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  • #46
    btw,where did you put the link?

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    • #47
      Hasn't finished uploading yet. I'm on crappy Aussie ADSL.

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      • #48
        can't wait to download

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        • #49
          any news from the "add on pack 1b"?

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          • #50
            Originally posted by freebird
            any news from the "add on pack 1b"?


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            • #51
              Has war weariness been toned down any in this new release?

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              • #52
                No sorry, I found out too late to get into this one. But I will check it out and make any changes required.

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                • #53
                  Playing the original version from the DVD disc.

                  I want to finish the game I am playing and assumed the new version would not be save game compatible - due to the changes you have made.

                  Pacific scenario playing Australia.

                  I have a possible bug an oddity.

                  1. The possible bug, is that if you try and build research or culture you only get 10% of the hammers not 100%.

                  You do get 100% for wealth.

                  If intentional I think that 10% is to low.

                  2. The oddity, if you ask an ally for all its accumulated gold or gold per turn, it willingly giives it to you. If in the same turn you try and trade again, the gold values have changed from 0 to another amount. Which you can ask for again and get it. You can do trhis several times before the values remain at zero.

                  I believe after each trade the AI ally readjusts its research/culture downwards to ensure it has some income. It does this until all values are at 100% wealth and has run out of commerce. This of cource has a negative impact on the shared research points.

                  To stop the player from crippling its allies would it be possible to only allow the player to ask for gold once per turn.
                  "What if somebody gave a war and nobody came?" Allen Ginsberg

                  "Opinions are like arses, everyone has one." Anon

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                  • #54
                    May be I missed to notice this but:
                    what are the victory conditions. 200 turns?

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                    • #55
                      A couple of suggestions.


                      1. Submarine suggestion. If attacking a stack of ships with a submarine it would be useful if you could select the target ship. Rather than attacking the best deffender.

                      This way you could target any ships that have been weakened in previous attacks by your surface ships.


                      2. Event suggestion.

                      VE day was May 8th 1945. A month or so after that some troops would be transferred to the Pacific front.

                      So I would like to suggest a new event in the Pacific scenario.

                      Starting in July 1945 an event pop-up occurs informing the player of re-inforcements arriving from the European theatre.

                      These re-inforcements should appear on the USA mainland in Fresno for instance, so that they do not effect current battles. Any naval units appear at the bottom of the US coastline.

                      The player can then decide how to deploy them in the game.

                      The total number and type of units will of course depend on each ally.

                      To begin with there should just be a few units arriving, increasing each turn until a total has been reached, the last shipment occurring after 3 or 4 months say.
                      "What if somebody gave a war and nobody came?" Allen Ginsberg

                      "Opinions are like arses, everyone has one." Anon

                      Comment


                      • #56
                        Originally posted by Harrier UK
                        Playing the original version from the DVD disc.

                        I want to finish the game I am playing and assumed the new version would not be save game compatible - due to the changes you have made.

                        Pacific scenario playing Australia.

                        I have a possible bug an oddity.

                        1. The possible bug, is that if you try and build research or culture you only get 10% of the hammers not 100%.

                        You do get 100% for wealth.

                        If intentional I think that 10% is to low.

                        2. The oddity, if you ask an ally for all its accumulated gold or gold per turn, it willingly giives it to you. If in the same turn you try and trade again, the gold values have changed from 0 to another amount. Which you can ask for again and get it. You can do trhis several times before the values remain at zero.

                        I believe after each trade the AI ally readjusts its research/culture downwards to ensure it has some income. It does this until all values are at 100% wealth and has run out of commerce. This of cource has a negative impact on the shared research points.

                        To stop the player from crippling its allies would it be possible to only allow the player to ask for gold once per turn.
                        Hmmm.... I'm wondering if these also occurs in the epic game as I didn't touch those values. Will have to check. Thanks

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                        • #57
                          Originally posted by ptzvetan
                          May be I missed to notice this but:
                          what are the victory conditions. 200 turns?
                          Time Victory: Fortnight 2 December 1950 is the last turn.

                          Conquest Victory:
                          Europe - Either UK team or German team eliminated.
                          Pacific - Either UK team or Japanese team eliminated.

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                          • #58
                            Originally posted by Harrier UK
                            A couple of suggestions.


                            1. Submarine suggestion. If attacking a stack of ships with a submarine it would be useful if you could select the target ship. Rather than attacking the best deffender.

                            This way you could target any ships that have been weakened in previous attacks by your surface ships.
                            This would be hard for the AI to understand. I could put heaps of AI code in for it, and still not have it working well.

                            Besides, that's not really how combat works, is it?

                            2. Event suggestion.

                            VE day was May 8th 1945. A month or so after that some troops would be transferred to the Pacific front.

                            So I would like to suggest a new event in the Pacific scenario.

                            Starting in July 1945 an event pop-up occurs informing the player of re-inforcements arriving from the European theatre.

                            These re-inforcements should appear on the USA mainland in Fresno for instance, so that they do not effect current battles. Any naval units appear at the bottom of the US coastline.

                            The player can then decide how to deploy them in the game.

                            The total number and type of units will of course depend on each ally.

                            To begin with there should just be a few units arriving, increasing each turn until a total has been reached, the last shipment occurring after 3 or 4 months say.
                            I'm trying to avoid completely any "free unit give-aways". It's only an extra advantage for a human who can prepare for them.

                            Just take a look at Desert War to see how out of balance they are.

                            Comment


                            • #59
                              Originally posted by Dale
                              This would be hard for the AI to understand. I could put heaps of AI code in for it, and still not have it working well.
                              If it is difficult to get the AI to use it properly, I agree it should not be considered.

                              Originally posted by Dale
                              I'm trying to avoid completely any "free unit give-aways". It's only an extra advantage for a human who can prepare for them.
                              Instead of free units another option would be to make available another building that increased the hammers produced in a city. This would represent the shift of production for the pacific only.

                              Only a human advantage if they are playng the allies, otherwise it is an AI advantage.
                              "What if somebody gave a war and nobody came?" Allen Ginsberg

                              "Opinions are like arses, everyone has one." Anon

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                              • #60
                                In my game I triggered the Vichy France but i notices that north Africa is also converted. Is this than because a civilization can not be split?

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