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-   -   Creating a campaign (http://forum.shrapnelgames.com/showthread.php?t=50869)

chris h June 26th, 2015 11:28 AM

Creating a campaign
 
Is it possible to save a campaign half way through the selection of core units so you can pick it up later?

Griefbringer June 26th, 2015 12:43 PM

Re: Creating a campaign
 
As far as I can tell, there is no save option available when you are on the purchasing screen.

How large campaign core force are you planning to buy?

chris h June 26th, 2015 03:54 PM

Re: Creating a campaign
 
Quote:

Originally Posted by Griefbringer (Post 830554)
As far as I can tell, there is no save option available when you are on the purchasing screen.

How large campaign core force are you planning to buy?

Don't really know. I was going to set the numbers as high as possible and just experiment on an early Pz Div but not being used to the units in this version I'd probably need to save at some time, either that or leave the computer on.

scorpio_rocks June 26th, 2015 05:09 PM

Re: Creating a campaign
 
Remember if you set your core to max (and buy that many points worth of units) the AI cannot assault or advance against you (it has to have more than max...) and there is no room for your units to improve (increase their cost), or upgrade...

also If you max number of units, you will not be able to add any mission specific units from support points.

I prefer to keep my core under 20,000 - allowing for experience upgrades and for the AI to max out for assaults

chris h June 26th, 2015 06:22 PM

Re: Creating a campaign
 
Quote:

Originally Posted by scorpio_rocks (Post 830556)
Remember if you set your core to max (and buy that many points worth of units) the AI cannot assault or advance against you (it has to have more than max...) and there is no room for your units to improve (increase their cost), or upgrade...

also If you max number of units, you will not be able to add any mission specific units from support points.

I prefer to keep my core under 20,000 - allowing for experience upgrades and for the AI to max out for assaults

Lots off stuff here I had no idea about. You say you keep your core under 20,000. So, ignoring all above, what is the max size.

scorpio_rocks June 26th, 2015 06:30 PM

Re: Creating a campaign
 
Max is, I believe for core, 65,000 points, 200 units.

Griefbringer June 27th, 2015 02:49 AM

Re: Creating a campaign
 
If you cannot purchase a whole core campaign force at one go, you might be maybe starting a campaign with too large a core force.

Or if you are slow on making purchasing decisions, you might want to first write a "shopping list" somewhere else and then just go and buy the actual units.

chris h June 27th, 2015 03:18 AM

Re: Creating a campaign
 
Quote:

Originally Posted by Griefbringer (Post 830568)
If you cannot purchase a whole core campaign force at one go, you might be maybe starting a campaign with too large a core force.

Or if you are slow on making purchasing decisions, you might want to first write a "shopping list" somewhere else and then just go and buy the actual units.

Started doing the later.

Thanks

Wiking June 27th, 2015 11:00 AM

Re: Creating a campaign
 
What I usually do is make a shopping list, max out available points (you lose any you don't spend anyways, so its plenty fair I feel), and decide what is indispensable. Ask yourself, what kind of force am I trying to represent? What can I not live without? And most importantly, what will benefit the most from experience during a campaign?

Adding things that do not really benefit from experience or morale gain during a campaign is probably wasted slots and points (trucks, half-tracks, ammo carriers, etc). Armored cars and very light tanks are arguably wasted points if the battles are large enough as they likely will not survive long enough to enjoy their rewards.

Construct the force around either armor or infantry, and then buy assets that will support your style of play. If you are high mobility then self-propelled artillery is desirable that can keep up. If you're playing footslogging infantry, then perhaps StuG's and other CS-tanks are preferable to help you destroy strong-points or repulse enemy attacks. AT guns are debatable in a core: they tend to die fast to mortar fire and sacrifice their experience gain pretty quickly but are also indispensable for taking the combat load off your tanks. Plus you can upgrade them later to tank destroyers.

Just be methodical and remember there's no "wrong" way to do this!

RVPERTVS June 27th, 2015 01:24 PM

Re: Creating a campaign
 
I've found the following thread to be very useful on the matter:

http://forum.shrapnelgames.com/showthread.php?t=50453


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