Mowers wrote:Although the situation is improved, the AI continues to often attack with one unit. The difference is that with the new patch the AI normally attacks with reserves, were it did not do so previously. The problem is that reserves don’t arrive till after the first round. Thus there is more often than not a very high chance that the attack will not succeed after 1 round. The AI really needs to have at least 2 units before attacking even with reserves unless absolutely desperate. This is especially important when it comes to Grand Offensives where it is still using 1 unit only.
Mowers wrote:Serbian units can be deployed into Russia as reinforcements. (see northern Russia)
Mowers wrote:Can we confirm 100% that Russia definitely knows to appoint a new government when its national will gets low?
Mowers wrote:I’ve seen a British beach head in the Baltic states. Yet the German navy doesn’t appear to do much. Can we confirms this is working as designed?
Mowers wrote:Does Germany definitely know how to focus on one front at a time? Because I am seeing attacks going in on both fronts year in year out.
calvinus wrote:It's normal. Why should we forbid such placements? Think of English troops that should be placeable in France...
calvinus wrote:Yes, I can confirm. All nations can adopt that option when NW level is low.
But remember that the lower is your NW level, the lesser options you can adopt!!!
calvinus wrote:If the Germany navy did not grabbed the control of the open sea near the beach-head, the supply is granted.
calvinus wrote:AI do not concentrate all her efforts in one Front only.
Mowers wrote:How do they get from Serbia to Russia? I dont have to transport them, they just appear there.
It just seems a little bit unrealistic for this sort of game where you have gone into such detail in other areas.
Mowers wrote:Does the German navy know to do this? because I am not seeing it challenging control of the baltic.
Mowers wrote:Perhaps it would help if the German navy knew to immediately mine the entrance to the Baltic at the begining of the game?
Mowers wrote:Also mines in general seem to be incorrectly modelle, they appear to play an ahistoric role in the game.
How many ships have you seen sunk by mines in this game? I have never seen a single ship sunk by a mine. Is it just me?
Mowers wrote:Perhaps it would be worth looking into teaching the AI to focus on one front per year in order to improve the model and gameplay?
Mowers wrote:Nice, perhaps it would be worth making it possible to mine neutrals regions but with a small cost to their friendlyness towards the mine laying alliance?
Mowers wrote:Also, would I be correct in saying that you can only mine areas on your own coast line? Perhaps it would be worth being able to mine areas that are not on your own coast line as happened during the war. But have them degrade over time to reflect the non modelled mine clearance ships that would presumably trawl up and down the coast.
calvinus wrote:The diplomatic system of the game has already several thresholds for some countries to open/close the access to a few key sea zones (Panama Canal, Skaggerak, Dardanelles, etc.).
I don't think a neutral country would permit such an operation in her national seas.
calvinus wrote:Actually, naval minefields can be placed only on your friendly controlled coast line, not more possible in open seas. This is a bug fix introduced in 1.08 following several bug reports.
calvinus wrote:All nations can raid, not only Germany!
Just move your fleet(s) to open sea waters and select the Naval Raid mission. The target will be chosen automatically among the nearest enemy harbors, giving priority to major cities less defended by minefields.
For your proposal concerning Minefields placement, let's see what Philippe says...
Mowers wrote:Oh, good news.
So I don't choose the harbour?
I just move my fleet into an open sea region and select naval raid?
Mowers wrote:Regarding mines, as they currently serve no purpose in the game you might as well remove them or do something to make them have a vaguely historical mission.
calvinus wrote:Also, do we have any idea about the side-effects of such a change on gameplay?![]()
calvinus wrote:Yes.
No, as I wrote in a post before, there was a bug that made minefields attacks/explosion nearly impossible. Now fixed with 1.08H.
So, with next patch all minefields will have their big impact on naval warfare, maily where coastal guns are deployed!!!
Mowers wrote:If you are serious about considering a change I will put some real effort into this. If the team decides they are genuinely interested in rethinking the mine model let me know and I am very happy to sit down with paper and pen and come up with a list of problems and their solutions (and maybe even some more problems!)
calvinus wrote:For point #2, the purpose is to protect straits and passages (Dardanelles, The Channel, entrance of Baltic Sea). Also for this point placement in coastal sea zones is enough. In fact, with 1.08H the minefield attack bug is fixed and you will see enemy fleets damaged when moving close to that key areas...
calvinus wrote:Consider indeed than minefields do not attack only in the area where they are located, but also in all neighboring areas, up to a distance of 3 zones, and including open sea waters!
Thus, once the minefield attack bug is fixed, we will have also open seas protected.
Mowers wrote:Is the effect proportionate over distance? How does it work?
Mowers wrote:How are you notified of a mine strike?
calvinus wrote:Yes, see MinefieldTable.xls & MinefieldTableModifiers.xls DBs, rows DS0-DS3.
Two dice are rolled, modified according to distance, the higher you get, the more (types of) naval squadrons are hit.
Sound effect, explosion animation on map and message.
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