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A few thoughts
Posted: Sun May 01, 2011 4:20 am
by deadtorius
I have noticed that the allied bombers, even Poland's, can be quite deadly and have taken out full strength units that are caught in transport. The good old Stuka even at 11 strength is lucky to deal 5 hits on a deployed enemy, let alone try to one shot a Brit unit in its Bren carrier. Intentional or just something that has to be looked at?
At the end of a campaign it would be nice to have a save game option instead of having to deploy for the next battle then open the start screen and save the game
Not sure if this is planned for multi-player yet or not, but in FOG PC you can send a message to you opponent, I am surprised how much I miss that feature. Hopefully its planned to get added. Finally managed to beat Norway, but it cost me some tanks those Brit heavy weapons are nasty.
Good job guys, trying out the multi-player now, Norway combined games, came as a total surprise since the scenario deploys way different than the campaign version does.
Posted: Sun May 01, 2011 7:21 pm
by deadtorius
Another question about Norway, twice now I have cleared a city but had to use all my adjacent infantry to do it so they could not move, the port was vacant so I moved in a ship to block it till next turn when I could move in and capture it. During the AI turn my ship bounced out and the enemy infantry moved in to the hex. Last time I played Norway the Brits moved a destroyer into the last victory hex on the second last turn. At the beginning of my turn I attempted to move into the city hoping the DD would bounce out, it stayed put so used the JU88 and surviving surface vessels to destroy it so I could occupy the hex on the last turn. So is there some kind of preference with the AI that the German surface vessels will vacate a port hex?
In the original PG if you parked beside a city hex it could not spawn new troops there, that does not appear to be the case with the AI as once again in Norway it seems I will drop paras next to a city, then next turn find that city suddenly has 3 new infantry and an arty piece that just popped up.
Just a few other observations I have made about the game so far
Posted: Mon May 09, 2011 10:25 pm
by Rudankort
deadtorius wrote:Another question about Norway, twice now I have cleared a city but had to use all my adjacent infantry to do it so they could not move, the port was vacant so I moved in a ship to block it till next turn when I could move in and capture it. During the AI turn my ship bounced out and the enemy infantry moved in to the hex. Last time I played Norway the Brits moved a destroyer into the last victory hex on the second last turn. At the beginning of my turn I attempted to move into the city hoping the DD would bounce out, it stayed put so used the JU88 and surviving surface vessels to destroy it so I could occupy the hex on the last turn. So is there some kind of preference with the AI that the German surface vessels will vacate a port hex?
The AI does not have any preferences, and in fact, an AI ship attacked by your ground unit, should flee the port - or be scuttled. If it is not the case, please send me a saved game illustrating the problem, I'll check.
deadtorius wrote:
In the original PG if you parked beside a city hex it could not spawn new troops there, that does not appear to be the case with the AI as once again in Norway it seems I will drop paras next to a city, then next turn find that city suddenly has 3 new infantry and an arty piece that just popped up.
This rule holds true in PzC too. Blocked city cannot produce any units. Sometimes there is another hex nearby which can still produce the units, which are then deployed in a blocked hex. If this was not the case, again, I'm willing to see a saved game and I'll check/fix this.