Update 2.0.1

Discuss Crisis in Command Volume II: Drive on Moscow. Designed by Ted Raicer
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Lostmydice
Lance Corporal - Panzer IA
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Update 2.0.1

Post by Lostmydice » Sat Feb 15, 2014 1:25 am

Kudos - new map looks great!
Had my first GC under 2.0.1 vs Rokky giving me some real nice challenge.
Even dice seemed to be level playing field vs AI. Had roughly same amount of lucky and unlucky strikes. Random or fix?
Does veteran AI also move faster?
Looks like you did a fab job - many thanks.

JT62
Private First Class - Wehrmacht Inf
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Re: Update 2.0.1

Post by JT62 » Sat Feb 15, 2014 8:06 am

Coincidence or bugfix? I hammered Zhukov in Typhoon in My first game after the update. Never managed more than a draw in the previous version. Into My second game and this far not one combat result this far that has made me go "what the ****?"

The new map is an improvement!

Regards!

Guderian24
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Re: Update 2.0.1

Post by Guderian24 » Sun Feb 16, 2014 2:11 pm

I am very happy that the dice rolls have reverted back to the 1.x version... I am not frustrated by the game anymore! :D

JT62
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Re: Update 2.0.1

Post by JT62 » Sun Feb 16, 2014 5:10 pm

I concur, have played numerous times since the update. Just trounced Rosskowsky in the big campaign. Occasionally I get a setback in a battle but it is within reason. With the older version of the game I was being pushed back about the time of frost because my units were understrength. Not anymore.

Ryvin
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Re: Update 2.0.1

Post by Ryvin » Sun Feb 16, 2014 10:22 pm

thanks for the map improvements! Really appreciated, I notice in the help section one possibly mistake in the rule...

I'm speaking about point 6.7 of the main rule about bridge interdiction that I am sure that in drive of Moscow is not implemented and you can attack a across a bridged river space even from two space afar with an armor or motorized infantry! Is this rule same as before or do you make any change?

thank you for the answer!

daviddunham
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Re: Update 2.0.1

Post by daviddunham » Mon Feb 17, 2014 2:49 pm

Ryvin wrote:I'm speaking about point 6.7 of the main rule about bridge interdiction that I am sure that in drive of Moscow is not implemented and you can attack a across a bridged river space even from two space afar with an armor or motorized infantry! Is this rule same as before or do you make any change?
Did you report this from within the game using the Feedback button? Because that attaches a game save so we can make sure of the situation. For example, has the river frozen over?

sa-oas
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Re: Update 2.0.1

Post by sa-oas » Mon Feb 17, 2014 3:00 pm

Ryvin wrote:thanks for the map improvements! Really appreciated, I notice in the help section one possibly mistake in the rule...

I'm speaking about point 6.7 of the main rule about bridge interdiction that I am sure that in drive of Moscow is not implemented and you can attack a across a bridged river space even from two space afar with an armor or motorized infantry! Is this rule same as before or do you make any change?
I've never understood that rule until now, but if the game was changed to prohibit those attacks, that would be a rather significant change to the game. My vote would be to leave the game as it is and remove section 6.7 from the rules.

Peter_TSS
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Re: Update 2.0.1

Post by Peter_TSS » Mon Feb 17, 2014 4:34 pm

Bridge interdiction was consciously removed from Moscow (it's even in the "Changes from Bulge" section of the rules), so we'll remove 6.7 in a future update.

s_BeechF33A
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Re: Update 2.0.1

Post by s_BeechF33A » Mon Feb 17, 2014 11:36 pm

Is there any way to speed up the AI? It takes forever and is a major drag in playing the game!

s_nkarp
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Re: Update 2.0.1

Post by s_nkarp » Tue Feb 18, 2014 11:39 am

BeechF33A wrote:Is there any way to speed up the AI? It takes forever and is a major drag in playing the game!
Two of three AIs on each side are quite fast. The ones with medals take longer, but are much smarter. They are faster on more recent iPads. We are always trying to optimize, but no magic bullets, alas.

