Pto2 game
It came with a collection I purchased years ago call Twenty Wargame Classics. I never really knew how to play it and it just did not seem to work too well. I hope that the new pacwar will be even better then PTO2. Other than that, it is an excellent game which will be updated soon with new features.
Not that I have much stock in thier word If you do would you consider downloading a copy to me? Warspite: I am also trying to get PTO2 for some time now, but to no avail. Perhaps you could be so kind as to email a copy to me, too?
Installing is simple: Just unpack the archive or run the setup. Finaly, if you have some commanders left, place them on base that has a strong and important Air Force. If you are shelling an empty base, then shell at day. If you sheel at night, the damage you will inflict will decrase but the casualties will be much lower. This is perfect for landing troops on the base.
Just make sure that there is money in it. Base upkeep are used to repair th bases yield, harbor, dock and airport. Since you can only have a maximum of 20 marines on the field, you generaly end up with 10 marines in reserve. Which mean that you don't need to draft marines during the conference. The army might need them more than you since they can have 40 divisions and it is the only thing they can have. So most of the time draft 0 marines for the Navy.
So it will increase the ressources you get and the strenght of your army. The disadvantage is that these base can now be attacked by your opponenent which could not be done when the base where neutral. It will also extend the size of your territorry which makes it harder to defend. If you are the japanese, this can go the other way to.
Declaring war to nations will make you more territory to conquer and more ressources to get but your ennemy will gain strenght. When you play the japanese, you should think twice about making a peace treaty because if you do so, you won't be able to get the nation's base anymore if you are in bad condition you can do it.
First select your goal according to the supply lines. If you have cutted supply lines, try to restore them by chosing the right target. You can also try to find ways to cut the supply lines of your ennemy. Concentrate on making the goals and then with your free time left, conquer everything you wish until next conference. Yes, of course, the difficulty setting was beginner.
It is important to note that even if you only make war declaration, you NEED budget to declare war, else you war declaration will not happen. Spending more than budget in a field won't make more difference than spending When you are playing cards, the computer don't consider what is in your proposal, it only tries to make their proposal win even if their proposal looks alike.
But if the proposal is exactly the same, the computer will note that they are the same and both people will be considered to favor the same proposal. Which mean that if you make the same proposal than somebody else, this person automaticly vote for you.
So you start with 2 people that agrees with your proposal. You only have to find 1 other person to win. The Only way to assure that you're GNP stay high is to make sure that you win most of the toppics, which is sometimes hard to do. Still, there is a way to make sure that at least 1 topic will not drain your GNP.
In the previous chapter, there is an entry where I talk about base ressuplying. I also said that base that produce Oil and ORE generaly have a lot of material in exess. First, go to the bases that has a lot of material and remove any exess of material until you reach a reserve of material it is the maximum.
You can easily do it for a couple of month at the beginning. It might comes harder later but don't forget that Oil and Ore base always have supplies left. When you Material reserve is at the maximum, enter the conference.
Since your material in reserve is at his maximum, it will be impossible to assign more than 0 material to the NAVY. Which mean the goverment will have between to extra material than the usual.
Which will make your GNP rise for an average of 1 to 10 percent. By using this technique, you are sure that you will at least increase your GNP somewhere even if you lose all the discussions.
This can be usefull to retry the first dicussion which is diplomacy. If you don't have time to play the conference, don't play the last day of the month and play when you will have the time to attend.
Still, if you don't want to attend to all topics, you can skip topics you don't need. This is why it is important to follow what has been planed in the last End of the Month conference. Of course, if you want to, you can just ignore them, but you will lose card. You cannot have more than 7 cards. If this card is used efficiently, it can make you win the discussion. The best way to use it s to use it is near the end of the discussion when there is not much time left.
If you do so, you will convince most people on your side and they will not have the time to resubmit plans. Don't forget that if you convince everybody with your card, the proposal is automaticly accepted.
Which mean that you can keep a card for a later usage. Still, at the end of the conference, you lose all your cards and you will draw a totaly new hand in the next conference. In this case, the foreign minister won't be able to play. Another usefull example : if you have convience the Finance and Foreign minister at your side, use the PASS card to skip their turn, in this ways, they won't be able to resubmit plans.
Second, if you need to do something and only has PASS cards in your hand, PASS to the chief of the staff because since the turns are played clockwise and because you sit next to the chief of the staff. Which mean after the chief of the staff plays, it is your turn again. This mean that you won't have to wait for everybody around the table to play. The only way to spoil this plan is if the chief of the staff pass to somebody else.
