RGA wrote:ok, maybe the logs would become too big. Are you able to look at the game again and how it processes Naval battles compared to the rules in the boardgame. Many times I see ships with damage level of 6 and nothing happen. If they pass a survival check then the damage level should be set back to 3 and survival checks should suffer from a +1 modifier for each hit in excess of 4.
I hope you can look at this because the Naval side is very odd at the moment and produces unusual results. I saw the German scouting fleet take on the British Grand fleet and win.
THE ROYAL NAVY'S POISONED PILL IN WW1G
Examination of some of the tables and rules used by Le Grande Guerre disclose how the RN has been handed a situation unlike that faced by the Admirals of the day.
The following are from the TurnRules.csv file, in the remainder of these examples, they are extracted from the GrandCampaignTwo folder.
195;TR_NavalCombatModifier;1;100;TP_Military;GER;1
This appears to provide the German Navy with a +1 advantage although nothing relating to the modifier is indicated in the detailed Battle Log. Whether it modifies the die roll or CRT column or something else entirely is not clear but since (+) is good and (-) is bad, this rule gives the HSF an advantage over every other Navy in the game.
Further into the file we find:
239;TR_NavalCombatModifier;1;100;TP_Military;ENG;-1,4
Here is the RN's poison pill, automatically it is placed at a disadvantage compared to the HSF and every other navy! In effect the British Fleet is inferior to all others. The .xls file in the Modding Folder the value is shown as -1.4 but I could not determine whether the value represents a decimal (, as the decimal sign in Europe) or some other parameter.
Having established rules that place the RN at a disadvantage in all naval combat we move onto rule:
240;TR_NavalDefeatNationalWillEffects;1;100;-;ENG;-4,1
In addition to the (entirely reasonable) NW costs for losing ships, Britain suffers four-times the NW effects of any other country in the event of a naval battle lost. Having set the RN up for probable defeat with the previous two rules, this rules also guarentees that the effects of that defeat will be exaggerated beyond the historical. Once more though, I am unsure whether the second digit is a decimal or has some other significance.
All the above is in addition to the Defective Shells technology which automatically handicaps the RN even more until it can be researched and adapted. No wonder the vastly superior Royal Navy suffers defeat after defeat at great cost to the war effort, events that have no real-life counterparts in the actual event.
RGA wrote:1) After a sucessful survival test should the damage level be reset to 3. It is in the boardgame rules. It doesn't appear to happen in the PC game.
RGA wrote:2) For suvival tests, does damage above level 4 apply a +1 modifier for each level (i.e. for damage level of 6 there would be a +2 modifier to the survival test.
if( iDieRoll >= iRequiredDieRoll && iDieRoll != 1 )
{
// ship sink...
// -6 hits
if( hits >= 4 )
{
// do again a survival test
}
}
else
SetHitPoints( 3 );
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