Total World War: December 1941 Version 2.5

classic Classic list List threaded Threaded
481 messages Options
1 ... 6789101112 ... 25
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

Jean-Pat
Hello Rolf.

I do think like yourself that this savegame is an extreme exemple, but I games in which i played, air units were creating a disbalance (generally in favor of the axis, simply because they start with more) when they were upgraded to +2 movements, because you can concentrate a lot of firepower from really far away. They are then really a superior units (6 moves, decent firepower, cant be counterattacked, etc)

Here are some ideas to solve this problem  :

-Improved aircraft range could only affect fighter and naval fighter. Improved strat could provide extra range for bomber, logistic for air transport and improved tac bomber for tac bomber.
 
-Improved aircraft range could add one move to air units (no advanced aircraft range)

-Improved aircraft range could unlock long range a long range version of naval fighter, fighter for some more pu (so that starting units don't receive extra range, but you can build some that do have the extra range for an extra cost) and give +1 move to tac, bomber and air transport. Then advanced aircraft range could be put after advanced fighter (maybe with a prerequisite like rocket?), so that a player that want it will have to invest more tech to get the extra move, thus rending the tech less attractive compared to other ground tech.

There is another point I wish to talk about. The naval techs limproved gun laying and advanced gun laying are never researched. I think they could be replaced or upgraded. For exemple,

- Improved gun aying could be replaced by this :

Convoys: DD support transport +1 in defense. (and maybe DD get aa strike at 1 or 2 vs subs (but don't stop sub first strike?)

-Superior gun laying could be :
Improved naval battle group : Cruiser support BB +1 attack
BB and cruiser get +1 bombard

or simply :

Improved gun laying gives +1 attack dd, cruiser battleships
Superior gun laying : +1 defense BB, +1 defense cruiser, +1 defense DD
(like improved fighters branch)

Imho these changes would makes naval tech more attractive to players. I think having lots of tech really helps to diversify the strategies you can use, and disagree that the tech tree should be cut.
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

Dima
In reply to this post by L & H Studios
Ok cuz i m bored, and would like a new tech tree with a fewer techs with a greater impact i m uploading the next tree that contains only 29 techs in 4 branches, each branche haveing 1 tier 3 tech. In a avrage game of 15 rounds a player can get a total of  aprox 11-13 techs , that would represent around 40% of the total techs.

ground_techs_img.bmp

defensive_&_production_techs_img.bmp

AIR_TECHS.bmp

naval_techs_img.bmp

Cheers, they ar only suggestion :)
Why stay and die, when you can retreat and fight a other day when the odds are favorable to you?
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

Dima
No comments on my utopic tech tree?

PS: after i thot about it, i think that a 9 techs Production & defensive branche is better, the new tech would be Mobilization that would give 1 free Inf in the Capital plus 1-2 other minor bonuses, and in the same time downgrade a little the effects of Production, Imp. Production  and Mass Prod. & Mobilization.
Thats a 30 techs new tech tree
Cheers
Why stay and die, when you can retreat and fight a other day when the odds are favorable to you?
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

wirkey
I don't think there should be changed much in the current tech tree. If everybody gets every tech, it's once more the same game over and over again. It's about specialisation. But LR could be modified a bit. Improved LR only affects new build fighters, or make new models. Germany and Italy could get Bf 110, US and UK and Russia P38 and Japan Nakajima J1N. That way they could be easily destinct from other fighters.

Adv LR would only benefit to Adv Fighters
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

Rolf Larsson
1. Balance:
Balanceapproachtww1.tsvg
Something like this could be done.

2. Tech:

Something like this could be done. More dependant, rockets easier to come.

3. The current, not used shared tech option could be used normally, allowing US, UK, Russia and Germany, Italy, Japan to just share all techs. Highly unrealistic, but for those who want to have all techs within 1 game maybe ok, since it would be optional.



