El_Condoro wrote:It's only my opinion so here goes - perhaps too many units. The reason I say that is,
1. With so many units playing a turn can take too long
2. It looks cluttered
3. Playing a turn becomes like one of those puzzles where you have to move one piece before you can move others and the order you move them in becomes important.
Otherwise, looks good and the reinforcement hex idea looks like a winner.
All opinions are appreciated!
Since this is (almost entirely) a tribute, i decided to stay relatively close to the original (incl. the amount of units),i threw in a few other maps as well, implemented a few of my ideas and most of the time went into testing. His idea was definitely more units, more battles, more sweat.
The maps are usually larger than the vanilla stock, so the cluttering could have been even worse. Where the original allowed to get up to 80 core units, i will probably go to 60 (SE units included).
About the length of the turns, usually after 5 turns, waiting time is much smaller. If all goes well by then, the enemy airforce is decimated, and you start to punch holes into the enemy's defenses.
On the map, Sicily, there is a bit of a problem with the cluthered units because in some cases the AI can be really a major pain. Unlike human opponents, the AI doesn't take risks. And then you have a lot of tanks that stand there and don't want to attack the player's tanks. But bring an infantry unit forward...ho ho ho...hell breaks loose. The AI really needs an upgrade to make scenario's like these much more attractive.
In any case, I'm going to attempt to improve it somewhat but i need a night's sleep.
After 4 packs, i'm overall satisfied and perhaps even i can be a bit proud of it

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And your remarks got me thinking...if enemy units would be reduced by let's say 25%, but with a higher prestige-per-turn, what the effect on gameplay would be...
Thank you for your insights, it gives me something to think about.