Keep them. When you opponent plays a card, you see his card, placed face down, and the card he is playing placed face up. The card that are highlighted are the card he can play. When somebody attack another person, if the person refuse, look how many face down highlighted cards he have.
So when you see that there is not anymore highlighted cards, it mean that he cannot refuse anymore. The best way to use these cards is to attack the person who has already placed at their side a few people. Still don't use it when you still have over 10 Minutes left. The BIDE card is realy usefull when you are winning the conference and you want to end it there. In this case, the people you have convinces will not have the time to resubmit again. It's better than nothing. This card is very usefull when you need it but you won't need it so often.
This is why making your own custom ship will make your ships a little more balanced. There is 2 things to consider in designing new types of ships 1 The stats on your ships 2 The production cost and time. Yes, it is possible to make a DD with a hull of 9 with a lot of big guns. The problem is that it might take you 6 months to build it. The goal in designing new ship is not to make the most powerfull ship possible. You must make ships that are well balanced, have few weak point and are easy to build.
The first important detail is that the number of point you have to design your ship must all be spent. So if you have a lot of points left, son't spend them in weaponry or hull because it will increase the time and cost of the ship. Instead, spend it in cargo. Here are a few guidelines about each stats of the ships : Speed : Since it is not so expensive and it is very usefull, place a speed of 40 for all types of ship. This will then give you flying ship Maybe not flying but very fast.
Hull : Is is not expensive but it influence a lot the ship cost and time. So be reasonable. For submarines, place the maximum hull since submarines are very fragile. Generaly you spend all your spare point in cargo except for some ships where it could be important. So this is not so much important but if you develop the rocket technology, this is the maximum rocket you ca place.
In this case you will need more cargo to hold more rocket which is a good idea. DD, CL, CA : This space can be use to store scouts, but if your ship have torpedoes, it is the number of torpedoes on your ship. Try to place at least 30 torpedoes You can use a maximum of 10 per combat. For CA, one thing you can do is to specialise them in rocket attack.
On the CVL, you should place 45 or 50 which gives you 2 group of 20 planes plus 5 or 10 scouts. On a CV, generaly place It will have 4 groups of 20 planes plus 10 scouts. You cannot place more than 4 groups on a CV so if you place 99 planes, you will have 4 groups of 20 planes plus 19 scout.
Sub : This indicates the number of torpedoes you have. One thing is for sure, you never have too much torpedoes in a submarine. If you do not have torpedoes, then you will be able to stock scout and rockets when you have the technology.
Generaly, you should leave the rocket and scout thing to the CA and the BB. Of course, if you intend to make a special type of design ex : DD with big gun you can remove the torpedoes. Anti-Sea Gun : The level of anti sea gun should be set according to the type of ships. For a BB, you should place at least 60 and Sea Gun. Generaly 70 or 80 will do the thing. For the DBB, place Generaly, they flee from sea battle. Son instead of spending useless points, spend them in Anti-Air defense instead.
This is why I place 0 in Anti-Sea. DD : Generaly, DD are more efficient when using torpedoes especialy if you play the japanese. This is why their gun might not be usefull. Then again, if you are not getting any good results with torpedoes, you can place something like 30 and Anti-Sea gun. CA : These ships are like light battleship.
This is why gun power can be important if they don't have a lot of spaces for rockets. This is why you rarely ignore this stats. Here are a few guidelines : CV,CVL : This is the most favorite target for planes this is why you should place at least 60, but generaly place 70 to 80 in Anti-Air cannon to do the thing. DD : These ships are generaly there to take the blow from air-strike. This is why they need at least 40 Anti-Air defenses to kill most of the planes when they passes.
Placing more won't be so bad. CA,CL : You should place an average of 50 to 60 anti-air defences on these ship. BB : Generaly 60 to 80 antiair defenses sould be correct for a battleship. DBB : This is a moving forteress.
Place 99 to keep your forteress floating. This is why keep a minimum of of budget and material in your reserve. Don't forget that you need material to supply your bases, but still you can get supplies from other base. Second, for the ships, compare your reserves and you ships lost. If you have like 50 DD in reserve don't build any unless you have made new types of DD and want to try them.
Try to plan your production in long terms. Look at the type of ships you need, look at what you have lost and evaluate your needs. Don't forget to look at your budget too. Generaly don't build all the same type of ships.