We now have custom dice!
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

Dima
A other saved game that is still going and undecide
And yes the same Air-power warfare is going on
sonrix.tsvg

PS As a side observation, the British Empire is divided in 1 Major with 6 minors so that UK cant power focuse the build of units in a terr in 1 round, as you can see this rule dosent appy for Japan. Japan can build freely in Novosibirsk, Bombay etc as many units as they wish. Maybe a rethink on the Japanese minors is a good thing. I m suggestion that maybe Manciuria to recive all the Soviet Siberian terr that Japan conquers and Thailand recives the Indian terr., and maybe, just maybe Japan recives a new minor named Occupaid China in mainland China. Leaveing the strict japanese control on strategical coast citys like Vladivostock, Hong Kong , Korea, Shanghai,Saigon, Ragoon, Calcuta and Bombay, Japan reciveing PU only from this Coastal Terr and the Pacific Islands. The rest of the mainland beeing give to its Minors. Like this the Japanese Empire PU distribution will resemble more to the UK PU distribution and bring more balance to the game in the end.
Why stay and die, when you can retreat and fight a other day when the odds are favorable to you?
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

hendriks1
This post was updated on .
In reply to this post by wirkey
Hi there Rolf and Heps, after a few weeks of playing 2.5.3 now we have some remarks and suggestions.

Balance of overall game; Seems ok to me, I wouldn't change too much, Japan has a possibility to grow enormously, but that is only if USA and UK invest heavily only in Europe. Not sure about the India sutuation, in the past UK could build a factory in Rangoon in R1 and could hold that pulling everything back to there and build AA only to hold off aireal attacks. Now that is no longer possible, a potential 2nd barrack might be possible in India, but with Bombay and the little income it has seems futile. In our current game after 13! rounds, Europe is stabile and the UK and USA are pressuring Germany with upcoming bombing and knocking out Italy. Obviously, if as USA you get most of your fleet, inlcuding part of the southern pacific one, into the Atlantic and start buying transports and shift huge numbers of troops over the atlantic to threaten the med, it will ultimately fall. Gibraltar can be reached in 1 step with advanced aircraft range for bombers from the airplant in mid USA. The pacific has become a showpiece for japan, which could unhindered take out target by target, focussing on India first and Australia after. India gives a nice back-entry into China as well and with the captured barracks/factories in India, japan can keep building. So far for balance, I would agree reducing the aircraft ranges, 4 for fighters to start is fine but 6 is too much to have I think to early, it only takes 2 techs. 8 for bombers also too much, I would suggest 1 step less for all aircraft units and maybe advanced range as a tier 3 minimal only after certain other techs are investigated. Germany indeed can build up an enormous luftwaffe, exactly in attached save, it is rather weak, but with infantry and air alone can lash out left and right, fighters placed in helsinki only take 3 to reach western europe, so invading normandy i.e. those troops have been eliminated by me last round largely due to a combination of all fighters. Possible when based in europe, but should not be able to reach from deep into russia or finland. It would make air also a bit less of still the weapon of choice.

Weapons; AT now at good balance, heavy bomber too heavy and can reach too far, in combat, it attacks at 8 in urban! This should be reduced a bit. I'm all for production centers being bombed, but not totally destroyed in 1 round, heavily hit and needing PU to rebuild fine with the presence of a CE. But not this easy destruction that can bring down countries. (bomb the Rome barrack and Italy can no longer produce any infantry, if its unlucky and does not have a CE anymore, the game is over for italy...)
Rest I would say fine. Heavy strategic bomber please also only to be build with airplant AND tech center present. Air without airfield should only be able to move 1, never to be increased by improved/advanced airrange.

