EPIC ENDING
Posted: Tue May 21, 2019 3:37 pm
Epic conclusion and despite your success in russia the same historical conclusion
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Maybe you could check if key SU cities/victory objectives are occupied (i.e. garrisoned) by enough Axis units and make a potential SU rearmament (after surrender) depending on this?McGuba wrote: ↑Tue May 21, 2019 7:42 pm Anyway, I will look into this as I am not happy about these scripts now. It works well in single player with the silly AI, but not so much in multi. I think I will add a tag so that once a main enemy surrenders, it would not get any more reinforcements, any time later, even if some of its cities are liberated by the other main Allied nation.
I think after the SU surrenders, it should not "reactivate" under any circumstances. And the same goes for Britain. A surrender means surrender and should include certain guarantees that the losing side would not rectify it, especially not in the current short time period of the scenario i.e. within a few months. That's why I did not really pursue the idea of attacking with the new Soviet forces here too soon. I just moved them to regain some border cities to see how it affects the number of new Soviet units appearing. But it only happened in the very last turns, after the fall of Germany, so it did not really matter.PeteMitchell_2 wrote: ↑Tue May 21, 2019 8:40 pmMaybe you could check if key SU cities/victory objectives are occupied (i.e. garrisoned) by enough Axis units and make a potential SU rearmament (after surrender) depending on this?McGuba wrote: ↑Tue May 21, 2019 7:42 pm Anyway, I will look into this as I am not happy about these scripts now. It works well in single player with the silly AI, but not so much in multi. I think I will add a tag so that once a main enemy surrenders, it would not get any more reinforcements, any time later, even if some of its cities are liberated by the other main Allied nation.
https://en.wikipedia.org/wiki/A-A_lineThe A-A line as the end-goal of military hostilities was chosen because an occupation of the entire Soviet Union in a single military campaign was considered impossible in view of its geographic dimensions.
Not exactly. It got some, but probably not all. Most units that appear has a turn interval limit so that for example a certain T-34/43 unit would appear between turn 44-54, if the SU owns at least four victory objectives in that time period at the first occasion. Normally it is turn 44. But if the Axis captures all but three SU objectives by 44 this unit would not appear. However, if the Allied player can then recapture one more objective by turn 54 and own four, it will appear immediately at the beginning of the next turn, unless the Axis recaptures the objective in his turn. That's why it is important to hold Axis units in the back. So that they can immediately recapture a lost objective if needed. But then again, if the Allied player cannot retake four objective cities by turn 54 this unit is lost for good for him. That's why I only got relatively modern SU units in the late turns if you check out again that screenshot. I only got those Soviet units which were about to appear in the few turns preceding the turn when I again had four SU objective cities. So all the more obsolete types were gone.PeteMitchell_2 wrote: ↑Tue May 21, 2019 10:08 pm Well, I see... on a similar note, I found it interesting that the SU got accumulated reinforcements once the SU had three victory objectives again, i.e. it got the reinforcements even for the time it didn't hold three victory objectives, is this correct?
I agree.McGuba wrote: ↑Tue May 21, 2019 7:42 pm Anyway, I will look into this as I am not happy about these scripts now. It works well in single player with the silly AI, but not so much in multi. I think I will add a tag so that once a main enemy surrenders, it would not get any more reinforcements, any time later, even if some of its cities are liberated by the other main Allied nation.
I think that the partisans should be of two kinds.McGuba wrote: ↑Tue May 21, 2019 9:48 pm Maybe they are already too powerful as currently they can recapture victory cities in the back allowing the Soviets to get more new units time to time. There might be a debate if it is good or not. But I think there should be a difference between the SU being at war or out of war. While still at war, partisans or other regular units recapturing objectives may boost morale and/or hinder enemy supply lines allowing the Soviet economy to increase its war efforts, a SU which has already surrendered to the enemy should not change its mind and field whole armies all of a sudden only because partisans (or the British?) recapture some cities.![]()
I really hope that I will be able to have another go later, with either Intenso or maybe somebody else, but certainly not so soon. The last few months have been sometimes quite busy as besides running this paired multiplayer match, which was already a bit time consuming, I also constantly made changes to the next version, which ranged from map changes to creating and adding new or modified units, modifying unit stats, fixes, etc., and I also made two single player campaign tests, the second one is near completion now. After I finish the single player test I need to have a look at the list of planned changes that we agreed on with Intenso and to start to implement them. Then do the fininshing touches and upload it. Following that I plan to take a little break from PzC and maybe after that have another go with the multi.PeteMitchell_2 wrote: ↑Wed May 22, 2019 3:14 pm So you guys will start a second test play soon then?
I would have a some rest and then maybe I continued to work on my Russia at War mod.PeteMitchell_2 wrote: ↑Wed May 22, 2019 3:14 pm So you guys will start a second test play soon then?