Great new mod for CEAW released

PSP/DS/PC/MAC : WWII turn based grand strategy game

Moderators: firepowerjohan, Happycat, rkr1958, Slitherine Core

Happycat
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Post by Happycat »

ncali wrote:
Happycat wrote:If you play as Russia against Stauffenberg, RKR, JoeRock to name but a few, you will wish the Russians were even stronger :)

I do agree that in our mod the Russians appear to be stronger than they were historically, but the disparity in tech levels should normally even that out. We actually kept increasing the Russian unit quantities as we tested this thing, because Russia kept getting steamrollered to such an extent that they had no hope of getting to Berlin (frequently not even Warsaw) by 1945.

The mod takes some getting used to, as it is quite a different "feel" than the original CEAW. As Germany, playing it using "vanilla" version strategy and tactics can be problematic.

All of this having been said, your comments are most appreciated, and duly noted. We are already making some minor changes affecting the English Channel area (the positioning of the Cherbourg port hex created an exploit for a speedy Sealion). So it is entirely possible that the Russian situation will be revisited too.

Thanks again for your positive comments.
Maybe me and my current opponent will challenge you guys to a game when we're done with ours. As for Russia, I see your point. I wonder if there would be a way to freeze several of the starting Russian armour and/or production until early or mid '42 - maybe by use of a "neutral" country. You could say it takes into account reserves moved from Siberia. That way, Russia would still have about the same strength but not so quickly.
It's doable (for example, Iraq's British units are frozen until it activates). We could create a little zone in eastern Russia. But I don't think anyone from the BJR team is convinced yet that it's needed :)
Chance favours the prepared mind.
raffo80
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Post by raffo80 »

Happycat wrote:
ncali wrote:Thanks for a very interesting mod. I have played a PBEM game all the way through with a friend and we are midway into 2 more mirror games. One observation. From our experience with the mod so far, the Russians seem a bit stronger than they were historically in the early war. Anyway, we are still enjoying it. The first game ended with an Allied strategic victory - a few turns after Berlin. I think it was July or August of '44.
If you play as Russia against Stauffenberg, RKR, JoeRock to name but a few, you will wish the Russians were even stronger :)

I do agree that in our mod the Russians appear to be stronger than they were historically, but the disparity in tech levels should normally even that out. We actually kept increasing the Russian unit quantities as we tested this thing, because Russia kept getting steamrollered to such an extent that they had no hope of getting to Berlin (frequently not even Warsaw) by 1945.

The mod takes some getting used to, as it is quite a different "feel" than the original CEAW. As Germany, playing it using "vanilla" version strategy and tactics can be problematic.

All of this having been said, your comments are most appreciated, and duly noted. We are already making some minor changes affecting the English Channel area (the positioning of the Cherbourg port hex created an exploit for a speedy Sealion). So it is entirely possible that the Russian situation will be revisited too.

Thanks again for your positive comments.
Maybe the problem is just this: that you have too good players as axis and so the balance is tuned on them.

I like the mod, but some things are completely unhistorical:
- in '39 russian infantry have more tech then germany
- same for armour: while i think it's true that russians have better tank than germans (so better AT tech value is ok as it is in the mod), they were far behind in blitzkrieg and the rest...in the mod in '39 russian are far ahead in tech in tanks...
- it's true that russians had lot of airpower and tanks at start of barbarossa, but it's also true that those were near the border and were crushed in the first weeks by german air; in the mod, air power is out of range of germans (and the rule of 2 hex max air attack makes impossible for germans to do what they did historically, to crush russian air power in first weeks of barbarossa)

i think that in your mod you should lower the russian tech (at least in infantry) so that actually in '41 the german are far better in tech than russians. In your mod, with the 2 labs max rule per field and russian starting tech, you start barbarossa with russians having better tech in tanks and infantry ...and with tanks and airpower out of range of german attacks (so any russian player just move them behind moscow).
rkr1958
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Post by rkr1958 »

raffo80 wrote:
Happycat wrote:
ncali wrote:Thanks for a very interesting mod. I have played a PBEM game all the way through with a friend and we are midway into 2 more mirror games. One observation. From our experience with the mod so far, the Russians seem a bit stronger than they were historically in the early war. Anyway, we are still enjoying it. The first game ended with an Allied strategic victory - a few turns after Berlin. I think it was July or August of '44.
If you play as Russia against Stauffenberg, RKR, JoeRock to name but a few, you will wish the Russians were even stronger :)

I do agree that in our mod the Russians appear to be stronger than they were historically, but the disparity in tech levels should normally even that out. We actually kept increasing the Russian unit quantities as we tested this thing, because Russia kept getting steamrollered to such an extent that they had no hope of getting to Berlin (frequently not even Warsaw) by 1945.