Suggestions;
- Give Italy a 2nd capital to represent the RSI republic. Should be northern italy. Give Italy a 4th mainland province, splitting up northen italy in 2, west hills, east mountain. Give west 2 PU, east 3 PU, take 1 PU from southern italy for balance. Place production facilities in east, naval base in west. Give both AA.
- Norway. A mayor battleground in this game, Oslo gives an airfield to place the entire allied airforce and reach deep into europe/russia to destroy production facilities even until the balcans. My suggestion, split up southern norway into Bergen and Oslo provinces. Bergen 1, Oslo 2 PU. Take 1 PU from central norway (now place of choice to build exiled allies production facilities, like aircraft plant). Have Oslo be reached seperately by sea, not 1 big zone anymore. In this way, allies can land but not immediately take Oslo and start building. In this way only Oslo is interesting and possible for building. Norway had and still has very difficult terrain, landing were dangerous and would have never been done in force, and when they did in 1940, all parties suffered due to terrain. Now, just build your EA factory in central norway and start building units to move towards finland/russia. Not historical.
- Remove the direct link from UK to Northern Finland. Now, UK gets 5 transports together, 6 marines, 2 art, 2 mech or tanks and land in 1 move in northern finland. Carrier for airsupport and next round Helsinki falls. Impossible! No landings can ever take place in northern finland, infantry maybe, but no heavy weapons. UK sails back to UK and picks up support in 1 round and before you know it the entire UK army is in Finland! Not possible historically. Northern Finland should be split up at least, reach Murmansk still in 1 turn, but not for attacking, this route should only be for supplying Russia.
- Bombers and taking them into naval battles, should be forbidden or not allowed, sometimes they are used as canon fudder when the strategy has changed. In this way the german navy was destroyed. Give fighters a -3 at sea, they should be useless. Advanced fighters a -5.

Bugs;
- Improved destroyer tech should remove the sub possibility to give AA in a battle with destroyer present right?  (destroyer gains ability to stop sub moves, submerge and first strike). This does NOT work as designed, check out save and attack the UK sub in autsralia as japan, it WILL give an AA of 3 or less. Also, US and UK have had imporved sub tech since R1, but US cannot attack my sub fleet without getting the AA hits. It makes subs too strong, the AA strike should only be if improved destroyer tech is not researched. Big bug in our current game!
- Australia and its PU. After Melbourne and New Zealand fall, Australia still has it's PU, it is not destroyed as it should be when both capitals are lost.
- Queensland. This can never be truely taken by japan, an unseen unit from UK remains and comes back when deleting it in edit mode. I think it's the possibility now USA has to give planes to Australia through queensland. The territory cannot be non combat moved into by japan, even when it has taken it. It remains like in battle colours.
- Advanced AA. Seems to be not working correctly for Germany, maybe also other countries. Advanced AA of germany in Vichy fires at 3, should be 4! VERY important bug. Germany got its improved AA from Italy and had a hit next round for advanced AA itself. I think it has advanced then with italian tech exchange in 2 rounds, but it's stuck at 3, Italy has the corect 4. This is now 6 rounds ago so should be ok but never has been. Correction, ALL german AA fires at 3 only when it has advanced AA!

All in all a great game and I hope will still be improved. THANKS!autosave.tsvg
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

Rolf Larsson
thx to all for uploading saves and giving feedback/suggesting.

hendriks1 wrote
Bugs;
- Improved destroyer tech should remove the sub possibility to give AA in a battle with destroyer present right?  (destroyer gains ability to stop sub moves, submerge and first strike). This does NOT work as designed, check out save and attack the UK sub in autsralia as japan, it WILL give an AA of 3 or less. Also, US and UK have had imporved sub tech since R1, but US cannot attack my sub fleet without getting the AA hits. It makes subs too strong, the AA strike should only be if improved destroyer tech is not researched. Big bug in our current game!
 No, AA ability stays for subs.
hendriks1 wrote
- Australia and its PU. After Melbourne and New Zealand fall, Australia still has it's PU, it is not destroyed as it should be when both capitals are lost.
 Canberra and Perth are the Caps(New South Wales and Southwestern Australia).
hendriks1 wrote
- Queensland. This can never be truely taken by japan, an unseen unit from UK remains and comes back when deleting it in edit mode. I think it's the possibility now USA has to give planes to Australia through queensland. The territory cannot be non combat moved into by japan, even when it has taken it. It remains like in battle colours.
 
