 |
|
AGRICOLA
|
|
Canadian bush & Florida
Feb 2003 time: 00:21
|
|
Please hang on and check your PM in a couple of hours. I'm part way through doing a somewhat lengthy write-up of my comments.
|
|
|  |
 |
|
kobayashi
|
 |
Singapore
Dec 2000 time: 13:21
|
|
Yes, probably anyone who was going to play this has already had his fill but for completeness sake...
version 1.3, the final bug free, balanced etc. version is now available.
GO HERE TO DOWNLOAD FILES
note the sound zip is the same and there is no need to use the patch.
Changes made -
. a. Cost of Resources which was improperly set at 30 changed to 1
. b. Icon for P-38 lightning fixed
. c. 6 public schools added to Allied(E)
. d. One more Civil Defence unit given to Japs
. e. Expiry of certain Allied wonders changed to make AI build them
. f. Accelerated start allowed with new save files
. g. Road multiplier changed to 4, 3 railroads added
. h. More free U.S. cruisers, light carriers and merchant marine
. i. Pollution correctly renamed to fire storm
. j. Home cities of Chinese ships set to none
. k. New techs to distract pre-war Allies
. l. Misc text corrections and changes
. m. Improved the production capacity of several British cities
. n. British Navy starts off with a carrier
. o. SETI Wonder available to U.S. as 'Foreign Scientists'
. p. Copernicus Wonder available to Japan as 'Rikken Institute'
. q. Trigger European unit for Embargo event changed to flak
. r. Merchant Marine given attack of 1 so they will carry marines to attack enemy cities.
. s. Japanese(P) city reduced to one and garrisoned by immobile unit
. t. Several interior Russian cities given Army Reserve units
. u. Objective cities changed to include Guadalcanal and Surabaya
Last edited by kobayashi on 09-06-2005 at 20:21
|
|
|  |
 |
|
AGRICOLA
|
|
Canadian bush & Florida
Feb 2003 time: 00:21
|
|
Just a brief question about the many excellent changes that you have made. Is there supposed to be a break in the RR immediately north of Tokyo?
Although the two fast games are probably historically very accurate, IMHO most players would do considerably better, both in terms of the number, type and quality of Japanese units as well as the amount of territory conquered, if they started the scen in '37. To me, the fast games contain the ingredients for an early Japanese defeat.
I did run the Doolittle strategy to '44 without any trouble as long as the Japanese were careful to let sleeping dogs lie.
|
|
|  |
 |
|  |
 |
|
Kugelregen
|
|
I've been playing DST for a few days now. First, I'd like to say that the scenario is very well done, with lots of unique aspects, making it a lot of fun to play. I do have a few criticisms as well, though...
In general, I feel as if the industrial development of Japan is a bit off at the beginning of the game. For instance, there is no city which can reasonably build a carrier or battleship (it takes 16 and 10 turns respectively). I'm not saying there should be cities able to build those units quickly. I'm just pointing out that the shields available to Japan at the beginning of the game seem too few. How did the Japanese build up an incredible fleet if the highest number of shields in a city is 18 (Tokyo and Nagasaki)? Even with the resource units coming in, I found the Japanese to have too few shields in my game.
More civil defense units!
I found the Japanese tanks to be almost useless because of their movement. The reason I say this is that a tank cannot move into position and then attack in the same turn without its attack factor being reduced. Infantry, however, are able to move into position and attack in the same turn without any reductions. I think this situation is very unrealistic and negatively affects gameplay. A movement rate of 2 without treat all as roads would be much better than the current rate of 1 with treat all as roads.
Another point on industrial development, is that it seems the home islands are too underdeveloped in terms of improvements. Shouldn't there be more banks, public schools, and military bases if Japan was able to militarize? To make the point more vivid, Saipan, an island outpost, has more improvements than Takamatsu, Sendai, Akita, and Sapporo, which are all main cities on the home islands.
Also, making the Kongo obsolete and the Nagato obsolete after the Yamato, means any further building of Japanese ships, other than carriers, will be of extremes. There is no real middle ground between cruisers and the huge Yamatos, something which does not seem realistic.
Lastly, and this has been mentioned before, I think the loss of the Long Lance cripples the Japanese navy. However, I am not really opposed to this. What I don't like, though, is that the Long Lance is lost after the first Nagato is destroyed, which basically means you lose the Long Lance once you attack the allies, let's say around 1941 on average, which I think is way too early for the navy to be made virtually immobile. Have you considered making the Long Lance obsolete via an event after a certain date? Losing it at the end of 42, beginning 43 might be better in terms of playability.
Alright, now I'm back to playing DST...
|
|
|  |
 |
|
kobayashi
|
 |
Singapore
Dec 2000 time: 13:21
|
|
KugelR, Thanks so much for your comments, you are one of the few people who bothered to post at all.
Battleships
It actually takes maybe two - three years to rush build a capital ship in real life, not including training and shakedown, and your quoted figure of 10 to 16 turns is actually already too fast. As the war economy firms up, the industrial capacity actually builds up fast. I believe many of the major cities can potentially reach shields of 50 or more. I unfortunately cannot have the ships cost much more as there is the issue of negative cost for rush building so the best option is to initially depress productivity.
The ‘incredible fleet’ took twenty years to build and you start off with exactly the number of battleships Japan had for WWII minus two Yamato class (the only battleships coming into service in WWII) and any Nagatos you manage to build is a bonus. Same reason why Nagato etc become obsolete – to try to keep things accurate. There was no middle ground as the older ships were the result of treaty limitations.
