HootsMaguire wrote:Hi Bohemond
If you want my opinion, I suggest leaving the 250 EP option and removing the 300 one, especially since it's bugged.
If both options exist the GAL player will obviously go for the cheaper one anyway
Also some easier way of differentiating between the Bourbon and GAL versions of Savoy once this alliance is triggered, the flags are really similar (only a microsopic red border as the difference) and the faction names and overlay 1 colours are the same, making it really hard to see who controls what.
One smaller thing is that GAL held cities are marked as rebel held in the F9 objectives screen though I don't know if the VPs etc are calculated correctly.
Currently at the end of 1703 and surprised by some nice AI moves. Though these are also disappointing, eg invading England with a mid-sized stack and then failing to move on anywhere significant. Also Racozi's Hungarians rushing at Vienna and then backing away without any reason. Surprisingly good then surprisingly dumb - oh well
DVX wrote:I'm at 1704 in a Bourbon campaign and things are progressing nicely so far. This is really a fantastic mod and you all should be proud of it. As a huge fan of this game, I'm extremely grateful to see that there's a fanbase dedicated to improving it. Naval strategy is much improved and I appreciate the increased production of replacements and WS. Having said that, here are a few things that I've noticed so far:
1) The Lines of Brabant decision still doesn't appear to be working properly.
2) The honours of war still doesn't work correctly. I can offer HoW, but I have no ability to accept or reject it.
2) Does the Spanish-Neapolitan trait work? The tooltip just says: "ABI_TXT_DoubleCommand27"
3) There seem to be more rebels than in the base game.
4) Sieges appear to resolve more quickly than before. I have level 3 and 4 forts falling after only a month or two due to bad water. This might just be unlucky RNG on my part, so I'll pay attention to it.
5) AI issues -- nothing new here! (I'm playing with the default settings and giving the AI more time). The AI doesn't seem to know how to handle the American theatres. Prince Eugene is still a glass cannon in Italy. He bowls over Catinat on turn 1, takes Mantua, and then hangs around the Po valley all winter suffering attrition. In the spring he'll lay siege to Villeroi in Milan as he suffers even more attrition due to having no supplies. In this game, I destroyed him in 1702 and won over 25 NM(!) in a single month. Fun, but not very challenging.
HootsMaguire wrote:Perhaps the storms are a bit too strong and too long lasting?
I had one in April 1704 that spread across the entire Atlantic and destroyed all Allied and French fleets - I looked at the enemy and they had it worse than me.
It then lasted another turn everywhere and then another turn after that in some areas. Three months of a devastating storm that destroys literally everything that floats!
I know storms can be devastating and Sir Cloudsley Shovell and his entire fleet were lost at sea but still this seems excessive
DVX wrote:I started up a new game as the Bourbons and the Lines of Brabant worked perfectly this time (in my first game I received a message in red text saying that it was no longer valid).
Have the monetary costs of replacements increased in this mod? As France, the cost of a single line infantry replacement is 112 thousand pounds, 2 conscript companies, and 4 tons of war supplies. My biggest problem in past games was maintaining enough conscripts for replacements, but in this game I'm awash in conscripts and WS while always needing to raise taxes, sell WS, or use the requisition card to raise more money.
Bohémond wrote:
You are correct, units costs have been reworked.
Money will be the key as manpower shortage was not an an issue in this period.
Regards
HootsMaguire wrote:Well I finished a playthrough as Grand Alliance vs AI
First I want to say that I really enjoyed the playthrough, and thanks again for the mod. I probably won't play it again as singleplayer because I really feel the AI isn't up to the task, no matter what the setting used. AI tends to charge forward in megastacks into unsupplied areas and then is reduced by attrition to nothing, or scatters around in small packets which do nothing. So I'll be looking for PBEM play in future.
Issues raised in the playthrough:
1. Savoy was problematic . Apart from the issue of the two different events for a Savoy alliance, which I hope is dealt with in the present version, there were scattered Savoy units used by the Bourbon side and they would show up here and there.
Most bizarrely, Duke Victor Amadeus was cloned and fought on both sides, several times fighting himself in a battle.
2. The weather was an issue, with storms lasting up to 4 months across the whole ocean destroying everything. Of course the AI didn't recognise the danger and so sent his whole fleet out as normal. Hopefully that is also limited by the latest patch.
3. Sieges were strangely affected. Accept and Reject HoW cards never worked and sometimes Mine and Siege Work cards were not accepted even though the conditions were satisfied.
Some sieges went on for 12 turns but others were ever in a turn - probably RNG but didn't really reflect the strength of the fortress so a level 2 seemed no different from a level 5.
4. As noted by DVX the balance between cash, manpower and supplies was off. I finished with 10K + manpower and 20K supply to spare though I was always short of cash and sold WSU at every opportunity.
5. Finally RGD requisitions should not have an EP cost IMO. It is already very costly in other ways and EP is extremely limited for other more interesting things like alliances. When I removed EP cost from requisitions as described above the play seemed more balanced and interesting.
Hope these notes were useful to you. Thanks again for the effort to perfect this fantastic game.
DVX wrote:I just finished a Bourbon campaign (I'll take a little break and then give the Grand Alliance a shot) and I noticed a few issues with decisions in the end game:
(1) Tory Government never unlocked for me even though my morale and Anti-Bourbon sentiment were in the required range.
(2) Conversely, Perfidious Albion unlocked before my Anti-Bourbon sentiment was at -20.
(3) The Peace of Utrecht and Peace of Rastatt unlocked when my Anti-Bourbon sentiment was only -28 rather than -50. I was able to activate the Peace of Rastatt decision even though I hadn't yet conquered Vienna. It recognised the decision as a red-letter event the following month but did not end the game with a victory screen.
It's unrelated to the above, but Iberville's corsairs remain stationary in Nouvelle-Orléans the entire game. I really wanted to put those corsairs on his privateering ship and go raid Nevis!
Bohémond wrote:Regarding Iberville, he is locked for 25 turns or so at the beginning. When unlocked you can use him, and the cosairs units, to raid. Please confirm.
DVX wrote:Bohémond wrote:Regarding Iberville, he is locked for 25 turns or so at the beginning. When unlocked you can use him, and the cosairs units, to raid. Please confirm.
Iberville unlocked for me around turn 4-6 when most Bourbon units unlocked. The corsair unit had a 'stationary' status (a grey ribbon rather than a red locked ribbon) the entire game and could not be moved.
Nikel wrote:Thanks Bohémond.
Excellent support for an abandoned game, as happened before!
Do you plan to do even more? Great Northen war? The Napoleonic game?
Bohémond wrote:
My pleasure![]()
Not the Great Northen war, I did try it once and did not have fun.
For the Napoleonic game, it is an option but it will be PBEM oriented for sure and we need to complete WSS current PBEM first.
I do reactive the modding on DLV, a looooooot simplier design than WSS and VON. Working on AI for now.
Regards
Nikel wrote:Regarding the third file.
"Unzip the downloaded file into your WSS root directory (where the .exe is located)."
Should it not be extracted into "WSS_Mod" folder?
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