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unmerged(21076)

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Oct 24, 2003
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In my campaigns I think the trench warfare situation becomes more effective as the war drags on, there are so many techs upgrading ground defense over soft attack that eventually in any terrain over flat it takes a vast superiority of numbers to make a successfull attack, across rivers, no matter what the odds its nearly impossible.

For example in my 1916 Russian Campaigns, two massive offensives of 50 Russian divisions failed to cross the Danube against Austrian forces probaly numbering 20 total along a forntline of about 6 providences. During hte second offensive I managed to finally secure a foothold but lost 6 Infantry divisions in the process, half the attacking troops against 5 Austrian divisions.

I think it is fairly historical.

But the event is a good idea. Nice work.
 

C.V. Mannerheim

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Allenby: So far the testing of these events has shown that, well....


these events are perfect, atleast IMO, the war in the west is really fluid until about early september (historically Accurate, ex. The Marne Sept 6-12) then it kinda slows done a bit, but there is still movement (race to the channel) then, when October- November rolls around, and the event fires....

STALEMATE



perfect work Allenby



Cvm
 

Allenby

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Thank you very much, I'm glad they're appreciated. :)

EDIT: 2,500 posts and a Field Marshal's baton.

At the ceremony will be Admiral of the Fleet Shadow Knight representing the TGW Navy as well as Avatar of Destruction Stephen representing......some other branch of the armed services ;)
 

Shadow Knight

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Shhhhh!!! Lest Stephen here you mention his position...those who have go on to disappear, leaving only a small blood stain on the furniture.

Congrats Allenby, even if half is spam worthy material. :)
 

Allenby

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Shadow Knight said:
Congrats Allenby, even if half is spam worthy material. :)

I prefer to call it 'procedure' :eek:o

Now that this trench business has been largely done and dusted, I'll PM SykoNurse and have this merged. :)
 

Shadow Knight

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And here I thought you Brits called that stuff Spam...guess you can't learn everything about British language usages from Monty Python. :D
 

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Don't know if you thought about this, but what CORE did for the Spanish Civil War, to draw it out longer, make it more static, was to decrease infrastructure. Decreasing infrastructure (not to points where you start losing ORG or supply) will slow movement down, one thing that trench warfare did to the surrounding terrain (artillery churning up the ground, etc.).
 

Allenby

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I thought I'd tell everyone that I have tried TGW with the new HOI 1.06 patch. The results are rather terrible so far, really. Firstly when trying to load up the game I get three database mismatches referring to "(type = 4712 / id 1) already used!", "(type = 4712 / id 3) already used!" and "(type = 4712 / id 2) already used!" - this is particularly irritating as the only items in TGW I know that use IDs 1, 2 and 3 are Afghani ministers, yet when changing these IDs, the problem still persists :mad: Next, 1.06 seems to take a dislike to the ID types in every Order of Battle that we have :mad: This means that I'm going to have to alter every ID of every unit in the game :mad: even the Russian Army and Royal Navy :mad: :mad: :mad:

All these bloody problems and I haven't got round to even running the mod with 1.06. So while most people are exceptionally happy to see a new patch out, it's only brought me misery, a pain in the arse and put me in a bad mood. :mad:

oh well.... :eek:o :(



:mad:
 

Zuckergußgebäck

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Allenby said:
I thought I'd tell everyone that I have tried TGW with the new HOI 1.06 patch. The results are rather terrible so far, really. Firstly when trying to load up the game I get three database mismatches referring to "(type = 4712 / id 1) already used!", "(type = 4712 / id 3) already used!" and "(type = 4712 / id 2) already used!" - this is particularly irritating as the only items in TGW I know that use IDs 1, 2 and 3 are Afghani ministers, yet when changing these IDs, the problem still persists :mad: Next, 1.06 seems to take a dislike to the ID types in every Order of Battle that we have :mad: This means that I'm going to have to alter every ID of every unit in the game :mad: even the Russian Army and Royal Navy :mad: :mad: :mad:

