
And i actually like your colony zeppelin event, i commented on that in detail somewhere earlier. I think it would not bad bad at all.
see file for some other ideas.
Rgds.
Moderators: Slitherine Core, The Lordz
Fixed.
No. Interesting idea though.1. Can Belgium / The netherlands destroy dikes to flood their country in order to slow down german approaches?
No, editing the mapfile to include more railways or other terrain features is not possible, a major fault of the game.2. Can the UK build the mesopotamian railway network?
Yes, he will be available soon after the "General Government of Belgium" event was played or after Basra was lost to Entente. He can also be assassinated by the Entente.3. Does Commander Freiherr von der Goltz exist? (German General, Commanding Officer of the first Ottoman Army 1915-1916)
Yes, and events about his wasteful offensives as well.4. Does Luigi Cadorna exist? (Supreme Commander Italian forces 1915-1917)
No, but would be cool to have.5. Lz37 (First German warzeppelin shot down by royal airforce)? I.e. germany looses a zeppelin against uk? Morale Boost for UK?
No. Anything about raising movement allowance should not be considered for balance reasons.6. Bicycle to be integrated in army to move infantry troops faster? (Sounds funny, but i realy mean itMany nice pictures avaialble with pickelhauben on bikes.
Yes, since the vanilla game.7. The building of the first direct train connection berlin-constantinopel? (completed 1916)
Yes, it's mentioned in one of the 20 different endgame results.8. Dolchstoßlegende? (More as an ending event for germany)
Yes, since the vanilla game.9. Lawrence of arabia event? For uk?
Yes, since the vanilla game.10. The German Naval revolution in Kiel? The sailors mutiny when they denied the order to continue the fight and did not follow the orders to sail against the british?
To be honest, I found the tanks too strong, they had a ground attack value of about 25 at tech level 1 and just smashed through my units.I will slightly reduce their starting ground attack values, after all the first historic use of tanks at the Somme battle in 1916 was less than stellar. Adding to the problem was that the anti-tank techs were not unlocking due to a bug that was spotted by new member Unwichtig. This bug will be fixed in V11.0 which I'll release within a week or so and will come with a LOT of new stuff.About game balance, the "tank situation" seems to be fixed, maybe i as entente ended up still with too many available but looked a lot more reasonable than in the past. Robotron didnt build a single one i hope he tells his side of story. Anyways a big improvement from the "kursk syndrome".
No, they work just like the other ground units, except the very first tank attack which comes with a big combat bonus.About tanks, do they have different abilities compared to regular infantry armies depending on terrain, efficiency or something like that? I felt they performed differently, if so is it explained somewhere?
I was simply stripped for PP most of the time. Mainly because of all Baltic convoys getting sunk.Subs seem about right eventhough Robotron barely used them in the atlantic till pretty late in the game, maybe too few at the begining? The last tech ones were pretty deadly in end game though.
The irony is that I had very few INTEL invested on your nations because I could not resist drawing events (it's like an addictionI keep not understanding the signit inter-counter intel situation. I spent a TON of counter dps, which are suposed to be more effective than intel and still got at least one major nation with cypher broken all the game. I wasted so much i didnt even invest once in any neutral, with catastrophic results.
To be more precise: it is twice as easy to raise your own SIGINT (= cipher) on friendly nations by using COUNTER-INTEL than to raise your SIGINT ( = cipher) on enemy nations by using INTEL.counter (...) which are suposed to be more effective than intel
Every unit moving into dunes or desert must check with D100 against the unit's efficiency value. Failure means extra efficiency loss. Failing the test at the start of the turn means losing all movement.Is it explained anywhere how the dessert rules are in the Egypt-Arabia area? I kept not being able to move units and losing efficiency etc seemingly randomly.
The alpine disasters are related to how much fighting by units on mountain hexes in the alpine/dolomite region is done per turn, especially in winter. Every attack raises the chance for the defending unit to be buried by an avalanche.Are the alpin disasters to Italy related to the bad leader you have to get rid off by event? The "Italy offensive" event says something about this but a lot more disasters seems to be going on.