Long Lance
The intention here is to deter you from using your battleships in operations where there is a significant chance they will be sunk – because they couldn’t be replaced easily in the real war. This is definitely true from the historical point of view. I have managed to prevent long-lance expiring myself late into 1943 by protecting them from torpedo bombers with air-cover and bringing them in for repairs the moment they are damaged. It is the way they operated, or else they would have used their battleships in many more operations.
Tanks
Unlike in Europe, tanks were not used as offensive weapons and infantry were used mainly for attacks, with tanks occasionally providing some support. Too much jungle and stuff and no open ground to speak of. It is my intention to remain true to this for the Pacific and thus the limitations for the tanks. There are not meant to be huge numbers of tanks and think of them as defensive units. When dozens of chinese units attack repeatedly in the second half, you'll appreciate your elite tanks. The best way to use them is is to park them outside an enemy city and fortify, then stack on top with artillery for a final assault + think of the marines as your blitzkrieg units, they do have 'A movement rate of 2 without treat all as roads'.
Infrastructure
As you can see from all my comments above, everything is designed to keep with the higher level realities of the Pacific War as opposed to the micro accuracies. From a historical point of view, your criticism of the lack of infrastructure in Japan is justified, however, from the angle of balancing different aspects of the scenario, it’s a tradeoff I’ve had to make. As its not an ‘all out fight to the death from the start’ scenario, I have not had the luxury of making things realistic at the micro level. If there were militaty bases, they would simply be sold off immediately because of the warrior culture wonder. Just think if I put a bank everywhere there should be one at the start, that would make Japan far too rich. I could of course rename banks to ‘$10mil in banking assets’ to make it micro accurate but …you get the picture. I will of course keep your comments in mind and if there is further tweaking required, I will change the names of some of the improvements to make them war related (warteffort donations? factory conversions? volunteer workforce?).
Thank you for your understanding, and I eagerly await any further comments you might have at the game’s conclusion.
Last edited by kobayashi on 16-06-2005 at 09:32
|
|
|  |
 |
|
AGRICOLA
|
|
Canadian bush & Florida
Feb 2003 time: 00:21
|
|
Alternately, change byte 100,188 from the present 89 (jungle + river) to
00 Desert
01 Plains
02 Grassland
03 Forest
04 Hills
05 Mountains
06 Tundra
07 Glacier
08 Swamp
09 Jungle
Put an 8 in front of any number if you want a river (e.g. 82 = grassland + river).
|
|
|  |
 |
|
Eivind IV
|
 |
History will be kind to me for I intend to write it.
Aug 2002 time: 06:21
|
|
I use Mapcopy all the time for that purpose. It's a magical utility, extremely easy to use: http://forums.civfanatics.com/showthread.php?t=112618
Used it extensively for my Mafia scen, and I'm currently using it to change terrain under cities in an update of Blitzkrieg 1942.
Last edited by Eivind IV on 07-07-2005 at 11:37
|
|
|  |
 |
|
H Tower
|
|
you do know that only two engineers can be put to to any one task at a time, right?
|
|
|  |
 |
|
AGRICOLA
|
|
Canadian bush & Florida
Feb 2003 time: 00:21
|
|
quote: BTW,how do you propose to beat the Army Reserve unit? Damn thing kept chewing up everything I threw at it. |
Use vet Artillery and expect to lose ~8-12 for every Army Reserve killed. I know that the Peggy bomber has A/D = 12/4 whereas Artillery has A/D = 10/2, yet the Artillery definitely does a better job because the Army Reserve unit has the Aegis flag.
|
|
|  |
 |
|
kobayashi
|
 |
Singapore
Dec 2000 time: 13:21
|
|
Answer in more detail later but at some point the US AI will start moving the Army Reserves out by merchant marine and they will be lost at sea. Of course you won't know when but it should be about 43 or 44.
Should I home them to some inland city like Denver to give some hope of conquering the U.S early? I never considered that an option and there are no objective cities in the U.S. but hey if people want to try it....
I am doing some final revisions before playing the fast start games so now is a good time (but of course after you are fully rested) for your comments. The version I have now is no longer compaitble with saves from the release version but I'll try looking at the save game anyway.
The game looks the same but the Allies have a new V-12 engine under the hood now and should make for a much better game.
One other thing I've done is replace the P-38 with a carden llyod tankette for the Dutch and Chinese. Also, two of the 6 Nagato have been swapped for WWI battleships (the Fuso pair sunk at Leyte). There are occassionally free colonial infantry from Taiwan and Korea...I really shouldn't ramble on....
If you think the Japanese are still too rich, i can consider upping the cost of some improvements again but in my 'orthodox' games, they seem pretty poor.
Last edited by kobayashi on 11-07-2005 at 09:23
|
|
|  |
 |
|
kobayashi
|
 |
Singapore
Dec 2000 time: 13:21
|
|
Well the three of you (including Eivind who went straight out to conquer West Coast America) won't be able to try your crazy tricks anymore in the next version.
For one, the Allies will start researching their war techs by Pearl Harbor time whether you attack them or not. Also, killing a Russian flak will result in Oil Embargo.
Actually the Allies were pretty easy to subdue in the v1.3 and you should have done some Allied bashing while you had the chance, but not anymore for 2.0.
One final question.
Has anyone come across the phenomenon where the 'When scenario loaded play this wav' event stops working. Its happened to me in several scenarios (like this one) and there seems to be no way to restore it once the bug occurs, not even removing the event and then putting in a new identical one.
Last edited by kobayashi on 14-07-2005 at 21:08
|
|
|  |
All times are GMT. The time now is 05:21. Apolyton Time is 00:21. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|