This is known, shouldn´t be a problem, just use edit for now.
hendriks1 wrote
- Advanced AA. Seems to be not working correctly for Germany, maybe also other countries. Advanced AA of germany in Vichy fires at 3, should be 4! VERY important bug. Germany got its improved AA from Italy and had a hit next round for advanced AA itself. I think it has advanced then with italian tech exchange in 2 rounds, but it's stuck at 3, Italy has the corect 4. This is now 6 rounds ago so should be ok but never has been. Correction, ALL german AA fires at 3 only when it has advanced AA!
Checked the save, but couldn´t find any AA firing at wrong value, if it is within this save, please name the round and attacker, also make sure to use 1.6.1.4 version of triplea.

We will support this map further, don´t worry. Bug fixes, balance adjustments and certain tech/cost adjustments as well. No map change is planned and going to happen soon, no new players/nations will be added soon and no new features will be integrated soon. For now it will be only about making this version bug free and balanced as much as possible.
We now have custom dice!
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

hepster
O.k.  I think I am now prepared to table my suggestions for some final changes...


Below is the revised layout of the "Air Warfare" technology tree.



It has been my observations that (aside from some slight starting balance issues) the greatest issue is with the superiority of air units.  To that end I have created the above changes to the chart.

These suggestions are meant to accomplish the following...

1)  The +1 movement to each air unit with "Improved ******** Range" (still marked as Advanced) have been separated to each type of unit.  The movement bonuses are also now all in the tier 2.  This will create a slowed effect of teams instantly being able to move every unit at an improved range.  Also it will force nations to spend a great deal more time and energy trying to develop superior air forces via technology advancements.  (This should also make some of the other Tech categories more desirable)

2)  There is only 1 movement bonus.  Therefore all of your normal units will only ever have a +1 movement.  ie.  Normal fighters will only ever have 5 movement max.  Normal Tact.  6, normal Strat. 7.

3)  Addition of a new "Advanced Tactical Bomber" & "Advanced Naval Fighter" units to bring parity to the Air Warfare tree.  Note:  The Advanced Naval Fighter would be included with the Advanced Fighter.

4)  All Advanced Air units will start with 1 additional movement.  Therefore only Advanced Fighters, Advanced Naval Fighters, Advanced Tactical Bombers and Heavy Strategic Bombers will ever be capable of moving 6, 6, 7 and 8 respectively.

5)  All aircraft prices are raised by 1 P.U.

Therefore the structure would look as follows....

Fighter                           11 P.U.
Advanced Fighter             13 P.U.
Naval Fighter                   10 P.U.
Advanced Naval Fighter*   12 P.U.
Tactical Bomber                12 P.U.
Advanced Tact. Bomber*   14 P.U.
Strategic Bomber              13 P.U.
Heavy Strat. Bomber         16 P.U.
Air Transport                    8 P.U.    **  I have also raised the Air tranny by an additional 1 P.U. as 6
                                                      seems too cheap.  Also Air Tranny would gain +1 movement with
                                                      "Improved Strat. Bomber Range".

*  Astrix indicates that new "Advanced units" would be added to the game.


Personally I feel pretty much everything else is working fairly well.
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

hendriks1
In reply to this post by Rolf Larsson
 No, AA ability stays for subs.
Ok I get that now, I do find subs very strong now, maybe a bit too strong, UK has lost its heavy destroyer and USA numerous destroyers in attacks on subs while having improved destroyers

- Australia and its PU. After Melbourne and New Zealand fall, Australia still has it's PU, it is not destroyed as it should be when both capitals are lost.

 Canberra and Perth are the Caps(New South Wales and Southwestern Australia).

-> Canberra and Perth??? Then why in the save the capital placements are in Wellington New Zealand and New South Wales???

- Queensland. This can never be truely taken by japan, an unseen unit from UK remains and comes back when deleting it in edit mode. I think it's the possibility now USA has to give planes to Australia through queensland. The territory cannot be non combat moved into by japan, even when it has taken it. It remains like in battle colours.
 