Historically Russia signed the Treaty of Brest-Litovsk in 1918, so our match was quite accurate in that matter.I think russia is extremely hard to take out of the war. In our game it got a total combo against including a bugged supply crisis that made it not have ammo for several turns after the crisis was over (maybe this bug should stay) Romania invanding, caucasus collapsing, over 10 collapse points for maaaany turns, losing like a third of territory, population in red for a long time too. Still didnt surrender till 1918. And if i recall correctly, russian revolution happend after surrender. I feel the events CP can play against Russia are too weak or come too late or both.
I'm afraid this is not possible - the rails are directly painted on the map and can not be modified.I guess this has no solution just asking...Is there a way to make rail lines visible under trenches? France area specially, if you dont remember its unlikely you dicern where they were.
Manual Page 18 not clearly enough? In short: as CP move as many subs as possible into the Atlantic and as many surface ships as possible into the North Sea (which is potentially deadly because of the British navy).The manual doesnt explain clearly how breaking the blockade works. I think you explained once in the forum but it would be nice to have it there. I thought about this when the blockade was broken in the last turns of the war, i guess it was a freak rolling?
Agreed, it was a lot of fun. Looking forward for next one!Robotron wrote: ↑Mon Jul 06, 2020 6:43 pm @cocolo: thanks for the nicely detailed report, that's very helpful and I will comment in detail.
However, my first and most important question to you will be: what victory event did you get? Did you get a victory event at all? If not I'll have to rework that part of the scripts.
Yes, i got a message with an image of a statue of a soldier saying "defeat" and a score, i think it was like 4000 and a text describing outcome and a reference to performance comparison with a name i cant recall never heard before .
Now about your observations:To be honest, I found the tanks too strong, they had a ground attack value of about 25 at tech level 1 and just smashed through my units.I will slightly reduce their starting ground attack values, after all the first historic use of tanks at the Somme battle in 1916 was less than stellar. Adding to the problem was that the anti-tank techs were not unlocking due to a bug that was spotted by new member Unwichtig. This bug will be fixed in V11.0 which I'll release within a week or so and will come with a LOT of new stuff.About game balance, the "tank situation" seems to be fixed, maybe i as entente ended up still with too many available but looked a lot more reasonable than in the past. Robotron didnt build a single one i hope he tells his side of story. Anyways a big improvement from the "kursk syndrome".
No, they work just like the other ground units, except the very first tank attack which comes with a big combat bonus.About tanks, do they have different abilities compared to regular infantry armies depending on terrain, efficiency or something like that? I felt they performed differently, if so is it explained somewhere?
I was simply stripped for PP most of the time. Mainly because of all Baltic convoys getting sunk.Subs seem about right eventhough Robotron barely used them in the atlantic till pretty late in the game, maybe too few at the begining? The last tech ones were pretty deadly in end game though.
The irony is that I had very few INTEL invested on your nations because I could not resist drawing events (it's like an addictionI keep not understanding the signit inter-counter intel situation. I spent a TON of counter dps, which are suposed to be more effective than intel and still got at least one major nation with cypher broken all the game. I wasted so much i didnt even invest once in any neutral, with catastrophic results.). So in our match you were well prepared against a non-existing danger. Yes, maybe you cipher was broken sometimes but still almost nothing happened.
The cipher is only the first barrier to prevent INTEL attacks. Counter-INTEL is the second barrier and only comes into play when the cipher was broken.
I think I will have to rephrase the whole section in the manual.
To be more precise: it is twice as easy to raise your own SIGINT (= cipher) on friendly nations by using COUNTER-INTEL than to raise your SIGINT ( = cipher) on enemy nations by using INTEL.counter (...) which are suposed to be more effective than intel
Every unit moving into dunes or desert must check with D100 against the unit's efficiency value. Failure means extra efficiency loss. Failing the test at the start of the turn means losing all movement.Is it explained anywhere how the dessert rules are in the Egypt-Arabia area? I kept not being able to move units and losing efficiency etc seemingly randomly.
