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Darkrenown posted:They locked their thread. I was in the middle of replying to a [non-dev] guy who said: I'm glad this guy wrote 92 words to explain that stealing and selling are different
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# ¿ Apr 22, 2019 08:00 |
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# ¿ Apr 26, 2024 00:53 |
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uPen posted:He responded back to me. The initial email I got was just a 50 character long string separated by hyphens and a space. Apparently, the 18 characters preceding the space were the serial number, the subsequent characters were the activation code. How silly of me to not know. I’m sure you are the only person who could possibly fail to understand such an intuitive system.
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# ¿ May 18, 2019 06:49 |
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Keep in mind that change to one of the core aspects of their DRM was made within 24 hours of the theoretical launch date.
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# ¿ May 18, 2019 12:12 |
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As someone who’s never played the series, how are the newer strategic command titles?
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# ¿ Jun 6, 2019 13:22 |
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oh cool, unity of command 2 is launching next week. that crept up on me, after over four years of following dev blogs.
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# ¿ Nov 8, 2019 10:44 |
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The additions to UoC2 are subtle but go a long way to making battles dynamic and engaging in a way UoC didn’t quite capture. As others have said it feels more like a strategy game and less like a puzzle to figure out the optimal moves. I will say that HQs and the supply system don’t feel quite as intuitive as the rest of the game and the UI isn’t quite as tight as UoC, but it’s certainly a cut above standard strategy game fare, to say nothing of grog game fare.
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# ¿ Nov 14, 2019 07:17 |
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Christ Rush for the Apennines had a big jump in difficulty.
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# ¿ Nov 14, 2019 12:13 |
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Feel like I'm missing something in the Road from Rimini mission in UoC2. There's a bonus objective to take Pola, which is as far from your starting point as you can get: Given the bonus expires on turn 9 and the bonus to take Trieste, in the way of Pola, expires on turn 10 I figure you're meant to somehow land or paradrop behind enemy lines - but you don't get any units that you can do that with. The only way I can think of to get Pola is with one of the paradrop unit cards - which you can only get if you're lucky at one of the two previous conferences. That seems pretty poor design if so.
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# ¿ Nov 16, 2019 06:28 |
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Pirate Radar posted:In Unity of Command II, if I get a theater asset card (+1 to airstrikes) does playing it add +1 to airstrikes for just that mission, or for every mission in that theater?
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# ¿ Nov 16, 2019 10:20 |
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+Bomber cards show up regularly enough through bonus objectives (specifically the ones with a + on the icon) that you'll generally never be lacking the option of an extra strike.
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# ¿ Nov 16, 2019 11:31 |
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I generally like the UoC2 system of splitting your forces into their respective armies but I don’t think it quite works with regards to reinforcements. Individual units are often swapped between armies between missions, but available reinforcement steps are not. This often means that you’ll have reinforcement steps with no eligible units in one army, and units needing reinforcement in another with no available reinforcement steps. A good example is in Normandy; in the third mission, Patton’s 3rd army is formed, importantly containing four units of armour previously part of 1st army. In my campaign, those units had been damaged in the second mission and had stragglers returning to HQ when the mission ended. What this meant was come the third mission, 1st army had about five tank reinforcement steps available while 3rd had none, despite 3rd now having the damaged armour units. To reinforce them I had to pay 30 prestige per step. Thinking about it this ties in to a problem of needing to have knowledge of the coming missions to make best use of HQ upgrades - for example knowing that a particular army has a high amount of recon specialists so it would benefit from the combat recon ability, or giving 3rd army extra range so it can fully exploit the breakout from Normandy. I feel like letting you upgrade HQs during missions would take away this problem and improve the game - is there any particular reason it’s confined to conferences?
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# ¿ Nov 18, 2019 03:22 |
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I think some of the problem with UoC2 is the setting. The nature of the terrain and deployment in most of its scenarios lends itself towards puzzle-like design. In Italy, the terrain often limits you to a single approach to the objectives. In France, the Germans lack reserves so once you punch through the line it’s just a matter of figuring how best to exploit the strategic depth, there’s no dynamic back and forth. There’s nothing like Taifun or Bagration in 1, where you’re up against defence in depth on a large battlefield. The closest you get in 2 is the last two missions, and both of them feel like puzzles because victory is a foregone conclusion; the challenge isn’t beating the enemy but reaching them in time with enough supplies. I personally enjoy it but see why others might not.
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# ¿ Dec 2, 2019 05:27 |
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how do I get started with wite? is there any good guide online or should I just binge the manual
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# ¿ Dec 6, 2019 11:22 |
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Awesome, cheers.
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# ¿ Dec 6, 2019 22:41 |
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Anyone interested in PBEM Decisive Campaigns: Barbarossa?
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# ¿ Dec 7, 2019 09:18 |
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I also really like UoC2 and can’t wait to see what kind of hosed up poo poo they can do on the Eastern Front with the more complex supply system.