This is known, shouldn´t be a problem, just use edit for now. OK thanks

- Advanced AA. Seems to be not working correctly for Germany, maybe also other countries. Advanced AA of germany in Vichy fires at 3, should be 4! VERY important bug. Germany got its improved AA from Italy and had a hit next round for advanced AA itself. I think it has advanced then with italian tech exchange in 2 rounds, but it's stuck at 3, Italy has the corect 4. This is now 6 rounds ago so should be ok but never has been. Correction, ALL german AA fires at 3 only when it has advanced AA!

Checked the save, but couldn´t find any AA firing at wrong value, if it is within this save, please name the round and attacker, also make sure to use 1.6.1.4 version of triplea.

We will support this map further, don´t worry. Bug fixes, balance adjustments and certain tech/cost adjustments as well. No map change is planned and going to happen soon, no new players/nations will be added soon and no new features will be integrated soon. For now it will be only about making this version bug free and balanced as much as possible.


German AA fires with advanced AA at 3, should be at 4. My idea; this came after Italy discovered improved AA and germany got advanced AA immediately in their turn after. So, Italy passes their tech results to germany, but doesn't function until 2 rounds later. In this case, only 1 AA tech was added. I tried removing the techs and adding them again, no luck. German AA fires at 3 and uses AA as ground defence at 1, should be 2. It's in the save, just bomb something that has a german AA placed, or fly a plane in attack onto it. It will display a shot at 3, should be 4. 1 tech is simply missing and I guess this has to do with germany getting a tech from italy and being able to research the follow up tech already BEFORE the previous tech from italy was activated, makes sense and try it out, it's a bug.

Italian AA fires correctly at 4. Ground correctly at 2.

Italy should REALLY have a 2nd capital in north italy. Norway is badly laid out and needs to be changed, oslo is too vulnerable. But I understand the restrictions in time and real bugs like the Australian capitals and the inheritance techs not always activating should be a priority.
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

hendriks1
In reply to this post by hepster
Excellent idea Heps about the aircraft range!
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

hepster
This post was updated on .
In reply to this post by hendriks1
hendriks1 wrote
No, AA ability stays for subs.
Ok I get that now, I do find subs very strong now, maybe a bit too strong, UK has lost its heavy destroyer and USA numerous destroyers in attacks on subs while having improved destroyers
The key to neutralizing subs is to ensure you are not trying to attack them with a single D.D. unit.  The chances of loosing a lone D.D. in an attack on subs is fairly high.  As long as one survives (and you have "Improved Destroyers") you can then use aircraft to eliminate subs fairly easily.

On defense all you need to do is ensure you have multiple naval units present and then try to move Fighters or (preferably) Naval fighters to an adjacent Land Terr. to support the naval units.  This will in most cases completely neutralize the threat of sub attacks.  Personally I have found that after the first couple of turns subs return to being only effective in limited situations.  Other than that they are still relatively weak units comparatively dollar for dollar as they do not stop enemy naval movement and are all but useless in a defensive role if being attacked by more than one D.D.


hendriks1 wrote
- Australia and its PU. After Melbourne and New Zealand fall, Australia still has it's PU, it is not destroyed as it should be when both capitals are lost.
 Canberra and Perth are the Caps(New South Wales and Southwestern Australia).

hendriks1 wrote
-> Canberra and Perth??? Then why in the save the capital placements are in Wellington New Zealand and New South Wales???
EDIT
The Capitals for Australia are in fact New South Wales and Southwestern Australia.  I am confused though,  it was my understanding that we had changed the secondary capital to North Island (New Zealand).
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

Rolf Larsson
hepster wrote
 Canberra and Perth??? Then why in the save the capital placements are in Wellington New Zealand and New South Wales???

I think this was a simple mistake on Rolf's part.  The Capitals for Australia are in fact New South Wales and North Island (New Zealand).
Perth has been the 2nd capital of Australia from the very first days, just press "I" over territory.
I think this was a simple mistake on Hepps's part placing the cap icons.

Since New Zealand contributed a lot too, I think I can simply change it with next version, np.

