CEAW patched (1.06 or 1.07)--How is Axis Doing in PBEM?
Moderators: firepowerjohan, rkr1958, Happycat, Slitherine Core
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Diplomaticus
- Sergeant First Class - Elite Panzer IIIL

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CEAW patched (1.06 or 1.07)--How is Axis Doing in PBEM?
I'm a Mac player, so we're still on the original unpatched version of the game. While Freeverse is in the process of releasing a patch to take care of various bugs, there's nothing yet available to give us access to all the changes of map, rules, force pools, etc.
Here's the question: Is Axis able to survive, much less win, in the new versions? Nearly all of the alterations to rules, units, etc. are slanted--sometimes heavily--in the Allies' favor. Looking in from the outside, I have a hard time imagining how Axis could possibly win under these conditions, assuming equally capable human opponents.
I would very much appreciate hearing from folks who've got actual human vs human experience on this matter.
TYIA,
Diplomaticus
Here's the question: Is Axis able to survive, much less win, in the new versions? Nearly all of the alterations to rules, units, etc. are slanted--sometimes heavily--in the Allies' favor. Looking in from the outside, I have a hard time imagining how Axis could possibly win under these conditions, assuming equally capable human opponents.
I would very much appreciate hearing from folks who've got actual human vs human experience on this matter.
TYIA,
Diplomaticus
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firepowerjohan
- Brigadier-General - 8.8 cm Pak 43/41

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In 1.07 subs and strategic bombers are made more cost effective which has a good effect for Axis and they can now punish UK better in the mid game so game should be balanced.
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
I find it a very balanced game - to play Axis takes more skill but in the last 10 games playing Axis I have only lost once.
Saying that the first number of PBEM games I got my A** seriously kicked - there is no substitute for experience. I would think that even against a similarly experienced player they would be hard pressed to defeat a german onslaught before the end of 44 early 45
Saying that the first number of PBEM games I got my A** seriously kicked - there is no substitute for experience. I would think that even against a similarly experienced player they would be hard pressed to defeat a german onslaught before the end of 44 early 45
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KingHunter3059
- Sergeant First Class - Elite Panzer IIIL

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Playing my first PBem
I think I am doing well, I conquered Poland (3 Turns), Denmark (2 Turns), Holland (3 Turns) and Belgium (2 Turns), I am knee deep in France and am on a historic schedule. So I feel I should win, but time will tell.
Jay
Jay
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firepowerjohan
- Brigadier-General - 8.8 cm Pak 43/41

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I am glad you find the game balanced, that has been the goal from the very start to create a game with not only flash but also substance to be played again and again... and again 
Enjoy your multiplayer games!
Enjoy your multiplayer games!
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
Another Mac player here. Finally we have version 1.06 for the Mac, and I am getting used to some of the changes from 1.04. Was there any change in convoy distribution? Four turns into a pbem game as the Allies (1939 scenario), and still no Britain-bound convoys have appeared on the map. But in version 1.04, the convoys were visible on the edges of the map from the very first turn.
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firepowerjohan
- Brigadier-General - 8.8 cm Pak 43/41

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That is just bad luck.JimR wrote:Another Mac player here. Finally we have version 1.06 for the Mac, and I am getting used to some of the changes from 1.04. Was there any change in convoy distribution? Four turns into a pbem game as the Allies (1939 scenario), and still no Britain-bound convoys have appeared on the map. But in version 1.04, the convoys were visible on the edges of the map from the very first turn.
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
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firepowerjohan
- Brigadier-General - 8.8 cm Pak 43/41

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Convoys never get created with strength less than 11 so that they do not confuse and mix with other naval units. This meaning, if random determines a convoy to be of size 6 then game will randomize it to either double up to 12 or to vanish.JimR wrote:So, the appearance of convoys in 1.06 is random? In 1.04, their size was random but they always appeared, like clockwork.
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
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firepowerjohan
- Brigadier-General - 8.8 cm Pak 43/41

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Another thing also. Since Mac is now on 1.06 it is easier for me to answer gameplay questions it being in sync with the PC development better. so I welcome any questions from you playing Commander Europe at War on Mac. I checked out your forum and it was pretty thrilling to see there is still so much posting about CEAW over there. Especially since I enjoy multiplayer myself, read some of you guys AAR postings and enjoyed it.JimR wrote:Another Mac player here. Finally we have version 1.06 for the Mac, and I am getting used to some of the changes from 1.04. Was there any change in convoy distribution? Four turns into a pbem game as the Allies (1939 scenario), and still no Britain-bound convoys have appeared on the map. But in version 1.04, the convoys were visible on the edges of the map from the very first turn.
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
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firepowerjohan
- Brigadier-General - 8.8 cm Pak 43/41