The mod takes some getting used to, as it is quite a different "feel" than the original CEAW. As Germany, playing it using "vanilla" version strategy and tactics can be problematic.

All of this having been said, your comments are most appreciated, and duly noted. We are already making some minor changes affecting the English Channel area (the positioning of the Cherbourg port hex created an exploit for a speedy Sealion). So it is entirely possible that the Russian situation will be revisited too.

Thanks again for your positive comments.
Maybe the problem is just this: that you have too good players as axis and so the balance is tuned on them.

I like the mod, but some things are completely unhistorical:
- in '39 russian infantry have more tech then germany
- same for armour: while i think it's true that russians have better tank than germans (so better AT tech value is ok as it is in the mod), they were far behind in blitzkrieg and the rest...in the mod in '39 russian are far ahead in tech in tanks...
- it's true that russians had lot of airpower and tanks at start of barbarossa, but it's also true that those were near the border and were crushed in the first weeks by german air; in the mod, air power is out of range of germans (and the rule of 2 hex max air attack makes impossible for germans to do what they did historically, to crush russian air power in first weeks of barbarossa)

i think that in your mod you should lower the russian tech (at least in infantry) so that actually in '41 the german are far better in tech than russians. In your mod, with the 2 labs max rule per field and russian starting tech, you start barbarossa with russians having better tech in tanks and infantry ...and with tanks and airpower out of range of german attacks (so any russian player just move them behind moscow).
@raffo80, Thanks for your valuable feedback. Our team is trying to get our hands around this in order to decide if we need to make some tweaks. So thanks bearing with us as we explore this. :)

The Russians having higher infantry and armor tech levels than the Germans in 1941 has never been my experience either as the Allies or the Axis. In my games at least Germany has always had better tank and infantry tech levels than the Russians in 1941. My experience shows that around late 1942 Russian tank tech starts to catch up with the Germans. However; the Germans seem to stay ahead as they also get tech increases. The same seems to hold for infantry. While Russian infantry tech level may increase my experience is that the front line units, which are usually in contact with the Germans, cannot be upgraded. Maybe it's the Axis research strategy that's causing this. The first two labs I build are infantry and then armor (in that order). Then in January 1942 I build a 2nd infantry and 2nd armor labs. The same in 1943 for the 3rd infantry and then the 3rd Armor labs. I always get a tech upgrade in infantry, armor and air before I invade Russia. In fact, if I have to wait a turn and invade in July 1942 I will wait. This Armor and infantry tech upgrade is more important than getting a one or two turn head start on Barbarossa.

Bottom line as I've experienced it is that the Germans must max out their investment in infantry, armor & air labs as early as possible and keep those labs maxed out as the year allow. Also, don't forget naval -> subs and general labs. By fall of 1940 have I 2 labs in each area. Then in 1941 I'll build a infantry and armor lab to give me a 3-3-2-2-2. And will build a 3rd Air lab when the German war effort reaches 130%. This build is somewhat tricky because it must be done when German is at war with Russia. Something I build it ASAP and sometimes I delay it depending on what's happening.

@raffo80, By the way if you're not giving away you "war strategy" what is you lab build schedule for the Germans? When do you generally get an infantry and armor upgrade? Do you upgrade before Barbarossa?
Happycat
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Post by Happycat »

[quote="raffo80
Maybe the problem is just this: that you have too good players as axis and so the balance is tuned on them.
[/quote]

