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  • #31
    I just played the first couple turns, and the battles for the chokepoints are much more interesting now. The AI still refuses to try and break through (or waits until Armies show up) if I just pile a bunch of MI's in the way. Probably no way to change that in a mod though.

    A Settler built the first turn, and a town named Panama could be a huge difference with the way the chokepoints are set up now...

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    • #32
      Hmmm...I'll have to play out the scenario a little further then....after the setup turn, both Germany and Russia gleefully pounced on the choke points, pressing hard against them, and I've just gotten them back (haven't played further than that yet)....I was *hoping* they'd keep the pressure on, though there is about a two turn delay before significant reinforcements arrive....might have to shift some of their reinforcements (and perhaps an empty army) forward slightly so they have a steadier stream of units to hit with).

      But I must say, I was really happy with the Russian/German performance on the first turn. The combination of watching those Elite F-15's guard the skies and watching our gallant defenders at the choke points do their best was pretty cool....

      -=Vel=-
      The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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      • #33
        PS: Yeah...I had thought of building a city at one of the narrows also...after the naval squadron in the inland sea gains firm control of the region, it'd be nice (and muchly needed) to be able to scoot them outta there.

        -=Vel=-
        The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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        • #34
          If I may post a suggestion without downloading the game (if this had been downloaded on the weekend, I would have done so)-

          Make the human able to move, say, 5 units on the first turn. Strip a for of a unit or two, and allow the Americans to have a 'mobile reserve'. Therefore, the player has a choice of moves before the epic battle.

          Just to increase the nail-biting tension and the banging of heads against the wall afterwards.

          Trust me, if I was in command of only five movable units, and I was told that I would be attacked by %&@)* after I hit -enter-, I would spend a full 15 minutes looking for the 'right' place for these units.

          Can't wait until the real version comes out...

          Edit: seems that using the <> around -enter- didn't function. I should have guessed...
          They're coming to take me away, ha ha...

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          • #35
            Hmmm...I like that...yeah....

            Since Washington is the Capitol, I'll tweak the forces IN washington a bit....the revised turn 1 instructions will be that you can move any of the land forces IN Washington as you like, modify production in any city, and then....hit enter and watch the fit hit the shan.



            Conjectural Washington Forces at your disposal:

            2 Elite Mechanized Infantry (already there)
            1 Scout (already there)
            2 Radar Artillery (will make veterans - must add)
            1 Modern Armor

            -=Vel=-
            The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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            • #36
              I just tried it (moving the MA, MI, and RA)... saved 3 of the 6 forts that I'd lose otherwise!

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              • #37
                Tried which? Moving the fortified guys at the choke points around, or adding some units to washington and moving those?

                -=Vel=-
                The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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                • #38
                  I look forward to playing this mod when it's finished

                  . . . and when I get better at C3
                  Diderot was right!
                  Our weapons are backed with UNCLEAR WORDS!
                  Please don't go, the drones need you.

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                  • #39
                    Just moving the 2 Elite MI's to where I thought they'd do the most good, taking to RA's and bombarding roads leading up to the Russian side forts, and taking a MA from reserves and pillaging another of the roads (leaving just one road access point on the russian side). Didn't do anything with the Scout!

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                    • #40
                      ::nodding:: gotcha! Yeah....five units might not seem like much, but it truly does make a difference. I like that too, cos it gives the player a more active hand in laying strategy, while preserving the "AI gets to strike first" spirit of things. Very cool!

                      May yet still nudge germany and russia up slightly in starting forces to compensate for this (3 more MA each?), but that shouldn't change the outcome too drastically.

                      -=Vel=-
                      The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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                      • #41
                        Phhh.... I wish I was in better shape right now to do some testing.... I just came back from a bar to celebrate my birthday with some collegaes, and I feel like I have to go to bed early this evening. I'm sorry Vel, I won't be of much help today

                        If you can bring up the patience until tomorrow, I'll gladly comment on the first few turns. I guess you want to post the final this weekend, so there still might be some chance to help out.

                        DeepO

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                        • #42
                          Happy Birthday!

                          Sounds like you had a good time, and that's the most important thing!

                          Get some rest, bud! I'll make a couple of final nips and tucks to the scenario and post the changes this evening (will be late this evening tho, cos I gotta head up to the retirement home tonight), and we'll see if that puts it just about where we want it. My sense of it is that the scenario is prolly something close to 95% ready as it stands now....just a few minor adjustments to get us over the line....

                          So...sleep well, and look for the updated version of the file!

                          -=Vel=-

                          PS: Since everybody seemed to like the Babylon scenario, I was thinking of trying to convert it to 1.29 compatibility. It's my understanding though, that you can't do that from a sav file....anybody know for sure? Barring that, anybody know if anything gruesome would happen if I were to try to load the Babylon save now that I've upgraded to 1.29? I'm thinking that once we get the Alamo done, and once I put the wraps on the last one I have in my head ("Barbarians at the Gate"), it might be nice to have 'em all together as a single zip....?

                          -V.
                          The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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                          • #43
                            Thanks Vel... 28, I feel the 30 creeping closer. But then again, I'm not the oldest here, am I

                            I like what I have read so far, it looks like it gets closer to be perfect. I too asked for some initial free turns in the beginning of the game (might have gotten lost in all my ramblings); I thought 10 units would be cool. But as many of these are fixed, I like he 5 as well, if they are really 'free'. I was hoping to test that, but it will have to wait... I surely want to test the Marines, though, and have some nice tactic thought out to try. But if it works, I want to keep it for the final spoiler thread

                            DeepO

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                            • #44
                              Originally posted by Velociryx
                              Barring that, anybody know if anything gruesome would happen if I were to try to load the Babylon save now that I've upgraded to 1.29
                              All the old save files I have left over from before the patch have worked fine since I upgraded.
                              If I'm posting here then Counterglow must be down.

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                              • #45
                                264 in dog years, here!

                                Yep! And in looking back thru the thread, I found your reference to freebie units....noooo problemo....one of the coolest things about the scenario should be seeing how people make use of their freebies....

                                -=Vel=-
                                The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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