Robotron wrote: ↑Fri Oct 18, 2024 7:21 pm
- many other things added during the last 10 months which I already forgot
I had a strange glitch in the game. My turn did NOT go, although I'm sure I did everything right and pressed End of Turn. So I had to replay this turn again.
And I had no idea that such a desync could happen due to a turn restart. So this is possible?! Oh my god!
Don't rush to release a new version of mod. I have many questions based on my experience in multiplayer that I want to discuss.
1. It's a pity that you did not describe entire list of changes. I play very carefully, and I don’t understand many things that are not written anywhere. And therefore I do not know what it is: I just don’t know or a bug, or something else.
2. Problem with Research desync is most common! Research is unlocked not as initially indicated on panel, but +- 1-3 turns. Picture with notification may not be shown before activation, and vice versa. You see picture with Research, but it is not unlocked in the game. This is true!
3. How does Unit repair work?
Yes, I know that repair cost depends on territory pit, nationality of the territory, North Sea Blockade (for CP), Commander on unit.
I have compiled a table that shows cost of repairing a unit in PP and MP under normal conditions, that is minimum. But in many cases, it does not correspond to this value. Sometimes, on contrary, it has a different cost that is directly proportional. There are probably unknown values that we do not know about, or this is a bug!
For example: in your manual there is a small discrepancy in description: The tips say about Commanders, and in section 2.3 about the nationality of the territory.
20 quick playing tips for players new to this mod:
9. Repairing
leaderless units in swamp, deserts or rough terrain consumes +25% PP.
Repairing
leaderless units in dunes or mountains hexes consumes +50% PP.
2.3 RAISED LAND UNIT REPAIR COST IN ENEMY DIFFICULT TERRAIN
+25% more PP for repairing units on Deserts, Swamps or Rough hexes
originally belonging to the enemy.
+50% more PP for repairing units on Mountain or Dunes hexes
originally belonging to the enemy.
Why is the repair cost of Pre-Dreadnoughts = 0 PP? And why repair 3 strength per turn? It's a Capital Ship!
Screenshot shows examples of strange repairs
4. Why does ammo NOT increase when it reaches a certain limit?. Even if you have many ammo factories and don’t use shells.
France, Britain: 100
Turkey, Bulgaria (probably all minor countries): 30
Other countries have not yet tested or it works ok.
5. Tip: Building more than 15 ammunition factories creates a risk of a catastrophic explosion of the ammunition factory by 1% per turn for each factory over 15.
Russia increased 1 ammunition factory over 15. And immediately an explosion, but TWO ammo factories exploded at once and half of all shells burned. With a chance of 1%, it is very strange, and why is that? How does 1% work? If I have 16 factories = 15(+1) 1% explosion OR 16x1 = 16% explosion?
6. How does economy work in game? I know that 10 PP each nation always gets free, + 3 PP Germany gets from coastal convoys from Sweden. I know that calculation should be done at 100% War Efficiency. But in end, sum of all PP Cities and expenditure of all units, research does not turn out to be correct in the balance. Can you tell me how this works? Vanilla manual says that captured cities give half of PPs. In your Mod it is even less - why?
7. Why is dirty weather only in West? - I understand that there are very few turns, but dirty weather should be EITHER, in East OR in Balkans.
More possible Bugs:
8. Armored train sometimes does not reach designated hex. Why?
9. Some Generals and Admirals do not have a range = 0. For example: AH Gen Von Kovesshaza, Ger Adm Maac.
10. During North Sea Blockade, a CP convoy appears in Baltic Sea in hex (116, 0). Why? Happened on turn 18.
11. There was a case when Russian Army Corps after numerous attacks by Artillery and Infantry improved fortification on next turn. Before attack, it was clear land.
EVENTS:
12. HORSE MASSACRE
I had an event when a Cavalry unit attacked a German unit with “industrial warfare”, and I received 2 damage points only. TWO, not three as written in manual.
Also, why does this event work on ALL cavalry of all countries?
For example, if Russian cavalry attacked a German unit and received this event, then it should not work during an attack on AH or Turkey, or others who do not yet have “industrial warfare”. Right?
13. STORMY SEAS
Never seen Entente Convoys get damaged visually in the Atlantic.
14. ORGANIZE DEFENSE OF GALICIA:
Spawns an Austrian Armored Train at Stanislau – does not happen, instead another AH Armored Train disappears.
15. SUEZ CANAL BLOCKED
This happened without even capturing a single city, but only a Turkish unit entered hex (130, 68) - why? According to logic, this is correct, but this is not a city as written in the manual.
16. FRENCH DOCTRINE CHANGED
Effect: France loses 10 Morale points - in reality only 5
17. GERMAN SUBMARINES SHIPPED TO ADRIATIC - two submarines do NOT appear in Austrian ports.
18. RUSSIAN AMPHIBIOUS ATTACK
We need to add an event to the multiplayer! Also add Admiral Kolchak (only for Black Sea Fleet) for Russia in this event. It was his operation. You can reduce effect for example, but be sure to add the event!
Another strange and incomprehensible thing:
19. When watching a replay of a turn in a battle between units, game shows other losses than they actually are and are visible upon completion. Why is that?
Game Balance:
20. In multiplayer, this is especially noticeable! CP is weaker, especially in diplomatic points. Because of events, they lose more often and more, and accordingly lose to the Entente in this battle!
I think we need to change this system for receiving points and price for them. For example, if you did not spend anything in this turn, then cost should decrease next turn. But even this is not enough.
We need to add more diplomatic points for combat actions of units! For example, for wounding/death of commanders, sinking ships, etc.
21. Blockade of Germany! Blockade primarily affected civilian population, that is, Morale. Blockade affected Army to a lesser extent.
Why does Blockade affect ALL CP countries?! Blockade was suffered mainly by Germany, perhaps to a lesser extent by AH, but definitely not by Turkey or other small countries. Convoys do NOT come to other countries, they live their own lives. - This needs to be cancelled or improved somehow!
My suggestions:
22. Due to the severe limitations of the economy in game, both players are very limited in creation and maintenance of units. There is no way to maintain a solid front line, not to mention a double line. I think if this is changed (reduce maintenance or increase PPs), then Armies will become more numerous, and battles on the map will become more dynamic and interesting!
23. Unlock ALL Research at once, adding number of research turns to each row. That is, if Artillery is activated on 3rd turn, then simply add 3 turns to each parameter. This will solve the desync problem, and will give player opportunity to develop their research in different ways as they like right away. This will make game more dynamic and interesting.
24. Rail Capacity has a short range, considering that it is very expensive, and one turn has 4 weeks! - We need to increase range! Look how long have Sea transports!
25. There are few types of units in the game. Armored train has weak Attack and Defense characteristics. This is especially noticeable when the infantry becomes stronger from research, and armored trains lag far behind them. In addition, range of armored trains is also short, like trains. We need to increase these parameters!
26. Why don't Cities and Capitals give any Defense bonus? Let's add that!