Bombur mod 2nd betas test

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Bombur
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Bombur mod 2nd betas test

Post by Bombur »

-Here the second scenario I´m playing. Now, I´m willing to finish the game, at least if I don´t find any obvious flaws. Again, I have a watery map to see how the (improved?) naval model works.
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Bombur
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RE: Bombur mod 2nd betas test

Post by Bombur »

Here is the map. 40x40. Four players

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RE: Bombur mod 2nd betas test

Post by Bombur »

-Here is the start screening. The cyborg brothers capital is located in a big island, so it will be easy to grab cities with my cavalry.

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RE: Bombur mod 2nd betas test

Post by Bombur »

Cavalry on the move.

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RE: Bombur mod 2nd betas test

Post by Bombur »

The Island is all mine...time to build a powerful navy and reinforce the defenses. I will build a few cargoships and torpedo boats.

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RE: Bombur mod 2nd beta test

Post by Bombur »

Here is my production for round 8. Soon I will be able to make amphibious disembarks.

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RE: Bombur mod 2nd beta test

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-Finally we develop the 105mm gun.

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RE: Bombur mod 2nd beta test

Post by Bombur »

Now it´s time to plan a disembark in the continent occupied by the Wired Settlement, I´m going to send a first wave to the disembark area (marked in the screenshot). A makeshift port will be created and then reinforcements will be brought. We also started the production of our first armored cruiser.

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RE: Bombur mod 2nd beta test

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-The invasion of the Wired settlement starts, but the enemy has other plans....

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RE: Bombur mod 2nd beta test

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-Our ships won the first naval battle, but one enemy Task Force escaped

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RE: Bombur mod 2nd beta test

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-A few turns after, the disembark worked, but the engineers don´t have enough points to build a makeshit harbor. Meanwhile, refueling my BIG fleet is resulting in the shortage of supplies to troops under Supreme HQ. That is another change in my mod. Ships carry a lot of fuel and naval operations are expensive

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RE: Bombur mod 2nd beta test

Post by Bombur »

Bad news. Myn engineers are under attack and the harbor cannot be completed now. Reinforcements are underway and we will use our cruisers to support the next disembark.

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RE: Bombur mod 2nd beta test

Post by Bombur »

We changed our plans. Instead of disembarked more troops, we evacuated the beaches. We will try latter with more troops

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RE: Bombur mod 2nd beta test

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-The second disembark starts. Now we have a BIG fleet and it will remain a few turns supporting the operation.

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RE: Bombur mod 2nd beta test

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-Now the makeshift port was built and we have a foothold in enemy territory. However, a big naval battle is going to happen. The two enemy forces made of Torpedo boats (one with 7 TB´s and another with 4). The most serious trouble I see is that the AI builds only TB´s....

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RE: Bombur mod 2nd beta test

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-Maybe the AI is wiser than me. Despite the disparity between the forces, we lost one Torpedo boat against three lost by enemy. Not an overhelming victory....

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RE: Bombur mod 2nd beta test

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-We pursued the enemy ships and found another TF. Now it was an anihilation battle with the sinking of all enemy Torpedo boats.

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RE: Bombur mod 2nd beta test

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Bad news, I´ve developed air units 1910-19 and realized that there is a small trouble with the tech tree that prevents the development of bombers, as research bomber I is a prerequiste for itself. Well, this ends my AAR....
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RE: Bombur mod 2nd beta test

Post by Vic »

Hi,
 
looks realy promising. If it is balanced we are going to add the new v1.20 scripts to this masterfile for diplomatics. (once they are properly tested too)
 
wish i could play a test game against you but i am going on holidays soon. i will when i get back.
 
btw whats the difference between infantry + horse and cavalry?
 
kind reg,
vic
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Bombur
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RE: Bombur mod 2nd beta test

Post by Bombur »

ORIGINAL: Vic

Hi,

looks realy promising. If it is balanced we are going to add the new v1.20 scripts to this masterfile for diplomatics. (once they are properly tested too)

wish i could play a test game against you but i am going on holidays soon. i will when i get back.

btw whats the difference between infantry + horse and cavalry?

kind reg,
vic


-That´s a good question, and I was thinking if I´m not being redundant. The cavalry units are faster and have better recon, while I intended Horses to work more as equipment transport, so they won´t be good mobilizers for infantry, as Joshuatree complained. The idea is to force the player to use horses only as equipment and supply carriers and cavalry as scout/recon/skirmish forces. The AI seems to have understood it well, as they are using lots of cavalry units (too much for my taste, as cavalry are very poor for assaulting fortified positions). I´m waiting for your return so we can play the game, but ut is still in a very incomplete version. Of more than 190 units, only 50 were properly defined and balanced.
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