@Hendricks:
When you play with shared tech, you need to have fullfilled all requirements to get a tech that comes later in techtree. I recommend to play 2.5.4 with latest tripleaversion, then you see the (objective)Techpanel and see exactly who has what techs, I haven´t seen anything wrong here, but feel free to point me directly to something that you think is not working correctly.

We now have custom dice!
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

hepster
Rolf Larsson wrote
hepster wrote
 Canberra and Perth??? Then why in the save the capital placements are in Wellington New Zealand and New South Wales???

I think this was a simple mistake on Rolf's part.  The Capitals for Australia are in fact New South Wales and North Island (New Zealand).
Perth has been the 2nd capital of Australia from the very first days, just press "I" over territory.
I think this was a simple mistake on Hepps's part placing the cap icons.

I only relocated the icon after discussions for the release that New Zealand was to be the secondary capital!  
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

Dima
In reply to this post by hepster
Good changes and well welcomed
But insted of adding 2 new air units, why not add 1 single unit, Multi-Role Jet that can have the same stats as Adv. Fighter can land on Air Carriers and can do SBR 1-4 and a range of 6. This could require 5-6 techs
Why stay and die, when you can retreat and fight a other day when the odds are favorable to you?
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

hepster
I don't get the point of introducing a multi-role unit at the end of the tech chart.  During the different phases of development we have purposefully taken several steps to separate the roles of each unit as having different units performing the same tasks caused more issues for achieving game balance (ie. naval fighters escorting, strat. bombers scrambling etc.).

I'm more inclined to separate the function of each unit further (meant to include this with my post) by suggesting we incorporate Hendricks idea of removing the Strat. Bombing functions of the Tact. Bomber (or limiting the ability to the final tech for Tact. Bombers) and limit their bombing role to materials and trucks but provide them with the limited ability to land on carriers as we currently have with normal fighters.
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

Rolf Larsson
In reply to this post by hepster
hepster wrote
O.k.  I think I am now prepared to table my suggestions for some final changes...


Below is the revised layout of the "Air Warfare" technology tree.



It has been my observations that (aside from some slight starting balance issues) the greatest issue is with the superiority of air units.  To that end I have created the above changes to the chart.

These suggestions are meant to accomplish the following...

1)  The +1 movement to each air unit with "Improved ******** Range" (still marked as Advanced) have been separated to each type of unit.  The movement bonuses are also now all in the tier 2.  This will create a slowed effect of teams instantly being able to move every unit at an improved range.  Also it will force nations to spend a great deal more time and energy trying to develop superior air forces via technology advancements.  (This should also make some of the other Tech categories more desirable)

2)  There is only 1 movement bonus.  Therefore all of your normal units will only ever have a +1 movement.  ie.  Normal fighters will only ever have 5 movement max.  Normal Tact.  6, normal Strat. 7.

3)  Addition of a new "Advanced Tactical Bomber" & "Advanced Naval Fighter" units to bring parity to the Air Warfare tree.  Note:  The Advanced Naval Fighter would be included with the Advanced Fighter.

4)  All Advanced Air units will start with 1 additional movement.  Therefore only Advanced Fighters, Advanced Naval Fighters, Advanced Tactical Bombers and Heavy Strategic Bombers will ever be capable of moving 6, 6, 7 and 8 respectively.

5)  All aircraft prices are raised by 1 P.U.

Therefore the structure would look as follows....

Fighter                           11 P.U.
Advanced Fighter             13 P.U.
Naval Fighter                   10 P.U.
Advanced Naval Fighter*   12 P.U.
Tactical Bomber                12 P.U.
Advanced Tact. Bomber*   14 P.U.
Strategic Bomber              13 P.U.
Heavy Strat. Bomber         16 P.U.
Air Transport                    8 P.U.    **  I have also raised the Air tranny by an additional 1 P.U. as 6
                                                      seems too cheap.  Also Air Tranny would gain +1 movement with
                                                      "Improved Strat. Bomber Range".

*  Astrix indicates that new "Advanced units" would be added to the game.


