steelwarrior77
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Some feedback beta

Fri Dec 05, 2014 9:10 am

Still the French troops do not seem to prioritize to defend Paris enough - I am close to Paris - Compiegne and Beauvais - and still they rather put a bulk of 3 k power at work by trying to overrun Metz and other areas around it - of course getting smashed each time cause the entrenchment level is already 5.

I cannot gain military controle of Dieppe and there is a militia unit that I cannot find and destroy in that province.

Wow, I had the BEF surrounded - cut of from supplies, 3 tiles away from the next friendly province with at least two armies in between them and the next friendly province - down to 179 strength (from 2000+ with some french troops) I was really looking forward for the next turn to crush them - but guess what - they beamed themselves on turn 0 with all of their units to Paris - now I hate the engine ;-D

I wish I could recruit more units in the colonies - if I wished to be able to put up a real fight there - at least in Südwestafrika...please do not limit recruitment that much...

And there should be a warning about putting a CP diplomat in Mexico... now the US may enter the war end of 1915...noooo

And the Schlieffenplan should not be possibly succesful - unlike in WWII the German army did lack speed and punshing power (tanks) to take Paris - if the French would send in an emergency defensive force there no chance to take it - try to take Paris defended by an entrenched 3k power unit and supported by surrounding units - France may loose the north and some regions close to Metz/Verdun - but not loose the war...

elxaime
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Fri Dec 05, 2014 9:47 am

steelwarrior77 wrote:And there should be a warning about putting a CP diplomat in Mexico...


I wasn't aware of how this worked and decided to put a diplomat in Mexico and got the Zimmerman telegraph in September 1914! Do not put a diplomat in Mexico unless the US is on the glide path to entry anyway and you no longer care.

Seems like a real long shot to get Mexico into the war anyway. Does anyone know what happens? Mexico is one region in this game, so I expect it would be an easy US conquest.

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Kensai
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Fri Dec 05, 2014 10:16 am

I think there should be a condition for the event not to fire before 1916 or so. September 1914 is horrific, no need to be so aggressive. By 1916 it sounds much more realistic and if Mexico is on the verge of joining or joined already, it wakes up the USA at the right moment.

If the Zimmermann event fires in 1914 (and the probability for it to fire is high in my opinion!) then it blows the whole reason one would want to influence Mexico. If the CP player leaves it for later, he won't have enough time to influence Mexico.

These events need to be cliffhanger for both sides.

On the other hand, the opposite is true. The WE side can influence Arabia right away, with a single decision event, which is quite anticlimactic, especially if the CP player has invested in diplomatic actions in Arabia. I have said this in the beta, that event needs to be fixed to give a strong boost to the WE, but not automatic inclusions.

I wish we had a good system to document all these bug "tickets".
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steelwarrior77
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Sun Dec 07, 2014 5:21 am

Ok - big armies escape my encirclement way to easy right now - please make it harder to do this...about upgrading the artillery - could there be a different option than just losses - as I build a lot of artillery early on and at least the heavy one hardly takes any losses - so no upgrades would be applied for the upgrade levels 3+4 - maybe I can pay for partial upgrades? Same complain with U-Boats and planes and tanks - I have to have losses to get the upgrade in the elements - thats a pretty bad dynamic, as I try to avoid heavy losses... ;-(. If I do not build units of that type after the tech upgrade - it is completly useless - as there is no active way to make it count...if I could pay with engagement points, money and war material - it would be great!

I have no subs - just raiders in the Atlantic ship box - still the US in angered...is that supposed to be or a bug?

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Kensai
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Sun Dec 07, 2014 12:27 pm

If you think that's bizarre wait for your first WTF moments in a PBEM game. We are only on the first patch (considering how many CW has gotten by now), so no worries. Most things will be fixed. If not, there can always be mods to improve this or that. :)
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steelwarrior77
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Sun Dec 07, 2014 1:30 pm

Love the game already - just want to make it better ;-)

There could be three options for updated equipment - engagement point costs, money costs or just a gradual automatic update like 1 element each turn after a tech was researched...

Should I really let my guys get commanded in Corps - what is the good thing about it - compared to putting all these different units fleshed out? How do my commanders gain faster XP?
Why am I asking - cause if I seperate units from their commanders (Corps - ) I have alot commanders I can use otherwise - while thier units can stay in the big armies - so I do not run out of commanders so quickly...to make it clear I let their units remain in the armies but use them otherwise - merge them with other newly build units...is there any penalty if I have a huge army with just one commander?

I do not need the CP - as I had lost of people promoted and have more space than unist...

And another question - how much penalty do I get in A-H if the wrong commander commands a different nationality - as it is quite messy to organize all of them ;-)

If use simplified ship boxes still my cohesion is getting reduced - I think that is a bug - if I understand the description right...

Another bug - I guess - the tooltip shows a very different number in manpower then the screen and I cannot see how my ammunitions are doing...