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# ¿ Dec 22, 2019 14:28 |
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Saros posted:I was wondering why DC:B was harder than I remember as the Germans and after some poking about it turns out that for most of the games history fatigue was bugged and didn't do anything as well as panzer fuel consumption being calculated wrong (in a way that benefited the Germans quite a lot.) Yeah fatigue is a killer, and it takes a significant amount of time to build readiness back up. Pic unrelated. RIP to Comrade Korobkov, brightest star of the Red Army.
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# ¿ Jan 21, 2020 23:16 |
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Got links to those LPs? Grey’s got 10 going at any one time so finding the relevant ones is difficult.
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# ¿ Jan 24, 2020 07:04 |
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I thought they were going all in on random map gen, have they revised that decision?
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# ¿ Feb 16, 2020 08:39 |
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Saros posted:Thanks to BBJoey we finally learn the one thing that Truck Nazi and Train Nazi can agree on. Turns out it's hatred of me. "Negative (at start of turn, may have changed)" - hey, you never know, it might go positive one day
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# ¿ Feb 18, 2020 10:16 |
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Saros posted:For anyone curious here's the summer half of my DC:B game against BBJoey, 22 Jun - 30 Sep. (Boxed to avoid mega gif embedding). Some reflections: We're playing with free setup which meant we were able to choose our initial deployments. I don't know what it's like for the Germans but the Soviets have fairly restrictive deployment zones - there's no saving the 10th army from being encircled in Bialystok, for example. Deployment proved quite challenging for me, I was unsure of much of a force to leave at the front as a screen to buy time for the rest to retreat to defensive positions. Ultimately I think I probably got the balance right in the Centre (especially proud of 4th Army's brave stand in the Pripyat marshes), but had not in the North and especially South. In the North I was thrown by Saros's decision to concentrate panzer forces in the east (as opposed to the west where PG4 lies in historical setup), which meant my defensive line was strongest around Riga (where it faced an infantry army) and weakest around Daugavpils (where it faced the panzergroup). In the South I underestimated the geographic distance between the frontline and the Bug and Dnepr rivers, where I wanted to put my defensive line. As a result I had a lot of troops stuck in no mans land, struggling with poor activation, who served little value as screens but were overrun before they could reach defensive positions. I think the free setup contributed to the war of attrition that we've ended up in. The lack of encirclements has meant more troops for me but also fewer of Saros' divisions spent cleaning up pockets, allowing for a greater concentration of German force at the front. More troops at the front for both sides has meant proportionally bigger battles and casualties.
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# ¿ Feb 28, 2020 07:52 |
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It fixes some of the rail decisions; fixing infrastructure now increases rail effort, not decreased it
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# ¿ Mar 6, 2020 23:21 |
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it's grognard-lite, but any thoughts on panzer corps 2?
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# ¿ Mar 24, 2020 08:39 |
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I liked the way Winter War deviated from the usual unit progression you find in those sorts of games. Instead of the normal progression of steadily better tanks, planes etc., you get equipment in fits and starts - you start with no tanks, will get a captured T-26 or BT-5 here and there, and in the final missions where you can finally buy a Panzer 4J it feels like a King Tiger. Your primary tactical bomber is going to be a biplane Fokker all the way to 1945.
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# ¿ Mar 27, 2020 12:42 |
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oops posted too earlypointsofdata posted:3) The AI seems to be aware of both the turn limits and your objectives, and it will sometimes play very passively until it's final turn (which you can't respond to) when it will launch an all out assault on one of the objectives. Again you can play around this but the first time it happens it can be annoying. I don't think it's necessarily a last turn thing. Since the first game the AI has always been very aggressive in counterattacking to retake objectives whenever there's an opportunity to do so. As a rule you want to screen the objective with friendlies, or land your strongest unit on the objective hex to discourage an attack. BBJoey fucked around with this message at 05:55 on Mar 30, 2020 |
# ¿ Mar 30, 2020 05:51 |
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Are there any war games that focus on, or have good scenarios for, the Soviet offensives from ‘43 to ‘45? I feel like there’s a lot of good German eastern front stuff out there but less so Soviet stuff.
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# ¿ Apr 8, 2020 13:48 |
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gazza posted:"Red Turn" is a pretty well done campaign/scenario expansion DLC for the original Unity of Command that is focused on specifically this subject. Red Turn, among other things, is actually what got me interested in this. Thanks for the suggestions all.
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# ¿ Apr 9, 2020 05:01 |
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big update to UoC2 is available in beta. they've significantly expanded the alt-history paths, especially in the event market garden succeeds, as well as adding in unthinkable against the soviets (eastern front dlc soon?)
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# ¿ Apr 22, 2020 01:57 |
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Thanks to Saros for a very fun game of DC:B. Here's my endgame report. https://www.dropbox.com/s/ucge0cfureah15r/Final_Analysis_Soviet.pdf?dl=0 The key takeaways are that I scored a 31 on the Succeed at Any Cost Ruthless-O-Meter, and only 12 on the Win Friends and Influence People Benevolent-O-Meter, which I think is par for the course. 3 generals and 4 marshals were executed (the last 3 marshals were all in the final turns as I was desperately trying to appease Stalin's paranoia; without a steady trickle of destroyed German divisions, commander threat levels grew to unmanageable heights) and 3 backbones were instilled by Zhukov. Stalin had 7 paranoid episodes and shot 22 generals as a result.