All these bloody problems and I haven't got round to even running the mod with 1.06. So while most people are exceptionally happy to see a new patch out, it's only brought me misery, a pain in the arse and put me in a bad mood. :mad:

I found that out as well, fortunately, I still had the old zip-file with 1.05c on my computer :)
 

Allenby

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Not to worry, it seems as if I've managed to sort out the mismatches and errors and that I have a 1.06 compatible version of TGW. :) I noted some odd things though when playing it for the first time:

- Austria-Hungary and Italy spend the entire pre-war period swapping expeditionary forces :eek:

- Serbia resisted until December :eek:

- The German AI had to go to at least some effort to dislodge the Russians from Poland :eek:

- The Japanese attacked Germany's Chinese and Pacific colonies :eek:

- The German fleet was reduced to one battleship after two years of the war through battling the British and French navies :eek:
 

C.V. Mannerheim

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Lol, you act as if those actions occuring under AI control are not the norm:



Current game as Germany, Very hard, Furious,



Russians push to Berlin, repelled by Germans, Lines forming on Vistula river


Stalemate in West beginning in Sept 1914


German line, Lille-Antwerp-Brussels, Arlon etc.


Japs took pacific, Italians push into Austria, Central Powers counterattack pushes them back to border.


anyways, the AI is competent, and provides a very challenging game on these settings.


Cvm
 

unmerged(20598)

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Some very odd things happened when I started playing for Serbia (Very Hard/Furious).

The war didn't start in 1914 because Austria-Hungary chose to back down, but in began in 1915 by the Balkan scenario so I had some time to prepare for the invasion. Rumania was annexed after three month of two front war, my armies were able to stop Austrian and Bulgarian armies on the line Nis-Pristina (fortifications 3). Greeks kept losing and regaining lightly guarded Larisa periodically. Soon the British Empire and Norway joined the Entente and Denmark aligned itself with the Alliance. Western Front was stalemate until 1917 when Russia started to disintegrate.

By 1920 Germans took Baltic States and Finland in the east and stopped after taking Moscow, while Austria-Hungary took Ukraine and stood at the gates of Stalingrad. :) In the west France was cut in two by Germans and Italians. Very soon Russia, France and the British Empire with its puppets were defeated and Serbia became the leader of the Entente :cool: before being defeated too. But some strange things occurred after signing armistice: Denmark, Austria-Hungary and Germany (from the winning faction!) had defeat events, so after signing peace only Ottomans and France (puppet of now neutral Germany!) remained in the Alliance. Entente seized to exist, and maybe that's why the game kept crashing after all that...
 

Allenby

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Papergut said:
But some strange things occurred after signing armistice: Denmark, Austria-Hungary and Germany (from the winning faction!) had defeat events, so after signing peace only Ottomans and France (puppet of now neutral Germany!) remained in the Alliance. Entente seized to exist, and maybe that's why the game kept crashing after all that...

This problem has been sorted out (as far as I can tell) :)
 

Allenby

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I thought I'd outline the main things I want to do for version 1.05 - call it a 'manifesto', 'programme' or whatever.....

- Complete an event chain that puts Japan at war with China if the latter annexes Manchuria. Link this with Japan joining the Central Powers (somehow).

- Make the outbreak of Warlordism in China conditional, not inevitable.

- Come to a decision as to whether nation-specific techs are any good.

- Complete the tech tree as far as we can, putting as many gold tech levels to use as possible, giving as many techs descriptions and pictures as can be done.

- Introduce a graphical interface (I'll design it :))

- More air leaders

- Work on the August 1914 scenario (and maybe even get it done :eek:)

Anything important missed out? I can imagine a few extra things being done spontaneously while all this is being done - obscure Ethiopian pidgeon events, etc...
 

StephenT

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I'd actually started work before the holiday on the November 1914 scenario, so hopefully that'll also be ready. First, though, I need to cross-check it against the changes you've made in 1.04b.

One thing I think we should do, now that we're getting closer to a final version, is start to document changes more closely. (It should be easier because there should be fewer of them :) ). For example:

For events, keep a list of all new events added (or changed) with their IDs and the date they should activate. This means that when creating scenarios, you can just look at the list of new events and decide which ones would have occurred by then (or which would have been slept) without having to open every event file and check it for the dates of each event.