And I´d like to have the option to bombard adjacent units, if I have heavy and super heavy artillery in my stack - let them loose entrenchment, cohesion and a few hits - me loosing ammunitions...

steelwarrior77
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Mon Dec 08, 2014 1:38 pm

Another feedback - geographics and entrenchement should be much more important - right now I do not feel any difference between western, eastern or middle eastern fronts- entrenched units should cause much more losses and have higher morale boosts - so at least it needs several attacks to overrun an highly entrenched unit - right now it is just a game of numbers - have the right numbers and ignore all other factors - love the game - just does not feel so much like WWI

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ajarnlance
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Mon Dec 08, 2014 8:53 pm

steelwarrior77 wrote:Another feedback - geographics and entrenchement should be much more important - right now I do not feel any difference between western, eastern or middle eastern fronts- entrenched units should cause much more losses and have higher morale boosts - so at least it needs several attacks to overrun an highly entrenched unit - right now it is just a game of numbers - have the right numbers and ignore all other factors - love the game - just does not feel so much like WWI


+1. And this has been commented on in a thread called 'trench warfare'... the western front is currently too mobile... not the static deadlock it was IRL.
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steelwarrior77
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Tue Dec 09, 2014 12:31 pm

@ ajarnlance - cool ;-) on a second thought I think entrenched units should mostly take very little losses and have a high morale - so they need to be attacked several turns without a break - to finally make them retreat and create breakthrough - I think that is how it historically worked... + this I´d like to have the option to bombard adjacent units, if I have heavy and super heavy artillery in my stack - let them loose entrenchment, cohesion and a few hits - me loosing ammunitions...
So bombardment through heavy artillery and constant attacks as the only way to create a breakthrough - that would be awesome historically ;-)


And a wish about supply trains - why not let them work just as transport ships - transport ships draw in supply every turn like mobile depots - so they do not need to be moved forth and back all the time - if supply trains would work like this (as long as supply routes are open) a lot of unnecessary micro would be gone and it would be much more enjoyable for me ;-) I´d like to have that in all AGEOD games (I own all of them now - just love them) ;-D

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Kensai
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Tue Dec 09, 2014 2:17 pm

ajarnlance wrote:+1. And this has been commented on in a thread called 'trench warfare'... the western front is currently too mobile... not the static deadlock it was IRL.

One thing I have noticed, regardless of front but obviously in the Western it should happen much more often, is two forces in defensive being in the SAME region, sharing some MC. This is less than ideal in all AGEOD games, but WWI is the best example this should happen.

In all my games, I have rarely been able to share a region with another force. It is almost always all or nothing, except for the first turn of arrival where it goes to something like 5-95%, so they won't go automatically to attack. I would love to see all the values in between which should not fluctuate necessarily by battle, but sheer presence. Of course a force should not be able to dislocate completely an enemy without giving a fight.
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steelwarrior77
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Tue Dec 09, 2014 6:24 pm

Another feedback on the beta patch - I get a -1 hit on NM every turn for weariness and then -3 for returning to neutrality (on 135NM) - that seems a bit too much - if I should ever be able to achieve a major victory...should not be easy but also not kinda impossible...

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Kensai
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Wed Dec 10, 2014 10:20 am

Major victory is achieved through shock, like losing your capital (Berlin or Paris).
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steelwarrior77
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Wed Dec 10, 2014 1:17 pm

Thanks ;-) I am standing in front of Paris just do not have the power yet to crush it - when will England and Russia leave the war - England ist since two turns 100% Rebel alignement and Russia at 69 NM 24% Rebel alignement the Czar tooks over and I have Rasputin at his neck...

By the way - I think I spotted a bug - the US is always angered that I sink merchants even though I have no subs active...

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ajarnlance
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Wed Dec 10, 2014 3:06 pm

The air battle report screen needs improving... currently it tells me almost nothing. I want to know:
1) How many of each sides planes were shot down (currently only gives cohesion loss??!).
2) Where my planes are based that took part in the battle.
3) Where the enemies planes are based perhaps (if not in fog of war).
4) What does non-aborted mean??
"I can anticipate no greater calamity for the country than the dissolution of the Union... and I am willing to sacrifice everything but honor for its preservation." Robert E. Lee (1807-1870)



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steelwarrior77
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Wed Dec 10, 2014 8:04 pm

Agree ;-)

I had now 100% Rebel alignement for Great Britain for 12 turns - but they never stopped fighting - that seems a bit off!

steelwarrior77
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Mon Dec 15, 2014 10:52 am

Hmm, beside the things I mentioned above, I sometimes feel it would be better to have one week turns - the AI seems to be able to react during turn times - I cannot and due to a lot of railroads things can change a lot during two weeks - so one week would be better to adjust to quickly changing situations... UK in the war with 20 turns on 100% rebel alignement - is there something going on I do not know about should be 20% chance to leave the war per turn, right?

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