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Author Topic: players guide ridiculously obsolete  (Read 5022 times)
0 Members and 4 Guests are viewing this topic.
TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« on: July 24, 2007, 05:38:04 pm »

should just be taken down for now, its misleading, had someone complain bout it.
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Unkn0wn Offline
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Posts: 18379


« Reply #1 on: July 24, 2007, 05:38:59 pm »

Ultimate guide?
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #2 on: July 24, 2007, 06:03:28 pm »

yup it was made b4 i arrived...
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Nevyn
Guest
« Reply #3 on: July 24, 2007, 06:50:12 pm »

From Playing the game now for a few days using this mod, if you are looking to do a new guide i would suggest that we also include some common company compositions and a tactics guide as well.

From what I can see unlike vanilla you really need now to understand allot about basic infantry tactics during this period.  I have a few ospreys on this period covering airborne tactics and even after reading these there is a steep learning curve to be had even after clocking the game on vanilla. 

Now maybe im on my own with that but i think as a minimum in the guide players are given some standard company selections to work from. Im also of the opinion that in the future that everyone gets a standard company composition to start with and then goes on from there with upgrades and the like after the 1st few battles.

Id say given the scale it would be easy enough to copy the standard historical composition of a airborne company a infantry company and a armour company for the allies and similar for german companies.

Even happy to do that myself if people are interested.

Anyway just my two cents

Cheers Nev 
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Draygon Offline
EIR Veteran
Posts: 1636


« Reply #4 on: July 24, 2007, 07:07:27 pm »

Giving everyone the same carbon copy company at the start is not what EIR is about.  EIR is about building your own company and going from there.  There can be a new guide made that incorporates all the new things to teach them what they need to know to build their own company.

Yes you need tactics and strategy to win (which is what I LOVE about it) but having everyone start out the same takes something away from EIR.
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Nevyn
Guest
« Reply #5 on: July 24, 2007, 07:34:50 pm »

point taken about flexibility and so on, just a thought to prevent spamming of unrealistic selections thats all.   Figured if we all start on a base line and have some flexibilty but not heaps and then grow from there might balance the encounters a bit.  But im happy with the status quo as well. 

I think i might post up some historical OOBs i have access to for purpose of company creation guide and so on in the next few days and see what people think. 

Cheers Nev

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Unkn0wn Offline
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Posts: 18379


« Reply #6 on: July 25, 2007, 03:08:58 am »

I plan on writing many guides later but currently there's not really any room for them Smiley.
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #7 on: July 25, 2007, 03:52:42 am »

no, the players guide stickied in this forum

Quote
Starting Resources:
Each commander starts with 5000MP, 500Mun, 50Fuel
Each turn a commander gets approximately 3000MP, 300Mun, 150Fuel

Divisions and Companies:
Each commander (general, colonel or captain) can split his Division into a maximum of 5 different companies (A to E). Each commander can name his division based on his specific discipline (Airborne/Armor/Infantry or Defensive/Blitz/Terror): example: 101st Airborne, Alpha Company OR 82nd Infantry, Dog Company OR 23rd Terror, Abien Company. As a company passes 200 population it becomes known as a battalion, as a battalion passes 1000 population it becomes known as a regiment. Regiments are capped at 5000 population.
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Vondrakin Offline
Honoured Member
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Posts: 157


« Reply #8 on: July 26, 2007, 08:19:06 am »

A guide on units for beginners would be a good idea, im sure a lot of potential players get scared away by the seeming elitist view.

Also on an off point concerning the size of battalions and our platoon manegment screen... 5000 pop cap? even a 1000pop is far greater than what our platoons can manage unless you have 40 in each and then you cant really play very well, Perhaps the ability to presave platoon sets say for defence or attack, Maybe your up against an Infantry company and you can set your anti inf platoons.

Just my 2 cents Tongue
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just another cat drinking coffee
naradaman Offline
Honoured Member
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Posts: 603



« Reply #9 on: July 27, 2007, 08:59:44 pm »

Welcome to alpha development people Tongue Cheesy
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DasGuntLord01 Offline
Shoutcaster
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Posts: 430



« Reply #10 on: July 27, 2007, 09:07:39 pm »

Also on an off point concerning the size of battalions and our platoon manegment screen... 5000 pop cap? even a 1000pop is far greater than what our platoons can manage unless you have 40 in each and then you cant really play very well, Perhaps the ability to presave platoon sets say for defence or attack, Maybe your up against an Infantry company and you can set your anti inf platoons.

I think the company/battalion/regiment/division structure is broken.
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