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 Post subject: Re: Ruges GC Mod (4.36(11-6-11))
PostPosted: May 18 2012 
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Joined: Aug 22 2008
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Location: Nearby, really I'll see you tonight when your sleeping
Not a 100 percent on nukes. One of the reasons given for the AI not using nukes is they start with luanch auth and load auth turned off. In the mod I turned on auth by defualt for nukes. So they should use them. However with that said, its still going to be rare if they do use them. First they have to build them. and I am not sure how much priority is on the AI to build them in the first place. Then they have to load them. and then they have to want to use them. So even if it is possible for the AI to use nukes now it is very unlikily that they will.

I have only rarley used nukes in my game as they are not very effective and the game mechanics around them are not very good. IE using them causes your units to loose moral, and thus fight less effective. So the damage your gain by the use of nukes is negated by the loss of damage from your units you have on the field. Although it is nice to use them in a game or two to see the spectical.

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 Post subject: Re: Ruges GC Mod (4.36(11-6-11))
PostPosted: May 22 2012 
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Sergeant

Joined: Mar 03 2012
Posts: 22
Welcome designer fashion, I asked why all the countries at the beginning of the game start to fight and not just to fight a war with anyone you can. During the year the game I have fought all over the world. Development of the world is not at all. Over 2 years of war the world's population has declined by 80% due to throwing each other's buns. And also, even after cache, how to reduce a sequence of wars? :-?


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 Post subject: Re: Ruges GC Mod (4.36(11-6-11))
PostPosted: Jun 06 2012 
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Major

Joined: Feb 06 2008
Posts: 179
Ruges,

If you don't mind I have a couple of more questions for you regarding your mod.

1) Large airfields - do they allow more planes to be stationed (deployed, not in reserve) in the hex? I can see that temporary airfiields are really expensive to maintain, just wondering about the difference between airfields and large airfields.

2) Supply and Barracks - I am building barracks on several of my "Russian Federation Overseas Occupied Territories", just wondering if it would also be beneficial to build a supply depot as well?

3) I have a massive amount of research centers, both in the motherland of Russia and many many more in captured countries, 91 at last count. I am only researching 15 technologies (all I can research now) and I have my reseach funding boosted to 200% which is running me about $7000 a day, the other two sliders are maxed at 100%. My goal is to shrink the technology gap with the US (111 vs. 103). If I scrapped or destroyed some of these surplus research facilities would this bring down my research cost, or is it beneficial to have this many research facilities even though they not involved with one of the 15 reseach projects?

Thanks!


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 Post subject: Re: Ruges GC Mod (4.36(11-6-11))
PostPosted: Jun 06 2012 
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1) large airfields are supposed to hold more airunits (36?). However I cannot remember if I tested this. Also large airfields have a higher defense and supply.

2)Supply depots increase supply of a hex. I am a huge fan of supply depots becouse I like to have my territories in high supply. As for placing them with barracks, I do not remember if a hexes supply affects a units repair speed (the question has been asked and answered in the past on the forums but dont remember what the answer was).

3) number of research facilities only affects the number of things you can research at one time.

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 Post subject: Re: Ruges GC Mod (4.36(11-6-11))
PostPosted: Jun 06 2012 
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Joined: Sep 29 2008
Posts: 1872
Tnarg wrote:
Ruges,

2) Supply and Barracks - I am building barracks on several of my "Russian Federation Overseas Occupied Territories", just wondering if it would also be beneficial to build a supply depot as well?



Ruges wrote:
2)Supply depots increase supply of a hex. I am a huge fan of supply depots becouse I like to have my territories in high supply. As for placing them with barracks, I do not remember if a hexes supply affects a units repair speed (the question has been asked and answered in the past on the forums but dont remember what the answer was).



It appears by his answer that Ruges is indicating he has not changed it from what is in the base game;

In my experience, the only thing which affects repair speed when a unit is in a barracks is the funding level of Maint and Training.

Now, if you have a unit that needs repairs and is not in a barracks, local supply level will affect it. In situations where I am deep in hostile territory, but have an airfield I will place my damaged units on the airfield. Since it generates supply they will repair faster while still deployed.

There used to be a misconception that a unit ordered to repair would repair faster while in the barracks, as opposed to one that needed repair but was reserved. I did some testing a few years ago and found that to be incorrect. They both repaired at the same rate. The advantage of using the repair command is the unit will deploy once it is repaired and if you have a rally point set for the, "front", it will then make its way to where you can use it again.


