cocolo wrote: ↑Tue Feb 19, 2019 3:15 am
The game is over, its early 1918 and germany surrendered, it was getting 5 collapse points every turn i dont know exactly why, it was winter with hard blokcade and koenisberg and danzig fell plus army moral shatered but i have no idea how that amounted to 15 points in 3 turns, is there any way of seing what the collapse points corresponde to?
Surely you already had some collapse points to start with. Losing Danzig is +1, Army exhausted is +2, the rest is from a typo that starts to add further collapse points during the same turn the event triggers. It should wait at least for 1 more turn and was fixed for V8.
Anyways i dont have any obvious bugs to report from my side. It was our first mp game so i can be wrong, but i found Russia very unbalanced in our game. For some reason the supply crisis event never happend.Maybe because Warsaw never fell? But i think thats just a modifier....In any case i found Rusia to be untouchable the whole game. The front line was static most of the war. Russia got to have a continuous line of army corps from the baltic to Romanian border except for 3 hexes, having plenty of units in reserve all the time. In addition to this it was able to send about 7 army corps to turkey, plus reserves and cavalry. Hnox told me that he was easily maintaining all that army and having over 100pp all the time.
The CP player has to hit Russia as often as possible especially during the winter 1914/15 and 1915 onward to trigger the Crisis event or Russia will never get into problems, especially when "Full Russian mobilization" was played. Taking Warsaw or playing "Offensive in the East" will cut Russian reserves in half.
The exact details about when and how the Russian Supply Crisis triggers and what it does will be clearly detailed in the final version of the manual to be included in V8.
In the diplomacy area when you see the turns left for a country to joining an alliance, what means the remaining turns apearing in red?
-Is there ever any point at wich a nation is too close to a faction to switch sides by event or anything else?
The turn number turning red means the nation has stopped automatically shifting to its chosen alliance because the enemy alliance has become too strong.
You can still use the "INFLUENCE" diplomatic action though.
I think i get the int succes chances but how do you get SIGINT superiority? Success is calculated per turn and SIGINT is the acumulated?
You get more SIGINT on a nation by having lots of INTEL on a nation. Either add more or wait. Waiting will take forever though if you have only applied a tiny amount of INTEL because the value is checked with a D100 roll (so use at least 30 or more).
Do transports carry 10pp per unit strenth or it varies by the source of transport and date?
If you mean convoys, those give a random amount of PP that is modified by the convoys unit hp.
do transports spawn always in the same turns or are random?
The convoy spawn turns are slightly randomized for each match. Also some convoys must be activated via events, for example the Suez convoy and the US convoy from VeraCruz.
i think i got 3 "neutral transport sunk" events attacking the same transport in a port without almost touching it, how work the chances of that event?
Looked into the issue and found it was bugged.
-I read somewher that some generals have "radius"? How does that work?
Units stats are boosted within the shaded radius of the commander. Radius can be anything from 0 to 3 in PotzBlitz.
If i understand correctly, once the british naval blockade is stablished, if the british keeps 100 strenght of surface units in the north sea, there are 0 chances of breaking it, is this right? In our game i only broke it once by event and then it was restablished inmediately and then hardened which if i understand correctly can only happen if it was previously broken so it ended up being worse than useless event. One of the reasons to begin the huge naval battle we had was trying to eliminated naval units so he couldnt just sit 100+ naval units constantly to assure the blockade, but it is super hard when to keep the blockade you can just sit in advantage home ports.... Shouldnt this ships be actually in the open sea to exercise the blockade?
Yes, only ships out in the open count. Could not find any bug here. I will remove the Severe Blockade from randomly triggering in multiplayer in the future, so the Entente player must play the event.
Playing with AH i found that i was in a path of acumulating collapse point with no way of stoping it at all. Shouldnt there be an option to spend, say 100pp, "for civilian use" to remove at least 1 collapse point? This is just and idea, but my AH was pretty healthy occupying almost all north italy, literally at the doors of Rome, with Serbia surrendered and wholy ocupied except for one city, a healthy human reserves, about 95% of production output and just 3 cities of the border lost to Russia...It felt a little silly to surrender. It was my fault to play untimely the reforms event but AH was at 7 collapse points already anyways, between the blockade and the constant revolts it wasnt going to last much longer even defeating Italy.
I'll add -1 collapse point for AH for having Serbia surrender.
There is another event called "Shackled to a Corpse" that also can remove 1 further collapse point for AH if things are going badly.
The exact procedure for the AH reforms will be clearly detailed in the final version of the manual to be included in V8.
Do collapse points affect production too? I noticed that Germanys production went down dramatically when i got the collapse points wave, and how do they affect moral exactly?
An already collapsing nation suffers from decreasing "war effort" which is a production multiplier going down. If you have less than 10 collapse points they do not affect production.
Thank you again for your mod, we both had a lot of fun in this game
Glad you enjoyed it and I hope you'll like the next version even better.