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# ¿ Apr 23, 2020 08:30 |
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retro pixelart has given way to retro N64/PS1-era 3D. it's cool
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# ¿ May 6, 2020 06:05 |
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they've mentioned they'd like to bring the more complex supply system to the eastern front and the latest patch included Operation Unthinkable complete with modelled T-34s and IL-2s, so I feel like it's only a matter of time
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# ¿ May 10, 2020 12:04 |
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given you're in Australia, threaten to lodge a complaint with the ACCC, and if they don't respond go through with it. Australian consumer law is pretty bolshie on this sort of thing.
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# ¿ Jun 11, 2020 05:16 |
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Alchenar posted:If anyone doesnt have DC: Warsaw to Paris yet and picks it up I think its about time to run another multiplayer game. count me in
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# ¿ Jun 27, 2020 12:37 |
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quote:Germany 3rd Army (also OKH): everydayfalls posted:This LP has a lot of great info here. If youre playing watch out for the ai, I think it cheats a little bit with regards to supply. The couple of times I played the Germans the soviets would send a couple units down the seam between army group north and center and gently caress up my supply situation. Something a human wouldnt be able to do.
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# ¿ Jun 30, 2020 01:26 |
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re UoC2: Dragoon is tough because you've got very limited forces for what you're asked to achieve, and there's really no room to waste even a single hex's worth of movement if you want to get all the bonus objectives. It also has the worst first turn of any scenario in the game. There's a specific location and order you need to land each of your divisions that will let you deploy the majority of your troops on turn one (importantly, getting both armoured divisions on the ground and as far forward as possible); if you don't follow that order you're probably not going to get a clean sweep.
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# ¿ Jul 3, 2020 14:22 |
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oops!
BBJoey fucked around with this message at 01:08 on Jul 6, 2020 |
# ¿ Jul 4, 2020 14:56 |
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i don't think it's possible to fully comprehend the Decisive Campaigns supply system. there's always One More Quirk that'll destroy you
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# ¿ Aug 3, 2020 12:21 |
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Banditu posted:It was a fun game thanks to everyone. Bit of a shame they're going with the bog standard 39-41 campaigns - I would have liked to see an expansion of the North African campaign - but looking forward to it nonetheless.
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# ¿ Sep 23, 2020 12:54 |
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gradenko_2000 posted:oh okay, that makes sense - so you use them in a conventional land attack, and then they'll always get destroyed in the process, but that's the intended design yeah, same for nebelwerfers for the germans. under 6.2.5 in the manual, if you're interested in the mechanics.
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# ¿ Sep 26, 2020 09:12 |
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# ¿ Apr 26, 2024 00:53 |
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what aspect are you having trouble with? at its core, the goal is to smash a hole in the enemy line, then move your mobile units through to disrupt the enemy supply. to smash a hole you'll need enemy units to retreat. usually you'll have to soften the enemy up first. in the original game, this is done in two ways: airstrikes when available, or hitting the enemy with attacks (generally by infantry units). the latter route can be costly, but sometimes is your only option. remember that if a unit has movement points left after an attack, you can move them back from the front and cycle a new unit in; this lets you get multiple bites at a stubborn enemy. in 2, you have more options due to the additional attack types provided by HQs: -infantry units with artillery can perform set piece attacks, which are good at suppressing enemy steps, reducing entrenchment and forcing retreats - but if the enemy is too dug in (for example, on a mountain or in a city), you will need more artillery or engineers. -any unit with artillery, including mobile units, can bombard; this is a bad idea against cities as it has a high chance of turning the city into ruins (which are very, very hard to assault), but does a great job at suppressing enemies in the open. -any unit can do feint attacks, which only suppress 1 step at a time, but will always suppress a step, making them good at wearing down units that are very strongly entrenched that won't . note that there are some caveats to this; towed artillery can only be used if a unit hasn't moved in a turn, and feint attacks can't be used across rivers. once you've cracked their line you exploit it with your mobile troops. the goal here is to cut the enemy off from supplies. you can check your supply sources, as well as your enemies', with the barrel icons at the top of the screen. when a unit is cut off from supply for a turn, it gets a ! next to it and it does not recover any suppressed steps. after another turn, the ! gets a red glow and the unit can no longer attack. after three turns cut off from supply, the unit is entirely suppressed and its movement is shrunk; at this point even your weakest units will be able to mop them up easily. ideally you'd keep your mobile troops in supply while cutting off the enemy, but sometimes this isn't possible. if your front lines supplies are disrupted it's not the end of the world - at the first level of supply disruption, units can still move and attack normally, so it's usually worth overextending a little bit if you're confident you can get them back in supply the next turn. letting your units get to the second or god forbid third level of supply disruption is really bad, though, except in a select few edge cases (eg they're capturing a "stretch" objective and you're confident there's no enemies around; you have air supply so you'll be able to resupply them regardless). obviously there's lots of nuance to this but that's sort of the basic gameplay loop. if you've got particular issues i can provide more specific advice.
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# ¿ Nov 11, 2020 10:00 |