No, I don't think that's the problem: in the group I play with, the best Axis players also tend to be the best Allied players, and win from either side with astonishing regularity.
Chance favours the prepared mind.
Peter Stauffenberg
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Post by Peter Stauffenberg »

raffo80 wrote:I like the mod, but some things are completely unhistorical:
- in '39 russian infantry have more tech then germany
- same for armour: while i think it's true that russians have better tank than germans (so better AT tech value is ok as it is in the mod), they were far behind in blitzkrieg and the rest...in the mod in '39 russian are far ahead in tech in tanks...
- it's true that russians had lot of airpower and tanks at start of barbarossa, but it's also true that those were near the border and were crushed in the first weeks by german air; in the mod, air power is out of range of germans (and the rule of 2 hex max air attack makes impossible for germans to do what they did historically, to crush russian air power in first weeks of barbarossa)

i think that in your mod you should lower the russian tech (at least in infantry) so that actually in '41 the german are far better in tech than russians. In your mod, with the 2 labs max rule per field and russian starting tech, you start barbarossa with russians having better tech in tanks and infantry ...and with tanks and airpower out of range of german attacks (so any russian player just move them behind moscow).
It's the same in the vanilla game as well. Russia starts with tech 1 in fixed defenses, but we've added tech 1 to artillery and antitank as well. The reasons is that Russia had very strong artillery and antitank later in the war and it's not possible for them to get these tech upgrades before the game is almost over unless they start with some tech.

We increased the German infantry at start tech in fixed defenses from 0 to 1 to make them more resilient when fighting. That is historical.

I don't think you can compare the 1939 tech levels because Germany can start building labs immediately while Russia must build labs very slowly due to starting at a very low war effort. Germany starts at war effort 100.

So you need to compare the tech levels at the start of Barbarossa. Here you will see that Germany is ahead of Russia in ALL tech areas (air, armor and infantry). Germany usually gets tech 2 fixed defenses before June 1941 and can upgrade all their infantry to get 4 defense instead of just 3 defense. The infantry will also get +1 antitank. Their motorized units will get +1 shock and +1 antitank.

The German armor units in the mod start with tech 1 blitzkrieg at the start of the war making the strike harder. If you research properly then you will get better tech in all armor areas just before June 1941. So the German armor units will have +1 attack, +1 shock, +1 survivability, +1 antitank compared to the 1939 vanilla game armor.

The German tactical bombers in the mod start with tech 1 close air support. All air areas will get 1 tech level before Barbarossa.

Another reason you can't compare the starting tech levels is that we've changed the increases you receive at certain tech levels to make sure we get results we want. So you can't use the vanilla game as a base when you look at the BJR-mod. The differences are too big.

If you play a BJR-mod game then you will notice that Germany will get tech 2 in fixed defenses (4 defense for all infantry units) in April/May 1941 if you research properly. Russia will only get fixed defenses tech 2 around November / December 1941. It's about the time of the Russian winter. So the German infantry units fight all of 1941 with better tech than the Russians.

When you see the changes we made to the increases you get at new tech levels and the changed at start tech levels for Germany then you will realize that the Russian armor units aren't that strong. I've played the Axis against a Russian player using his armor very aggressively in 1941. It's then very easy to annihilate these armor units. You just soften then up with tac bombers and then launch your own armor. You then get odds like 10:3 against the Russian armor. If the Russians lose their armor in 1941 then they will be wiped out in 1942. It's not 1941, but 1942 that is the critical year for Russia.

Russia is so hard pushed by Germany in 1941 that they can't afford to build anything, but new corps units to replace losses and form a double defense line in 1941. They can't afford new air and armor units. During the winter pause they first need to build 3 leaders to cover the front line and get the efficiency increase in time for the 1942 German offensive.

If the Russians don't have armor or air units in the reserve then there is nothing that can stop the Germans form crushing the front line and storm towards Baku or Omsk (Siberia). We made sure the Russians have a reserve so they can deal with German spearheads. This forces the Germans to not send their armor on an adventure deep into Russia. They need to wait for their infantry instead or risk being surrounded by the reserves.

In the vanilla game it seems the German player expects to get to Perm in 1942. We've designed the BJR-mod so it's VERY rare that the Germans can actually get all the way to the Urals. It should only be possible against a less experienced Russian player. The victory conditions in the vanilla game is different so it's on in that game to allow the Germans to have better prospects in Russian than in the real war. But the victory conditions for the Allies are so tough that you have to balance the game in such a way that the Russians will get the initiative early 1943. If not then it will be impossible to reach Berlin before May 1945 and then the Allies can never win the game. You're always compared against the real war progress. If you progress slower than in the real war then your opponent is leading and vice versa.

You're forgetting about something very important when you look at the unit strengths. The main reason the German units performed so much better than the Allied or Russian units was NOT because they had better tech, but because their effienciency was much higher. Germany can afford to build 3 generals for Barbarossa and that means the German units storming into Russia will have efficiency between 85-90. The Russian player can't afford any generals before 1942 and will defend with an efficiency of 55-60. The differenc of 30 efficiency makes a huge difference in combat odds.