If you need BB, don't build 6 BB in the same month. Build 2 BB per month. Because first you will have more resources to spend elsewhere and second, if you increease your industrial technology, you ship time to build will decrease.
A 6 month battle ship can be droped to 4 Months. This is why at the beginning of the game it is not so recommended to build a lot of ships. You should generaly start building more then 5 ship per month after you have played for at least 4 month according to the first campaing.
Building Japanese planes is a little more complex since there is a lot of type of planes. Some planes has only specific uses and others don't. This will give you more planes for your fleet. So you must evaluate your need and look at what you have on the field. Some time old models are not so bad and they have a good production cost. In this case, you can continue producing these planes. It is sometimes better to have more planes that are cheaper to produce.
The reason why is that when a plane is out of production, you cannot place in reserve or supply your fleets or bases with this type of plane. Which mean that if on an aircraft carrier you have 2 groups of 10 planes, you cannot fusion them in a group of 20 planes. This can become a real pain in the neck. This is why I am warning you about stoping production lines. Here are a few guide lines on when you should look at the combat if you have the time to see them.
Generaly, most of the decision sould be taken during sea combat because, air combat are generaly solved very fast. As a general rules, when you look at the combat, the casualites on both sides are higher. Air strike Seeing the air strike might be a little more effective. It can increase the total amount of damage you made to the ennemy. Generaly, always look at the air strike you make. If you want you can skip the air strike targeted at you. Fleet VS Fleet battle If you are under attack and your fleet is not strong enough to face your ennemy, you can skip the combat.
But generaly when seeing the combat, you can easily evade ennemy fire since they generaly never heavyly engage your fleet They only cross the map and fire when they can. If you can destroy the ennemy, look at the combat because it will be much more effective. Fleet VS Base If you have like 2 or 3 fleet that need to shell marines on a base and you are not in a hurry, you can skip the combat.
It will take you more days to kill them, but it won't bother you. If you need to conquer rapidly, look at the combat. If your base is under attack by an ennemy fleet and you don't have any planes on your base you can skip the combat. If you do have planes, see the combat because if you don't look, you will lose planes which is sometimes not he case when you look the combat.
If you suspect that the ennemy has landing troops LOOK at combat because if can be sometime be easy to sink 1 or 2 transport before they land reducing their number from to 75 or 50 which is very important. Delegation : You give the command of your force to the computer.
The computer will make the rest of the combat without asking you any guidelines. Orders : You generaly give a target and the computer will make sure to use your fleets to accomplish this goal. This part of the game works like a card game, where you, the ruler of your nation, the commander of the Army, the civilian in charge of foreign relations, and the civilian in charge of the treasury, decide how to conduct the war.
The number of cards each person has is dependent on their success in the war overall and their prestige. Things decided in these monthly conferences include how to spend the countrys budget, what the next month's military objectives should be, how many divisions of troops to raise and where to send them, and diplomatic initiatives with other nations.
The cards you get are random, and allow you to do things such as propose your own plan, try to convince somebody else to back yours, or refuse someone else's proposal. When time runs out, the ruler calls for a vote, and the proposal with the most votes is accepted. Then the next month starts. The realism of the game is very good, with realistic pictures of the civilian and military personnel President Roosevelt LOOKS like him , exact breakdowns and specs on all the ships, planes, and tanks used in the game, and results that match what may have happened historically for example, American submarines will have many duds hitting other ships until they get the improved torpeados!
Some of the campaigns are not historical, but this also allows you to do a wonderfull 'what if' game if things had turned out differently. The computer AI is good, and you have the ability to tweak the difficulty settings in exact detail.
Plus being able to design your own ships as you get improved technology is wonderful, and you will find yourself busy every day coordinating your forces to defend or attack and hoping you can catch the enemy off guard. If you ever wanted to command a fleet of Shinano Class Japanese carriers, or Montanta Class American super battleships, here is your chance!
Unfortunately, there are problems with the game, most of them being inherit with the platform itself. The graphics look alright but are lacking in sharpness or the color scheme.
The Super Nintendo version of P. II has so much more then this PC version does. You can actually play the battles, for instance, instead of just seeing it abstractly. The music is wonderful, the controls are easier, and the game is more difficult with an even better AI. I have never played the Saturn version, but from what I hear, is even better still, with actuall video clips to spice up the game.
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