OWAC1st
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Re: Update 2.0.1

Post by OWAC1st » Tue Feb 18, 2014 5:54 pm

Guderian24 wrote:I am very happy that the dice rolls have reverted back to the 1.x version... I am not frustrated by the game anymore! :D
I'm offering a contrary view. With the stacked odds (which Shenandoah have yet to acknowledge), the advanced Axis AI at least had a chance to beat an experienced player. I'd like to see it again as an option - call it masochist mode if you like. I just cruised to a win over Halder 2.0.1. Too easy, and my play is far from perfect.

s_wwalker98
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Re: Update 2.0.1

Post by s_wwalker98 » Tue Feb 18, 2014 8:42 pm

Thanks for the update. Finally beat the Allies on the early scenario. On to the full campaign!

s_BeechF33A
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Re: Update 2.0.1

Post by s_BeechF33A » Tue Feb 18, 2014 11:41 pm

nkarp wrote:
BeechF33A wrote:Is there any way to speed up the AI? It takes forever and is a major drag in playing the game!
Two of three AIs on each side are quite fast. The ones with medals take longer, but are much smarter. They are faster on more recent iPads. We are always trying to optimize, but no magic bullets, alas.
How do you select which AI you want to play against?

daviddunham
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Re: Update 2.0.1

Post by daviddunham » Wed Feb 19, 2014 2:28 am

BeechF33A wrote: How do you select which AI you want to play against?
When you start a new game against a computer opponent, you should first choose which side you want to play, and then which opponent. (Swipe the list of faces to see all three on each side.)

s_BeechF33A
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Re: Update 2.0.1

Post by s_BeechF33A » Wed Feb 19, 2014 3:33 am

daviddunham wrote:
BeechF33A wrote: How do you select which AI you want to play against?
When you start a new game against a computer opponent, you should first choose which side you want to play, and then which opponent. (Swipe the list of faces to see all three on each side.)
Is there some indicator on each opponent that shows the difficulty-level of "his" AI? The short descriptive phrases don't shed any light on this issue.

daviddunham
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Re: Update 2.0.1

Post by daviddunham » Wed Feb 19, 2014 3:36 pm

BeechF33A wrote:Is there some indicator on each opponent that shows the difficulty-level of "his" AI? The short descriptive phrases don't shed any light on this issue.
The ribbon is supposed to indicate the two opponents that offer more challenge. The word “smarter” in the description was also intended to help. (And both of these AI are also described as “slower” since that’s a side effect of how they think.)

The other two AIs on each side differ from each other in their approaches.

dunbarrover
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Re: Update 2.0.1

Post by dunbarrover » Thu Feb 27, 2014 1:13 am

PAL wrote:
Guderian24 wrote:I am very happy that the dice rolls have reverted back to the 1.x version... I am not frustrated by the game anymore! :D
I'm offering a contrary view. With the stacked odds (which Shenandoah have yet to acknowledge), the advanced Axis AI at least had a chance to beat an experienced player. I'd like to see it again as an option - call it masochist mode if you like. I just cruised to a win over Halder 2.0.1. Too easy, and my play is far from perfect.
Agree. 2.0.1 not posing much of a challenge. Scored a -2 victory over Halder where my previous best was a draw. Lost interest in playing.

sa_gibson
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Re: Update 2.0.1

Post by sa_gibson » Fri Feb 28, 2014 7:39 pm

I also think it was better when Halder had his magic dice. I think that would be a good AI optional feature for all the CiC games.

OWAC1st
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Re: Update 2.0.1

Post by OWAC1st » Sat Mar 01, 2014 3:55 am

sa_gibson wrote:I also think it was better when Halder had his magic dice. I think that would be a good AI optional feature for all the CiC games.
Come on Shenandoah, it wasn't a bug, it was a feature. :D

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