If you at the same time give the Germans a big tech advantage then you will notice that the Allies and Russians can never catch this advantage all will not be able to turn the tide late 1942 or early 1943. The Germans will keep the advantage till the end of the war and it will be very hard indeed to push them back to Berlin.

When we first playtested the vanilla game we saw that the game was pretty historical till 1942, but not thereafter. So we tried to tweak the game settings to get historical results all the way till 1945. I think it's better to playtest the game before making any conclusions against the game balance. I'm sure it's possible to improve and improve the game balance because it will never be 100% identical to the real war. We learn anything all the time from playing styles from new mod players and that can be used to improve the mod. E. g. Joe discovered that the location of the Cherbourg port could be exploited to blitz into Britain with Axis transports. This will now be fixed. When others find something that doesn't turn out as intended (i. e. historical) then we can analyze it and see if it's possible to make an improvement to the mod. But this should be as a result of actual playing and.
raffo80
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Post by raffo80 »

Well, as i said i like the mod. I play almost half of my PBEM in BJR mod. and half vanilla game.

Don't know what you mean with russian player can't afford any general before '42...In the 4 barbarossa i started (2 in april, 2 in june) against 4 different players of different strengh, i always see the same:
- germans attack but can't kill any valuable russian unit (armor out of range in the BJR mod)
- russian fall back to leningrad-moscow-voronetz-rostov line
- germans get to that line almost unopposed (around late september)
- russian already has generals, double line defence and 7 armor units at least (as many as the germans)

For the tech, i don't build any unit for france and keep adding a lab every turn. Usually by september '40 i have 10-11 labs split in all areas. Still i don't see all this advantage for germany in tech in '41.

I understand that you gave russia more units to have units similar to historical (russia had much more tanks than germans at start of barbarossa) but these tanks were within range of german attack. same for airpower. in PBEM, russian player just fall back and it's impossible to engage any russian unit till september '41.

I play with random research on btw.
Peter Stauffenberg
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Post by Peter Stauffenberg »

raffo80 wrote:Well, as i said i like the mod. I play almost half of my PBEM in BJR mod. and half vanilla game.

Don't know what you mean with russian player can't afford any general before '42...In the 4 barbarossa i started (2 in april, 2 in june) against 4 different players of different strengh, i always see the same:
- germans attack but can't kill any valuable russian unit (armor out of range in the BJR mod)
- russian fall back to leningrad-moscow-voronetz-rostov line
- germans get to that line almost unopposed (around late september)
- russian already has generals, double line defence and 7 armor units at least (as many as the germans)

For the tech, i don't build any unit for france and keep adding a lab every turn. Usually by september '40 i have 10-11 labs split in all areas. Still i don't see all this advantage for germany in tech in '41.

I understand that you gave russia more units to have units similar to historical (russia had much more tanks than germans at start of barbarossa) but these tanks were within range of german attack. same for airpower. in PBEM, russian player just fall back and it's impossible to engage any russian unit till september '41.

I play with random research on btw.
Some Russian armor and motorized units are within range. The Russian airforce is too low tech wise to challenge the Germans in 1941 so they better stay out of the war pending better dogfight techs.

How do you afford to build generals and corps units for a double defense line along the line you describe if you also try to build as many labs as you can. You barely manage to get a double defense line if you withdraw all units you have from the front and place armor in the second line. I usually use tac bombers agains the Russian armor even when they can't be killed by land attacks. Before the Russians get better survivability then the tac bombers can inflict 3-4 step losses per attack. So in our game we have to withdraw the armor out of sight so they can be used late 1942 for a counter offensive.

We usually play like you do in 1941 and meet a strong Russian double defense line by the Spring of 1942. But this line won't hold for long because the Germans can easily kill 4-5 front line corps units per turn and after a few turns of softening up the line then you just release your armor and blow a big hole in the Russian line. Then you ooze through this line and force a general retreat in the area. You're not strong enough to do this along the entire front line, but you can do it against Leningrad, Moscow or the south. I think that the Germans will capture one of these targets for sure and will have a pretty good chance of taking the second as well. But if you try to go for all 3 then you will end up not taking any of them.