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Another thing is , 1.06 is the third official patch so since Mac was released 1.00 it means the 1.06 also include the 1.05, 1.04, 1.03, 1.02, 1.01. So the 1.06 list on your forum does not show all changes from 1.00->1.06JimR wrote:Yes, we have a dedicated and active CEAW Mac community. We're looking forward to seeing Napoleon At War on the Mac, too!
This is a rough list of additional changes after Mac Released version and might explains if you think something has been changed but not know exactly what or have not read about it.
1.04 Beta
- Fixed a bug with Yugoslavian emblems on inner zoom
- Fixed a bug with transportation loop units being alive despite surrender of their nation
- Sentry function added for units, hotkey 's'
- Units can now be named by clicking their names
- Technology : Carriers now progress more in naval combat and less on air combat
- New Nations (like Algeria) now get Garrions instead of Corps as units
- Map/Scenario : Oil field size was shifted abit from Iran over to Iraq. Iraq now joins Allies late in the war. German corps start in Finland. Allies now have abit more forces in Egypt. One UK carrier switched place with a Mediterranean Battleship.
- Labs are now abit cheaper to build
- Naval repair rates are now lower than other unit types
1.03 Beta
- Fixed a crash bug with the AI trying to move units that were no longer on map
- Fixed a bug where minor countries (like Romania) kept their oil instead of sending them to the faction oil pool
- Fixed a bug where naval units could repair despite country being in big deficit
- Fixed some drawing routine bugs
- PBEM, fixed a bug with not showing tech advances in the begin turn summary
- PBEM games cannot be saved manually anymore instead uses the autosave on end turn
- non PBEM games autosave no longer overwrite the save from which you loaded
- USSR winter event now is registered but not in effect until DoW, so if invading USSR in spring mud is still there waiting
- All toggles (such as Nato Symbols) now remain unchanged when loading a save
- Game now zooms out from inner to mid when ending turn on every game mode
- Quality and Survivability now have the tooltip text colors for tech increases in purchase screen, unless manpower penalty
- Windowed mode is now stored in settings.txt file so you can start the game up windowed by default
- War entry dates are now random variated
- Winter duration can now be set in the general.txt script
- Air units now also follow the same rule as ground unit deciding when railroad move is possible
- Some tweaks to the scenarios, Allied have abit more forces in Egypt. Some neutral countries have slightly less forces
- Force Pool now has a reorder function, clicking the first unit will put it way back and push other units one step forward in the queue
- Oi Fields now generate 4x instead of 3x in oil production, providing more incentive for conquest of enemy oil
- Terrain : Entrenchment is now slightly more powerful
- Unit : Carrier now has abit less range and get less range tech upgrades. Naval units now take more time to build
- Tech : Anti-Tank Guns, Tank Destroyer and Close Air Support are now abit more early bloomers. Armour +1 oil cons
- AI, fixed a bug with AI deploying a land unit into a sea port
- AI is now more keen on protecting conquered capitals
- AI is now securing a conquered Capital surroundings before planning their next invasion
- AI now only feel threatened and try to protect Cities from ground units and transport, so air and navy no longer cause over reaction
- AI transports now try to move as close as possible to the destination before unloading
- AI now uses the new transport rule where a ship on port does not prevent transporting
- AI will now retreat from Sea Ports that have been taken over by enemy
- AI Axis now use a broad front when invading USSR, picking interim Cities to conquer and sending units out on the flanks
- AI will now buy labs more slowly, to prevent a scenario starting with AI spending all its early turn cash on labs
- AI will now build more infantry compared to other types
Version 1.02 (released on 2007-07-19)
- Fixed a faction leader bug which occured when Western Allies were wiped out
- Fixed a bug in the begin turn dialog which showed old tech advance results from an earlier game
- TcpIP, fixed a bug with some settings from the host was carried over to the client when connecting
- TcpIP, fixed a bug where client and host did not setup the game in the same way after loading a save
- TcpIP, fixed a bug where timer started ticking while game was connecting
- TcpIP, when ending turn game goes to mid zoom
- PBEM games are now password protected
- PBEM and Hotseat games now show move and battle icons to feedback what enemy did last turn
- PBEM now starts with player naming the game, and the autosave is going to be using that name
- If full screen fails then game will instead start up in windowed mode
- FoW is now kept off for units that attacked last turn, makes PBEM and Hotseat easy to spot attackers
- If game is on outer zoom when ending turn then it will jump into mid zoom
- Handicap economic bonuses is now bigger especially for the hardest diffculty settings
- FULL_MOBILIZATION_PRODUCTION_INCREASE now 20 instead of 10, favours USA and USSR to quicker reach 100%
- Map Scrolling speed is now incremented which makes for more acurate short scrolling and fast long scrolling
- Research is now abit quicker
- Made the Russian Winter effects abit less harsh on the Allies
- Effectiveness, increased the drop for railroading units, decreased the drop for upgrading units
- Shifted some convoy value from mid to the South Atlantic
- Manpower levels were reduced for UK , USA
- Dog Fights experience gains are now reduced but still much higher than normal battles
- Reduced the Africa Loop transfer time from 3 turns to 2 turns
- AI, fixed a bug where enemy AI could deploy a naval unit in a Sea Port that just got conquered
- AI do no longer get any economic bonus on normal difficulty.
- AI, UK and Germany get some extra fodder units to start with regardless of difficulty levels
- AI, Allies are now abit more keen reconquering France earlier than before
- AI now rather protect nearby locations if needed than go on offensive missions (defend France rather than goto Russia)
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
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KingHunter3059
- Sergeant First Class - Elite Panzer IIIL

- Posts: 419
- Joined: Thu Jan 15, 2009 5:51 pm
- Location: Hyattsville, Maryland USA