Similarly for changes to the tech trees, redefinitions of unit types, etc.
 

Allenby

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How much of the November 1914 scenario has been done? There's been debate surrounding whether a November 1914 scenario would be better than an early 1915 scenario.

If you've done alot for the November one though, then it would be best to have that one :)
 
Last edited:

StephenT

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The .eug file with all the alliance and war information, the activated and slept events (though for 1.03 not 1.04), and I've made a start on the .inc files, with Britain, France, Belgium, and Luxemburg done (territorial control and adjusted OOBs).

Plus this:
No Man's Land - the November 1914 Scenario.

They promised the soldiers that they would be home before the leaves fell. They were wrong. As the long hot summer of 1914 gives way to the cold and rain of autumn, vast armies find themselves crouching in muddy trenches behind barbed wire entanglements. Separating them from their foes is a narrow strip of land, no wider than a football pitch: but to venture out into it is to invite almost certain death from machine guns and artillery fire. Yet the only way to achieve victory is to cross No Man's Land and break through the enemy trenches. Will you manage it? Or will you condemn your troops to years of bloody slaughter and stalemate?

This scenario begins at the point where the brief period of mobile warfare at the start of the Great War has just ended, and the trench deadlock is starting to set in. It pits the Central Powers of Germany and Austria-Hungary, plus their new ally the Ottoman Empire and her puppet Yemen, against the Triple Entente of Britain, France and Russia. Belgium, Japan, Serbia and Montenegro are also lined up alongside the Entente, together with the British puppets Oman, Bhutan and Nepal; Italy has declared neutrality, but watches for an opportunity to join the winning side.

On the Western Front, Germany has overrun Belgium and northern France, but failed to capture Paris. Their last major attack, against the British Army at Ypres, has just ended in disaster; and so they have dug in to await the expected Anglo-French attempt to regain the captured territory. In the East, the Russian steamroller has handed a serious defeat to the armies of Austria-Hungary, and occupied several valuable provinces: but against the Germans they suffered an unexpected reversal at the battle of Tannenburg. The German forces on the Eastern Front have now been reinforced and are looking for the opportunity to counter-attack. Tiny Serbia remains defiant, and has repulsed the first attempt by the Austro-Hungarians to invade their country. Further south, the Ottoman Empire has just joined in the war against its traditional enemy Russia, while the British, French and Japanese are conducting a whole series of small-scale campaigns to capture Germany's far-flung colonial empire. At sea, most of the German commerce raiders have been sunk or blockaded by the Entente fleets, but Admiral Spee's squadron is still lurking somewhere off South America.

I've given my arguments before as to why I think November 1914 is the best date for a scenario: it's the earliest point at which the shape the war would take had become clear, so giving the maximum possible playing time whilst putting the least strain on the AI.
 

ptan54

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Surely all this can be used for a March 1915 scenario too? The Western front hardly changed between Nov 1914 and March 1915, and all you have to do is to throw in something about Gallipolli and the Russians in Galicia and you're set.

Also allows for Italy to stay out of the war, and Nov - March is only a few months difference - OOBs won't be that varied in such a short time.

Having three scenarios in 1914 just seems very odd, especially with the last two a mere three months apart.
 

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  • Cities in Motion
  • Divine Wind
  • Europa Universalis III
  • Deus Vult
  • Crusader Kings II
  • Pillars of Eternity
  • Europa Universalis IV: Mare Nostrum
  • Age of Wonders: Planetfall
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Tyranny: Archon Edition
  • Mount & Blade: With Fire and Sword
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Age of Wonders III
  • Age of Wonders
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Cities: Skylines Industries
In my opinion it's the August 1914 scenario that's superfluous. :)

If you want to play the historical WW1, November is the best start date; if you want to try out an alternative history set in the same period, we've got the January scenario.

However, if Allenby wants to work on the August scenario I'm not going to stop him. :)