Airpower is the key to German success in 1942. You soften up all your attacks with fighters and bombers and then you can kill the corps units with 2 German infantry and not suffer a lot of step losses at all. The Russian economy is not powerful enough to replace all those losses.

I actually think that it's a big challenge trying to survive with your army intact in 1942. 1941 is the easy year. 1942 is the year you will be so hard pressed you wonder if the line will collapse. If we hadn't given Russia enough air and armor units then there would be no way the Russians could launch a counter offensive early in 1943. The Germans would be able to stall the offensive till late 1943 and then the Russian winter of 1943-1944 will save the German army from harassment for quite some turns. You just have to stay on the 1939 Russia territory and the Russians will suffer movement penalty. So you can withdraw a bit without being attacked at all.

I never play with random tech. It's too unpredictable. Nobody I play against like the random tech either.

It's, of course, possible to buy lousy generals with Russia in 1941, but you have to wait to the winter in order to afford Zhukov, Koniev and Rokossovsky. You can definitely not afford new air and armor units or you won't be able to have the double defense line. The Luftwaffe won't be idle during the winter when the land attack odds are horrible. The bombers will try to bombard Russian armor and motorized units since these units are needed in the second line in order to form the double defense line.

How do you attack Russian on the first turn? I wait for as long as I can before I attack and when I strike I usually manage to kill all of the front line units or block their retreat so they can't be railed to safety or moved out of range. So you can't expect to have any of the front line units in the double defense line further east. You can withdraw the city garrisons to the main defense line, but then the Germans won't suffer any losses at all moving eastwards and can move really fast eastwards and reach the double defense line too soon. So you need some speedbumps for the Germans to fight.

I've seen Russian armor counter attacking the Germans in 1941 and also in 1942. But if you keep your armor in the second line then you won't lose your own armor. When the Russian armor is exposed then you can soften up the armor with 2 air attacks and finish it off with your own armor. After softening up you get odds like 14:2 etc. The Russian armor simply doesn't have a chance when they're counter attacked. I've seen the Russian player killing 3 of my corps units and then losing 4 of his armor the following turn in addition to having several bombers and fighters depleted from the Luftwaffe interceptions. Then Germany can launch a major offensive in this area and
wreak havoc. So the Russians do best by keeping their offensive units out of combat until they gain the initiative.

What's interesting is how the Russians can start pushing the Germans back to Berlin. I've seen that the Axis can hold the line for quite awhile. It's only when the war of attrition means he must take a lot of units from the double defense line to plug holes you can force the Germans to retreat. If you release the Russian armor too soon then they will be killed. So the Russian will only start rolling once the Germans are on the run.

The biggest enemy to Germany is the lack of oil. Without oil you can't use your fighters, bombers and armor to counter attack against the Russians and Allies. Then their technological advantage won't help them much. So a good Allied strategy is to bleed the German oil reserve every turn by forcing the Germans to intercept everywhere. This might force the Germans to withdraw their fighters and then you have air superiority instead. Patience is the key to Allied success. Use war of attrition against Germany until the Germans have to throw in the towel and withdraw their best units from the battle area to save oil. Strat bombing is also very very important because it keeps the German production quite low.

I think Germany is doomed and will lose Berlin in 1944 unless they manage to maul the Russians quite a bit in 1942. You have to be quite aggressive and weaken the Russians so much so they can't launch a counter offensive early in 1943. THEN you have a chance to hold on till the end of the war.

It might be the mod is slightly balanced in the favour of the Allies. Play reports from different people will show us if that seems to be true. If it's so then we might do a LITTLE to try to balance things even more. There isn't much to gain tech wise, but it's possible to e. g. let the Russians start with 1-2 armor units less and maybe 1 fighter less. But each change can have a bigger consequence that you think so it's important to make small changes each time. If not you just move the pendulum to the other side and you have a game balanced in favour of the Axis.

You described a very good Russian defense strategy, maybe the optimal one. I've seen Russian players trying to defend along the Dnepr / Dvina line only to be annihilated in 1942 because too many good units were lost in 1941. Remember that we use hindsight when we make our strategy. In CeaW you can decide to not repeat the mistakes made by the real Germans or Russians. E. g. Russian would have been much stronger if they had withdrawn like you do instead of trying to keep as much territory as possible. Then we would have avoided seeing the huge German encirclements like the one near Kiev. Russian lost millions of soldiers to encirclements. How do you think the Germans would have done in 1942 if these units had been withdrawn to safety.

