Tuesday, 23 August 2011

Making History II: The War of the World

Making History II: The War of the World
There is a time and a place of imaginative alternative histories, but not a detailed set, its scope is limited to a decade of human history, not when they occur seemingly at random. Making History II: The War of the World, a set of turn-based strategy that attempts to simulate the political, economic and military of the Second World War, but dumps you into a zany Grand Strategy sandbox, where all seems to go horribly wrong. While his detailed world, and is the economy involved are tempting, they can not redeem his comic international politics, his fight boring and unsatisfying, or disaster that pervades the experience MHII.

Grand strategy game requires a big commitment, so be warned that Making History II is so full of bugs, you may never be able to complete it. First, it crashes too often, especially when you get one or two years into the war. It may crash when you book flights to attack naval units when you move the carrier task forces of their ports, when you fill it with collective farms, or just about any time, regardless of your actions. Even when he does not like some strange errors that still bother you. Particularly confusing error breaks the date and resource stocks forever. Excerpts from the space-time continuum, but still able to take turns, your armies mysteriously disappears when the guys in a foreign country, probably because they were eaten by the Langoliers. In addition to the errors still feels MHII lag and unresponsive.

One of the most disappointing differences between our world and Making History II is simplistic and unsatisfying combat in this game of war, he said. While in real life must take into account factors such as guns, air superiority, the climate and terrain MHII these concerns are largely irrelevant. In fact, all you need to win a battle for the values ​​of the combined units of attack is greater than the defense of the defenders combined. As a result, Fielding, a horde of super-heavy homogeneous fields is best to diversify their forces. Even the Alps can stop your tank pile misery, because geography does not significantly affect combat (even if it affects the speed of movement). Also, the weather is not a problem, so in winter it usually takes the field.

Similarly, the economics of Make II, while compelling, is just about the dim realities of the time. Interestingly, the coal required for each unit and building in the game is more important than oil or metal, one more appropriate for the 1840s as the decade of 1940. For example, in real life, the Germans have suffered shortages of fuel, but the Nazis MHII sufficient in oil, but the lack of coal. The solution to the shortage of coal is a large order in the world market during the first round. You could deep in debt, but you can pay what other countries outside of prayer for coal.

Balancing the needs of industry, research, and the army can be tricky, and constantly faced with dilemmas such as whether to focus on improving the industrial production of a city or increase the production of research. Since the maximization of industrial production, improvement of the campaign, and investment in science all exhausted its limited supply of manpower and resources, you should make your plans carefully. Therefore, it can be very satisfying to see the fruits of their work, especially when these fruits are capable of pumping industrial metropolis super-heavy tanks on every corner.

For example, for a moment that you can scroll through a list of technical investigations, and the next time you're looking at census data from Qatar, with no idea how to end the land there.

In addition, the IA attempts ever to fight for control of the sky, and from the tanks do not need any help, there is no reason to use air power, especially since the movement of aircraft and aircraft carriers in the game seems to crash.

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