I guess you have started in single scenario mode, i.e. when you can choose between the individual scenarios of the campaign. In that case random heroes are not added during the game. Random heroes are only given if you are playing the game in campaign mode, that is from the main campaign screen. This is a vanilla game issue and cannot be fixed by modders. For the same reason random heroes are also not given in multiplayer mode.tortiator wrote: ↑Fri Oct 11, 2024 11:20 am hi hi
i restarted the Barbarosse @real Scenario without the start in poland etc... just the big map. it turnes out that in somehow @hereos@ are not activted... tried to get so *forced to 2000 kills( but even with killing units with 0/10) nothing will happend.... is thery a trick tu turn hereos creating back on?

I wouldn't want to overload the tactical map with unnecessary visual information. I think one of the greatest advantages of PzC1 over PzC2 is its clear aesthetics and easy to read map. Turning it into something like a Christmas tree with all kinds of glows and symbols would only ruin this advantage in my opinion.
As it seems, there is not even an agreement on what a "special unit" is. For every player it is something else. For some, it is historical heroes. For others, SE units. For yet others, multipurpose units. And the list can go on and on. In the end, nearly every unit can be "special" for one reason or another. And thus would require its own special marker of some sort. And in the end it would result in a plethora of unit markers making the tactical map very hard to read. As opposed to this, I prefer the minimalist approach with as few extra visual information given as possible, but I might be wrong, of course...
Yes, I am aware of this, and I have had very long and extensive online conversations with Duedman about this match including this particular issue as well. In fact, this match had inspired me to start to work on the mod again in an attempt to further improve it and of course to fix things like this, as much as I can. So yes, things are moving forward again, even if slower than they used to.Locarnus wrote: ↑Thu Oct 10, 2024 4:56 pm Speaking of unintentional units behind own lines, I recently watched the ongoing
"Battlefield: Europe 2.4 multiplayer match on youtube"
The Axis player made a very rapid advance into and beyond Moscow.
Which seems to have outpaced some of the trigger settings for reinforcement units that spawn between Moscow and the Volga and Oka rivers.

They indeed had a quite unusual approach to several aspects of this mod. It will be seen in later turns even more, but I don't want to give spoilers right now. But one thing should be mentioned: it was the very first play through of the mod of Duedman's opponent, he had never even played the mod in single player prior to this. And even Duedman had several questions regarding the base game indicating that he was not aware of several important vanilla game mechanics, sometimes thinking it was changed by the mod itself when it was not.
They have mainly played another game called "Strategic Command WWII: War In Europe" and it appears that they made several (wrong) assumptions based on that, perhaps even assuming that this mod was based on that other game with similar mechanics and thinking. But I have never played or owned that game and in fact I released the first version of the BE mod over 10 years ago, years before the release of "SC WWII: War In Europe".
So yes, it is highly recommended for anyone to play the single player version of the mod at least once before attempting to play it in multiplayer. Nevertheless, I am also preparing a more detailed text file explaining different aspects of the multiplayer game and also changing and extending the existing in-game messages to make things a bit more easy to understand for new players.
But hell yes, it is indeed a very complex mod and I am not surprised that it is hard to get into it for new players. That's another reason for me not to support adding even more visual markers and stuff like that as those may only confuse new players even more.