If you read about the Russian war production of armor and air units you would see that they easily outproduced the Germans. So it didn't matter that most of the Russian airforce was annihilated at their airbases in June 1941 and the Russian armor were wiped out in 1941. The Russians easily replaced those losses with newer and better equipment. So Russian was definitely as strong in 1942 in the real war as they usually are in CeaW. Think about Operation Uranus (the Stalingrad encirclement). Russia had a lot of heavy equipment to slice through the Axis lines and cut off the 6th Army.

So I'm instinctively sceptical to weakening the Russians too much. It can have side effects we don't like. Remember that the Germans have better units both in tech and efficiency in 1941-1942 and 1943. It's only in 1944 the Russians can even hope to have almost as good units as the Germans. So the odds are usually in the favour of the Germans. The main reason Germany collapses in the east is because of sheer numbers. Russia can afford heavy losses. The key is to deplete the Germans more than they can repair. In 1943 they start getting problems with manpower and first quality drops and then survivability drops. Then you will get more and more problems.

If you look at the history books then you see that one of the areas the Russians were truly great at was the use of artillery. Just ask the German soldiers about the horrors of being bombarded by the Katyushas (Stalin organs). The Germans rightfully feared the Russian artillery. We don't have artillery units in CeaW. It's incorporated into the artillery tech and it will increase the shock value for infantry and motorized units. You won't see the shock effects from the artillery units until the war is almost over if you let the Russians start with artillery tech 0. You need some tech levels before the artillery bonuses start having a big impact. Most wargames let the Russians have shock armies as reinforcements coming from Siberia just before the winter of 1941.

Russia also had another great strategy of forming guard units. So you got guard infantry, guard mech and guard armor. These units were elite and could take on German SS units. So there is no doubt in my mind that later in the war the Russian units were among the most powerful of them all. Russian armor units were very good in the later stages of the war and could take on the Tigers and Panthers. How do you accomplish this if you let the Russians start with too low tech levels? There is no way you can catch another side who got a tech advantage until you reach tech level 6.

I propose you play with normal research instead of random research. I think random research can be quite problematic for the Germans because they need a steady increase in the important techs. If they become unlucky they will lose an important advantage.
raffo80
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Post by raffo80 »

For sure i will play next games with no random research. maybe it is this which makes the tech unpredictable.
javalang
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Post by javalang »

I am finding this patch is causing my game to crash irregularly. I have the updated CEAW 1.06 game with the patch and need to save before ending each turn, otherwise risk losing all my progress.

Is this happening with anyone else, and, is this something that can be fixed or patched? I am using a Mac by the way.

Cheers

PS: Cool mod
rkr1958
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Post by rkr1958 »

javalang wrote:I am finding this patch is causing my game to crash irregularly. I have the updated CEAW 1.06 game with the patch and need to save before ending each turn, otherwise risk losing all my progress.

Is this happening with anyone else, and, is this something that can be fixed or patched? I am using a Mac by the way.

Cheers

PS: Cool mod
Thanks. I believe Timothy and/or Paul have a Mac. I'll email them and reference this post.
javalang
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Post by javalang »

Thanks for that, I have found that turning sound and music effects off stops (or at least avoids) game crashes. When the game was crashing, it was usually when a fighting action was taking place, and the sound would kind of take a few seconds to finish playing, and I would click on the item that had just been attacked, or, the attacker item, and it would crash. Anyhow, I have not had a crash for 2 days now after turning all sounds off!! Hooray.

On a different note, why is Algeria without a capital?

Is anyone thinking about updating the icons so that when you go through the various upgrades of infantry and naval units they actually look different so you can tell which items are newer without pressing the star/upgrade button?

Also, I was thinking how much better the game would be if it was 1 week per turn, vs 3 weeks, as I noticed that you can't really take poland in 2 turns (well, I can't), it's normally 3 or 4 turns, which ends up being mid-late October.

For the modding, is it possible to make the map say, twice as large? I wonder if that were too happen you would be able to stage more realistic invasions of the smaller islands, such as malta and especially crete.

Oh, why does the game chew so much CPU power now? I have found that the previous (or my first version) of CEAW was quite less hungry with the cpu. Anyone know why the program chews through the cpu??

Cheers.

PS: Anyone in this forum fans of the old Panzer General games? PM if you are/were.
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