Personally I feel pretty much everything else is working fairly well.
Sounds good regarding most parts,
- The advanced NavalFighter seems logical, not sure it is needed so.
- Cost raised by 1 seems fine, Airtransport can stay at +1=7, I think. Will get +1 movement only.
- Not sure an advanced tactical bomber is needed, but would fit in of course. Just because the airwarfare tech would have 6 new units, which is more than all other new units together.(Htanks, SPA, HArt., AdvSubs, AdvDestr.)
- Max movement for advanced units only seems fine too.

I would keep some kind of tree structure with slightly more requirements:



Means 4 techs are required for the advanced air units, 3 for advanced tactical bombers. The +1 range is integrated with imp tac bomb tech, but can also be seperated and placed in tier 3, only requiring imp tac bomb tech. Everything else stays as suggested.

We now have custom dice!
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

hepster
This post was updated on .
Looks good.  Seems like a fair compromise.


I agree that And Advanced Tact. Bomber might seem excessive... but if we are going to make only the Advanced units capable of moving 6, 7 or 8 then there would really need to be a separate Advanced unit.  Otherwise Tact. Bombers would be the only unit that cannot move the max. distances.


Also I don't really feel like the addition of the the Advanced units to be too much since every other regular unit has an advanced counter part with the exception of Cruisers, Battleships and Aircraft Carriers.
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

Dima
This post was updated on .
In reply to this post by L & H Studios
For all of those bored and for all Axis players that like a challange... i suggest this edited start that somehow respects the ww2 reality and gives a new starting situation to the game

Balance.tsvg


P.S. Short notifications for each Major

Germany gains 2 more subs in the Atlantic , 2 more ships in the Baltic and 1 transport in the Black Sea, Scandinavia is more secure vs British invasion, and gains a few more Inf and 2 more AA (Hungary and S Germany)

Russia gains lots more starting Inf units (but in Siberia, so some rounds will pass till they make ther presence felt), the Far East is more secure vs Japanese Invasion same for Murmansk and Leningrad vs German aggresion. Plus ther is a new  Soviet fleet in the bay of Murmansk ( 1 BB 1 sub)

Japan gains 3 more ships (2 transports and 1 DD) and a Hull , some Inf in China and 4 more Marines from the start ( giving the possibility to gain more terr in Indonesia faster) and has a secure border with Russia.

China is the most influenced Major of this Edited Start Map. So it recives many Inf units and a Norther and Southern secure border with Japan. And as a new thing for the Japanese offensive strategy, China gains 1 Brks, 1 trench and a AF in Kwangtong and a major force to defend it.

Britain Mainly a safer Egypt and 1-2 units to each of its minor and 2-3 ships overall, exept India that gains about 4 Inf more

USA Well guess what US allredy has a Navy, Airforce and a Army. Hope you like it :)

Cheers and have fun
Why stay and die, when you can retreat and fight a other day when the odds are favorable to you?
Reply | Threaded
Open this post in threaded view
|

Re: Total World War: December 1941 Version 2.5

wirkey
This post was updated on .
I'll say it once more. this game, like any other, is not there to reflect WWII, it is a game based on WWII! If it would reflect it, Allies would win 100%, if i remember history correctly. Balance and playabilty comes first, historic accuracy third.

Due to the hard work, Rolf and Hepps have spent on this one, I feel that it is kind really impolite to just post a corrected version. Although I agree that it is unbalanced, I wouldn't go that far to say it is boring. And against a good player, it is still a decent game as axis. You can always give the Allies some kind of bid (starting money, units, tech or simple PU).

Now to your suggestion:

You simply made way too many changes to be able to make any qualified comments, but i will try.
If Axis are too strong, why do you improve germany that much? China is strengthend, yes, but with 2 more transport and 4 more marines, the new factory will be gone in Rnd 2, the latest in Rnd 3. You talked about historic accuracy. US had to build up their war prodution first, so why do you give them that production from the beginning. And they had a small army in the beginning of the war.

Balancing is a progress of slowly making adjustments (one inf here, a sub there). I remember talking with Sieg about balancing his WaW map, especially about the Japanese/US setup, so I know what I'm talking about.
1 ... 6789101112 ... 25