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
Lance Corporal - Panzer IA
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Update 2.0.1

Post by Lostmydice »

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 »

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
Private First Class - Wehrmacht Inf
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Re: Update 2.0.1

Post by Guderian24 »

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 »

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
Lance Corporal - SdKfz 222
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Re: Update 2.0.1

Post by Ryvin »

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
Staff Sergeant - StuG IIIF
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Re: Update 2.0.1

Post by daviddunham »

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
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
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Re: Update 2.0.1

Post by sa-oas »

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
Corporal - 5 cm Pak 38
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Re: Update 2.0.1

Post by Peter_TSS »

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.
BeechF33A
Private First Class - Opel Blitz
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Re: Update 2.0.1

Post by BeechF33A »

Is there any way to speed up the AI? It takes forever and is a major drag in playing the game!
s_nkarp
Sergeant - 7.5 cm FK 16 nA
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Re: Update 2.0.1

Post by s_nkarp »

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
Lance Corporal - SdKfz 222
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Re: Update 2.0.1

Post by OWAC1st »

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 »

Thanks for the update. Finally beat the Allies on the early scenario. On to the full campaign!
BeechF33A
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Re: Update 2.0.1

Post by BeechF33A »

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
Staff Sergeant - StuG IIIF
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Re: Update 2.0.1

Post by daviddunham »

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.)
BeechF33A
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Re: Update 2.0.1

Post by BeechF33A »

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 »

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 »

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 »

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
Lance Corporal - SdKfz 222
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Re: Update 2.0.1

Post by OWAC1st »

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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