Play testers for ETO II

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Uxbridge
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RE: Play testers for ETO II

Post by Uxbridge »

That was a valid question. The answer must be: Yes. Going from level to level of infantry can be done adjacent to any city, but upgrading to motorized should be at proper hex. I will note this in the rules.
gwgardner
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RE: Play testers for ETO II

Post by gwgardner »

It was my understanding that upgrading a level 1 infantry automatically leads to motorized. How would one ever get level 2,3 etc infantry?

olivier34
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RE: Play testers for ETO II

Post by olivier34 »

I understand that "If you upgrade an inf to corps level, you get a motorized unit. If you don't, it remain an inf but you can upgrade the tech level...
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Uxbridge
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RE: Play testers for ETO II

Post by Uxbridge »

Yes, Olivier is right. A little confusing, eh? The older game mechanic is still there. Wish I could have away with it.
gwgardner
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RE: Play testers for ETO II

Post by gwgardner »

something to think about for a rules change: air units which are currently in rain or snow conditions should be grounded

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Uxbridge
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RE: Play testers for ETO II

Post by Uxbridge »

I don't think I can make units located in snow or rain hexes grounded, but when you change to winter consts in december, all TAC units is reduced to only one mission. This will lead to a drastic reduction of air activity during the adverse weather conditions in winter.
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RE: Play testers for ETO II

Post by gwgardner »

rules clarification needed:

There’s one important exception, closely linked to the AHQ:s. If the AHQ in question have more than one white bar above its HQ symbol, though, air units within its command may make that number of attacks against a single ground unit (i.e. this enemy ground unit may be subjected to a total number of attacks not exceeding the AHQ’s rating, not that number from every single air unit). With this rule in mind, enemy HQ’s are considered ground units.


Does this allow a single ground unit to be hit by air strikes for each air HQ in range?

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Uxbridge
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RE: Play testers for ETO II

Post by Uxbridge »

No, that's not my intention. If a ground unit is to be attacked three times in a single turn, a 3-bar AHQ must be present and within 6 hexes of all attacking units. I will make a clarification on this.

I'm almost ready to post ETO II now, so if there's any more suggestions, please, come forward with them.
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Uxbridge
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RE: Play testers for ETO II

Post by Uxbridge »

Earlier text was somewhat blurry, have changed to:

An air unit in command, may make any number of attacks, up to its own limit. There’s restrictions, however, closely tied to the level of the AHQ directing the attacks. Each AHQ have one or more white bars above its HQ symbol. This is the upper limit of attacks that the air units under the AHQ’s command may direct against a single ground unit.

All units attacking the single ground unit must be within 6 hexes of the AHQ regardless of the distance to the target. Only one AHQ may direct attacks against a single unit. It is possible, however, for an air unit participating in a multi-attack against a ground target, to later participate in another multi-attack against a diffrent target, directed by a different AHQ, if it still have an attack to deliver.


Was that better?
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Hairog
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RE: Play testers for ETO II

Post by Hairog »

As to the weather affecting air operations. I think we have to differentiate between the various climate zones somehow. Having a unit attack only once in Siberia in winter makes sense. Conversely winter should have negligible effect in the Mideast, Med, Spain, etc.
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Uxbridge
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RE: Play testers for ETO II

Post by Uxbridge »

True, but that's another thing that we can't do much about. Changes will affect the overall game. I think it is better to have the winter effects in Russia, since its the major theatre of the game, even if that forces us to have them in NA too, minor as that theatre is.

The winter effects are also:

1. Positive combat bonus for the defender in plain terrain.
2. Higher ZoC values.
3. Lower armour and mechanized combat values.
4. Lesser difference between countries due to Land Warfare Doctrine.
5. Penalties for trying multi-hex attacks.

Of these:

1. Does almost not affect NA, since it's mostly desert.
2. Does affect, but equally.
3. Will benefit Allies, since the DAK armour is the strongest unit there (blame it on fuel shortages).
4. Won't change much, since there's no German units in NA.
5. Affects equally.

I do wish that Wasteland would change the winter effects so that they benefit the defending Russians and not the advancing Germans. Giving the defender in snow a 50 % bonus would solve all else. But until then, we need to have this compromise.

