Some questions and suggestions about CEAW-GS
Posted: Wed Aug 31, 2011 4:23 pm
Hi everyone. I played half of the 1940 campaign and I enjoy a lot this game. Better than Strategic Command on the grand strategic and operational levels.
I have some questions :
- Is it possible to loose a naval unit inside a transport loop (ex.: German naval unit between Baltic and North seas in 1940)?
- Does the research results (provided by labs) increase at the same rate for every country, allowing Russians, if they do the same investments, to get the same or even better technologies than the Germans or British (at the same time)?
- How a Partisan unit can be as strong as a German experienced infantry Corps ?!
- Is there a list of shortcuts somewhere (ex.: to save the game)?
And suggestions too :
- I'm surprised that the air units can not do some recon (outside the automatic recon area that do all units). It should be added.
- The game would get a big improvement if the air units could overlap the ground units (like in Panzer Corps). This would be more consistent with the map scale.
- It would be great to be able to cancel some of our last actions (ex.: move inside friendly ZOC).
I have some questions :
- Is it possible to loose a naval unit inside a transport loop (ex.: German naval unit between Baltic and North seas in 1940)?
- Does the research results (provided by labs) increase at the same rate for every country, allowing Russians, if they do the same investments, to get the same or even better technologies than the Germans or British (at the same time)?
- How a Partisan unit can be as strong as a German experienced infantry Corps ?!
- Is there a list of shortcuts somewhere (ex.: to save the game)?
And suggestions too :
- I'm surprised that the air units can not do some recon (outside the automatic recon area that do all units). It should be added.
- The game would get a big improvement if the air units could overlap the ground units (like in Panzer Corps). This would be more consistent with the map scale.
- It would be great to be able to cancel some of our last actions (ex.: move inside friendly ZOC).