The alpine disasters are related to how much fighting by units on mountain hexes in the alpine/dolomite region is done per turn, especially in winter. Every attack raises the chance for the defending unit to be buried by an avalanche.Are the alpin disasters to Italy related to the bad leader you have to get rid off by event? The "Italy offensive" event says something about this but a lot more disasters seems to be going on.
Historically Russia signed the Treaty of Brest-Litovsk in 1918, so our match was quite accurate in that matter.I think russia is extremely hard to take out of the war. In our game it got a total combo against including a bugged supply crisis that made it not have ammo for several turns after the crisis was over (maybe this bug should stay) Romania invanding, caucasus collapsing, over 10 collapse points for maaaany turns, losing like a third of territory, population in red for a long time too. Still didnt surrender till 1918. And if i recall correctly, russian revolution happend after surrender. I feel the events CP can play against Russia are too weak or come too late or both.
I'm afraid this is not possible - the rails are directly painted on the map and can not be modified.I guess this has no solution just asking...Is there a way to make rail lines visible under trenches? France area specially, if you dont remember its unlikely you dicern where they were.
Manual Page 18 not clearly enough? In short: as CP move as many subs as possible into the Atlantic and as many surface ships as possible into the North Sea (which is potentially deadly because of the British navy).The manual doesnt explain clearly how breaking the blockade works. I think you explained once in the forum but it would be nice to have it there. I thought about this when the blockade was broken in the last turns of the war, i guess it was a freak rolling?
Now to my observations:
1.
British and French submarines swarming the Baltic Sea are a game-breaker. Germany is already hard pushed to fight on both fronts and just cannot invest into a light cruiser fleet to protect the Swedish convoys. The sunk PPs are missing on every front while France and Britain are happily investing into crazy numbers of ammo-factories, artillery and airforces.
Really, how many ammo-factories were built for France in our match? It seemed they maintained a permanent barrage during the whole game.![]()
This lead to a situation where Germany was unable to hold onto a single French hex in 1916 and was thrown out of Belgium by end of 1917 and was fighting on her own soil in 1918, losing Dortmund, Metz, Mainz, Stuttgart.
About 25 ammo each of france and britain. At the end of war i literally didnt know what to do with pp, if i had known i would had invested even more. But maybe this was more related to having no loses at all in convoys for more than half the game probably.
Even with a hard limit of 1 submarine per tech level for the Entene major nations, it was enough to sink every single Baltic convoy and also isolate Sweden once it joined CP.
This was plainly ridiculous.![]()
An easy solution to solve the problem would be to make submarines a CP-only unit. France, Britain and Italy will start with a submarine but cannot build any more.
we discussed this issue time ago i thought it was ahistorical but the presence of subs in baltic actually happened. The situation in game seems out of proportion though.
2.
Fighter planes and even more so bombers are still too strong and will be further toned down or anti-air will be enhanced. Not sure which way to go.
CP lack of production because of sunk Baltic convoys prevented building up a proper airforce. Once some PP were left over, Entente airforce had already developed into veteran or elite ranks and was overpowering.
I am not sure about this. Keeping that airfleet was very expensive and apart of getting air superiority by constantly smashing opposing air units, it wasnt that effective against land units as the air defence of land units was pretty good already. How damaging was the bombing of cities?
3.
Artillery with chlorine gas technology was a bit too effective. Must be toned down a bit.
4.
Russia was unable to even threaten Krakow or Przemysl, only being able to halfheartedly bombard Przemysl 2 times before retreating. On the other hand Germany was able to capture Warsaw in 1914 and even overrun Kovno. Are the Russians too weak in multiplayer? Or did they invest too much into ammo factories in our match?![]()
i am an ammo factory junkie. And thanks i did that otherwise they would had been unable to do much after the supply crisis... Anyways i wouldnt run to conclusions too early, in other games AH gets obliterated in the border. I think smalls things make big tides changes with the exact same rules, its part of the game and its good.
But in the end it still was a very entertaining match with some really great moments, for example when Enver Pashas whole Caucasus army was cut off by armoured cars or when Graf Spee in his battered Armoured Cruiser actually managed to return to Wilhelmshaven.
Well played cocolo, we should have another match when V11 is out.![]()