Have you seen this:

In addition to these changes, the winter consts also have an influence on production and replenishment. Once the winter consts is in effect, cost of replacing losses in ground units is quite a bit higher than during the summer period, whereas the cost of producing the same type of new units are lower. This is partly to reflect the difficulties of replacing men, equipment and spare parts, when road communications are hampered by snow, airbases are closed due to low visibility, and so on; partly to benefit the player who tend to play in a more historical way, toning down his more aggressive play when autumn sets in, more focused on gathering strength for the coming winter, than taking those few extra hexes of ground. In short, I like to see the players’ minds set mainly on operations during the warmer half of the year and attending more to production and planning for the spring during the winter.

Is there any other changes you would like to see during the winter?
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RE: Play testers for ETO II

Post by gwgardner »

my suggestion concerning weather was strictly hex-based, eg if an air unit is based in a hex where there is snow or rain that turn, then that air unit can do nothing but rebase.

Doesn't matter what weather zone.

Same for the target hex - if the target hex is in rain/snow, then it cannot be attacked from the air.

This is simply to reflect the tecnological limits of that day and age, where weather could easily shut down air operations.

I don't wish to reopen the suggestion, but wanted to clarify it.

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Uxbridge
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RE: Play testers for ETO II

Post by Uxbridge »

Yes, all right. No, I can't change it that way. What I could do is make the effect of an attack in rain lower, and that is at 70 % now. Since we also have to take the winter consts and AHQs into consideration, I think it is enough.

As you may have seen in the rules section, I'm very close to release and the scenario is "fixed". Any more changes will go into a later version.
gwgardner
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RE: Play testers for ETO II

Post by gwgardner »

Another house rule I think is wise:

No air attacks on HQs until '40. Before countries start getting positive PPs, HQs are sitting ducks, and can't be repaired. In our game, I have one of Olivier's HQs down to .3 strength. He has the choice of moving it out of range, thus making his own air units useless, or letting it risk death.

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Uxbridge
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RE: Play testers for ETO II

Post by Uxbridge »

No, declined.

Luftwaffe should have this advantage in the beginning. Olivier has the choice to buy new HQs. They are not that expensive. Soon bad weather will set in, the British will be over in strength and your offensive will grind to a halt. Send me your next played file, so I can have a look.
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ULTIMO
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RE: Play testers for ETO II

Post by ULTIMO »

Dear Ux, I have downloaded ETO from your website.

Excellent idea. TOW needs modifications like the ones you made in TOE II.

Unfortunately the game I downloaded is not working. I need to change misc and cities files to make it running. But I also need Scapa Flow to allow the game to go to "end turn."
Any help? am I the only one with this kind of problem?

Patch 1.8 already installed.

cheers
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Uxbridge
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RE: Play testers for ETO II

Post by Uxbridge »

You shouldn't need to alter misc or cities. Could you describe the problem with Scapa more in detail?

There is a problem in 1.8 related to reports (makes the game crash). But this is not ETO-specific and will hopefully be adressed with a hotfix soon.
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ULTIMO
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RE: Play testers for ETO II

Post by ULTIMO »

The 1st problem is: if I try to launch the ETO scenario, the game immediately crashes before anything appears. I made some investigations and in the end, in the misc file, I changed 1.8 to 1.81 version and then it works.

The 2nd problem then was that at the end of the first German turn, as soon as I start the UK turn, the game crashes. Then I removed Scapa Flow and other cities from the cities file and it goes ok.

The 3rd problem is taht if I try to click on the island hexes around Scapa Flow (even if it doesn't exist anymore) than the game crashes. For this last issue I didn't find any solution yet.

I'm not a computer expert and I'm using Windows7 64bit.
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Uxbridge
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RE: Play testers for ETO II

Post by Uxbridge »

Ok. [8|]

The first problem I understand. You had different versions. Your solution should suffice.

The second problem I don't understand at all. Regardless of version, Scapa should work fine.

The third problem is possibly just a continuation of the removal of Scapa, because now the sea lines have no destination.

Was either Germany or UK on AI? Germany, UK, France, USSR, USA and Italy should always be on "human". If not, the AI may set up convoys that doesn't work. Don't know why, but this has led to crashes.

Since there seems to be some issues with 1.81 that wasn't in 1.80, I haven't yet upgraded to the former.

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ULTIMO
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RE: Play testers for ETO II

Post by ULTIMO »

Dear Uxbridge, I uninstalled everything and I redid everything from the beginning. ETO II is still not running on my pc. As soon as I try to launch the ETO II scenario (without any modification), the game crashes.

It's a real pity, because I think u have improved many things and made some things go better than TOW.
I would be glad if we could join in some PBEM game.
cheers

ULTIMO
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