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 Post subject: Re: Ruges GC Mod (4.36(11-6-11))
PostPosted: Jun 07 2012 
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Major

Joined: Feb 06 2008
Posts: 179
Ruges wrote:

3) number of research facilities only affects the number of things you can research at one time.


Thank you for the quick response. Now, what are the pros and cons of:

Putting a facility offline

Scrapping a facility

Destroying a facility

Thanks!


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 Post subject: Re: Ruges GC Mod (4.36(11-6-11))
PostPosted: Jun 07 2012 
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Joined: Aug 22 2008
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Location: Nearby, really I'll see you tonight when your sleeping
Offline means it does not cost (or only costs a fraction?) of its maintence cost. Handy to lower your cost on a structure that you dont need now but want it in the future.

Scrap means you will get some industrial goods upon its scrapping, It also takes awhile to scrap. This option is done when you will no longer need the facility.

Destroy is allot like scrap. However you do not get any industrial goods back, but it takes less time to destroy it then it does to scrap it. Use this option when you think the enemy is going to take control of the territory, and you dont want them to have the structure.

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 Post subject: Re: Ruges GC Mod (4.36(11-6-11))
PostPosted: Jun 07 2012 
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Joined: Sep 29 2008
Posts: 1872
Pro's

Offline - can bring it back online at a moments notice if needed. Good for lowing build bumbers and affecting world hate. If a fab is offline, it does not count against fab amount.
Scrapping - Get back some of the goods used to build it.
Destroying - keeps it out of enemy hands.



Cons's

Offline - Small maint fee
Scrapping - Facility is gone, cannot be used any longer after scrap complete. (can stop scrap before complete, but will need to build again, as if new, from stopped point)
Destroying - same as above, but gone much faster.


Bleh, teach me to read beyond the initial post/question :)


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 Post subject: Re: Ruges GC Mod (4.36(11-6-11))
PostPosted: Jun 28 2012 
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Corporal

Joined: Aug 13 2011
Posts: 4
On a somewhat technical question, if I play the Shattered World scenario, are the new units and techs in the game? Or do I only get the improved AI?


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 Post subject: Re: Ruges GC Mod (4.36(11-6-11))
PostPosted: Jun 28 2012 
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Joined: Aug 22 2008
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I have not released a shattered worlds version of the mod in a very long time, I think it was somthing like 2.35 version that had shattered worlds in it. I have done so many relations changes to the mod that it would not "port" over to the shattered worlds version very easily so I just stuck with the GC version.

If you use the AIParams from the link on the first page it will work for all of the scenarios, not just my mod. However no other part of the mod will be in play (no techs, units, relations....)

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 Post subject: Re: Ruges GC Mod (4.36(11-6-11))
PostPosted: Jul 06 2012 
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Sergeant

Joined: Jun 30 2012
Posts: 10
Ruges, I have a very amateur doubt. I am new in the forum, so please take it easy :)

Your most updated Mod is that one in your first post in this topic, or you put some updates along the topic? I take a little reading and saw some links, about files, but I am not so sure if it is the mod with updates. Sorry for the very stupid question, but for what I've read, I am pretty impressed, and kind of anxious to give a try.

Thanks!


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 Post subject: Re: Ruges GC Mod (4.36(11-6-11))
PostPosted: Jul 06 2012 
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Joined: Aug 22 2008
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First post in this topic is always the most recent version.

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 Post subject: Re: Ruges GC Mod (4.36(11-6-11))
PostPosted: Jul 11 2012 
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Warrant Officer

Joined: Apr 26 2012
Posts: 28
Quick question for you Ruges:

When I start your scenario, do I need to adjust any of the difficulty settings, or just accept the defaults and go?

Thanks

Gudgey


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 Post subject: Re: Ruges GC Mod (4.36(11-6-11))
PostPosted: Jul 11 2012 
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Game is set to run at defualts. However one thing I do suggest changing is the random events. move it up abit.

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 Post subject: Re: Ruges GC Mod (4.36(11-6-11))
PostPosted: Jul 16 2012 
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Joined: Sep 15 2011
Posts: 1301
Location: X:913 Y:185
Could it be possible to make this mod not overwrite any of the original files? 8O
Although I like your mod very much, altering the original files hinders my ability to play mp games with vanilla owners (at least I was told so that it does, didn't want to risk it so I reinstalled the game before actualy trying for myself :oops: ).

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