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  #1  
Old May 21st, 2006, 07:25 AM

serg3d serg3d is offline
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Default Re: Would like to see?

I also would like "hard/hardest battle option" where you can double amount of AI points, and get promotion for it.
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  #2  
Old May 21st, 2006, 07:57 AM

Charles22 Charles22 is offline
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Default Re: Would like to see?

There was a time where I did that with SPWW2 or SPWAW, but I can't remember how it turned out. The most obvious way I can think of is to change preferences.

For example, you type in your campaign force size, let's say 3000pts and then type in the enemies, if double, then 6000pts. Now if you run into a battle that gives an enemy attacking you normally 3X your points, I do not know if it will work off that 6000pt number or not, but my guess is it will (which would make the enemy then with a 6X advantage).

BTW, I'm imagining that the only way you can make sure your force stays at 3000 (or whatever) and the enemy double that, is to look there everytime between battles. It may never change, I don't know, but I recall I've had trouble with my core amount changing before but I think it was only when I was starting a different campaign. IOW, I think it always keeps your core number from battle to battle, but once you jump to something else, instead of keeping that number as it was, it goes to the default. Whether that's an indication that the enemy's double force will stay that way or not is a guess, but I'll guess just for the purposes of one campaign battle after another, it will keep the 6000.
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  #3  
Old May 21st, 2006, 10:21 AM

serg3d serg3d is offline
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Default Re: Would like to see?

Quote:
Charles22 said:
For example, you type in your campaign force size, let's say 3000pts and then type in the enemies, if double, then 6000pts.
It wouoldn't work. In the campain alocation for second player is ignored. Force value of first player used instead as a base. Check "Points allocation" thread. For now the only way to make AI use more points is to increase cost of all units in the OOB.
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  #4  
Old May 21st, 2006, 11:00 AM
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Sgt_Walrus Sgt_Walrus is offline
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Default Re: Would like to see?

Hi Snake

It is possible to get many of the battles you mentioned by playing PBEM.
Even a "normal" PBEM battle is a far more intense challenge than playing against the AI.
Negotiation can lead to many different battle scenarios.

As well as normal Meeting Engagement, Defend/Assault and Delay/Advance PBEMs, I have played with no flags, hunt the ammo trucks, push through a convoy, sniper war (25 per side, no flags), armour only, long battles, short ones, super realistic (from factual OOBs and historical situations), crazy "what if?" and civil wars...just to name a few.

I will play anything as long as each player has a chance for a win. Your limit is your imagination.

The game has many variables and is able to be edited in many ways. The more you experiment with different ideas, and post the results here, the better it gets for all of us

At the same time, Don and Andy have massaged this game and it's very old-school code a long way from it's roots. Some things are just impossible to make happen without changing many other things in the game/coding as well...and not for the better. So a lot of work needs to happen for a change to be made.
The great thing about this game and these designers is...at least you get to ask ...and get a response!!

Cheers
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  #5  
Old May 21st, 2006, 04:16 PM

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Default Re: Would like to see?

Walrus, Charles,
Yes, real people are the best cannon fodder but I also like playing the AI and would like to see more mission variety. If that can be achieved by just moving VP hexes, then certainly a little computer assisted 'moving' is possible. After all, If I move/set the VP's all the time then I always know.
In my blitz or rear guard examples, the exit hexes would be hidden from the opponent so you couldn't just sit at the exits. It would also add true fog of war as some battles would involve less contact and more hunting or blissfully blitzing along a road until......(hey that's what the scouts are paid to do) In fact, it would be neat if some of my victory hexes were hidden from the enemy until I take them and vice versa. OMG! They are behind me!
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  #6  
Old May 22nd, 2006, 02:10 AM

Charles22 Charles22 is offline
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Default Re: Would like to see?

I'm not sure what you're talking about snake. The fact of the matter is the objectives are 'always' on the map, even when deployment starts. Unless the AI has already set it's forces before you set yours, which I don't think it does (assuming you're playing player one), it will adjust to you moving them. There's nothing to explore, the objectives are always visible as I say (I'm not sure if they are during 'purchasing' but at that stage it doesn't matter) and the only way to eliminate them is if the game will let you toggle them off (if it does). Of ocurse toggling them off would be quite silly, unless the AI is blind to them also when you toggle them off. I have my doubts that the AI is blind to them at any time.

I don't think you accomplish anything having them off, other than to clear the hex so you can more readily see the terrain underneath.
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  #7  
Old May 23rd, 2006, 01:44 PM

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Default Re: Would like to see?

Charles,
Exactly, the VP's are always on the map and visible even during deployment.
That's what would be cool - if some or all VP's based on mission type were chosen by the computer but were not visible on the map during deployment or play.
In other words, neither side knows where the random VP hexes are until a unit enters the hex then the flag appears owned by the side entering the hex.
Or, for my blitz mission example, I can see my exit hexes VP flags on the map where I must exit units to earn points but you, my opponent, can't see those flags. You know I'm blitzing and I have one or two exit hexes somewhere on your side of the map but you don't know exactly where (real life FOW). So you have to protect your side without knowing exactly where I will strike. I need to blitz through to my hexes before you figure out where they probably are based on my movements (watch out, could be an end around fake...).
A meeting example. We both deploy on a map without any visible VP hexes - they could be anywhere. We both maneuver and 'wham!' I enter a computer generated hex and the flag pops up in my country colors. You suddenly see it too and it's behind you! Imagine the possibilities compared to a map where we both see hugh clusters of VP's from the start.
That's my idea. Similar to scenarios where the creators pick hexes to generate when certain conditions are met.
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