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Old April 25th, 2011, 01:58 PM

JCrowe JCrowe is offline
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Default Re: Post 1.06 Patch Bug List

Version 1.08??

Dang it, I only just got started on v1.07!! Well, when it rains it pours. Below's what I've got on that ancient wreck, v1.07. I'll start fiddling with v1.08 as soon as time allows.


Initial Impressions of v1.07


I haven’t had the time to run too many scenarios with the new update, but from what I’ve seen so far, there are both points of promise and delight intermixed with the foibles and faults of the old. We’ve been told that WS is still a work-in-progress

IN BRIEF ....

GOOD STUFF
- Unit Balance is much improved, and it shows
- AI is far quicker to seize territory & earn big victory bucks
- AI is much more flexible with its naval units
- Nukes are less restricted (Go Atoms!)

WORKS-IN-PROGRESS
- Unit balances still need tweaking
*Beware the All-Mighty Supercruiser
* Wherefore Art Thou, ‘Chopper’?
- Advanced tech costs the same as old tech (?)
- AI is Tech-Obsessed (to a fault)
- AI responds poorly to local threats

AS YET UNDETERMINED ...
- Is the AI still limiting itself to one attack per turn?


DETAIL IN DEPTH

Air power still predominates, but not nearly to the unrestrained degree it once enjoyed. And if AAA is present, the equation shifts notably to the advantage of ground forces. Tanks and rocket artillery units suddenly have value beyond being mere grabbers of turf, scurrying behind in the wake of your airborne fury. The rebalance was strong enough that I find myself unable to simply steamroll over all the neutral armies I encounter with whatever fragmentary forces of mine happen to reach them first. Instead, I’ve been forced to ‘sit’ and build combined assault forces to pound some of the larger redoubts into the ground. A slow process in a neutral-happy world. I found myself pushed to ‘hopscotch’ around many of the neutrals to seize unoccupied territory in order to earn direly-needed “beginner’s cash” for rapid construction of my hellforesaken Nixon-esque military-industrial complex.
It’s also been an eye-opener to see some of the AI competitors not only match my acquisition of land, but to see them exceed it as well, and by fair margins at times. It goes without saying that a players in a game like WS never ever want to be behind the old eight-ball on resource exploitation. A long stay there is a sure path to irrelevancy - and brutal extermination.

The AI is also clearly putting more thought into the development of its naval forces and their deployment. Not always making good choices, but certainly better ones than it was once wont to do.

So ... ‘yay’!

Still, there are areas as yet incomplete. To my mind, cruisers remain wholly unchallenged in terms of naval dominance, and god help the poor fool who wagers otherwise with his men and hard-earned steel. Choppers are cute (aww – lookit the chain gun animation!!), but I still fail to perceive any value argument for their use. Sure, cheaper dollar-wise than a Fighter Jet, but more vulnerable to AAA and less adept at stomping all the dirt-draggers swarming beneath their heavenly feet.

Meh.

Again, this is just my initial impression, based on limited scenario plays, and it may evolve with time and experience.

Another area needing attention is the AI – as Aaron himself has noted. It’s more assertive and spicy, but weaknesses abound. For example, I’m impressed at its newfound ability to rapidly acquire territory, even in the face of neutral obstacles. But I’m perplexed by how it appears to leverage this advantage. The new AI seems pretty obsessed with tech development. It pushes new tech with urgency – so much so, that it sacrifices the demands of the present for the needs of the future. Level 3 Stealth Fighter tech is way cool, but it’s not that useful if you can’t build any jets because you’re plowing cash into tech investments. I often end up way ‘behind’ on tech, but with a military so powerful with the basic units that it doesn’t matter. Tech toys only have value if you can build the things, not just stare at them and grope at their brochures as your mind races with prurient dreams of bloodsome conquest.

Speaking of tech, I begin to wonder if it makes sense that more advanced units should continue costing the same as their older incarnations. Basic Regular Bomber - $36 million. Fancy Super-Techno Level 3 “Lord of Flying Death” Stealth Ultra-Bomber .... $36 million. (!) You don’t even have to pay shipping or sales tax! Sure, you have to pay for the scientific research, but at $50 million a pop for a 75% chance of return ... that’s hardly much of a barrier to development.

One last point of note – despite the improvements, the AI does not seem to respond well to local threats. It expands, but doesn’t seem to plan for contingencies, such as ‘what do I do if I bump into another player in the west?’ One good ‘hit’ to a ‘mustering’ area, and its local defense usually falls apart – completely. It has trouble deciding where to draw a new line, what sacrifices it will have to accept and to what extent, and where and how it will construct a defense or launch a counter-attack. I seem to hit these guys and roll them up like yesterday’s news. The AI seems to prefer building reinforcements way, waaay behind the front lines and deploying them piecemeal to the front. And for all its tech investments, when my air fleets of auto-death start sailing in from the periphery, the AIs never mass-build AAA or fighters as a counter.

PS. I’d also note that for all the cash the AI will invest in Tech, it will not invest the same in capital. That is to say, it doesn’t build cities, even on 12-point resource territories that practically scream for real-estate development.
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