 792 had depots moving no matter what the supply rules. D'Oh...sorry about that. Fixed already.
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Post by jeff on Jul 11, 2023 14:31:19 GMT
Version 795 uploaded July 11, 2023. web.utk.edu/~jcrouch/New Europe1939 scenario. Based on SPI's 'WWII: European Theatre of Operations'. (OOB anyway.) Started a new player help screen. (Just barely started.) Moved the old PG/AG scenarios to their own folder.
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Post by teophrastusbombastus on Jul 11, 2023 21:39:47 GMT
Version 795 uploaded July 11, 2023. web.utk.edu/~jcrouch/New Europe1939 scenario. Based on SPI's 'WWII: European Theatre of Operations'. (OOB anyway.) Started a new player help screen. (Just barely started.) Moved the old PG/AG scenarios to their own folder. Downloaded and installed. Seems to be working; did not really run a full turn yet...
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