Kas Narayda wrote: ↑Thu Jan 23, 2025 4:20 pm
I have a feeling that the allied planes appear according to the script when I destroy a certain number of them. Is it so?
No, new Allied air units appear constantly regardless of how many of them are being destroyed. However, unfortunately the silly AI often lets them run out of fuel so many of them just fall down without any offensive action of the player.
I would not call it realistic when a squadron flies to a bombing site or attacks other squadrons for 15 days.
This is a characteristic of the vanilla game and cannot be changed by the mod. In vanilla Panzer Corps scenarios turns usually last for 1-5 days or something like that, so these are not much better in this regard but no one seem to complain about that.
There is obviously a certain level of abstraction in the mod, not everything is 100% real, it is only realistic within the limitations of the original game engine and compared to the vanilla campaigns which have many fantasy units, events and mechanics, not to mention the ever changing map scale from scenario to scenario. But again, this is not a "failure" of the vanilla Panzer Corps as originally it was a remake of the great old classic Panzer General which was very similar in this regard.
As for air units hanging over a city or anywhere else for more than one turn, in the context of this mod it only means that aircraft are mostly active in that specific area in that specific amount of time. It means they make several raids/attacks/interceptions in that area over the course of several days and not just one extra long mission that lasts for two weeks. That would be not be possible, of course.
Well, the units that appear out of the void are generally the height of realism

))
The large majority of the new units in this mod appear far from the frontline in historical production and training centers or in the open sea. Then they make their way to the frontline on their own. Compared to that, in the vanilla scenarios enemy units can appear at any enemy held city even if it is completely surrounded and cut off, and the AI can even purchase 6 new units around the very last victory objective in the very last turn which can be very annoying. Things like that normally do not happen in this mod.
There are indeed several units that appear closer to the frontline though, mainly in 1941, but these are supposed to be recruited/mobilised/activated in that specific area so that they can immediately sent to action. But this is not typical and only a small minority of the new units appear like that.
And for some reason, aircraft upgrades at any airfield, even in a remote desert, take place in just 15 days

))
Aircraft have a unique feature: they can fly over the desert or to a remote island fairly quickly.
And the fact that the Allies have 1-2 stars at once is generally out of the realm of fiction. Nonsense for the sake of balance.
Unit experience in this mod represent not only actual battle experience but also training, morale, unit organization and doctrine. Perhaps it should be renamed to something else to avoid such confusion. I just do not really have a good idea for a better name for this.
And by the way, many new Axis units also start with 1-2 experience stars when they appear during the scenario as reinforcements so this is more or less balanced. However, as the war progresses new Axis units tend to have less experience to represent the reduced quality of their training and worsening morale, while new Allied units are the opposite. This is quite accurate historically as for example while the pilot training in Germany was gradually shortened during the war, in the US it was the opposite.
And thus while it is not only for the "sake of balance", it is also useful to counter the basic weaknesses of the AI which is not very capable at the tactical level. For example the AI do not even use basic tactics like mass attack or phased recon movements and it also often lets its air units run out of fuel, as mentioned earlier. These deficiencies leave the AI at a huge disadvantage which should be compensated somehow for a balanced gameplay experience.
Again, all I can suggest is to reduce the difficulty level before starting the main scenario: the first two difficulty levels "Sergeant" and "Lieutenant" give only 50% and 80% experience to the AI units respectively, while giving more to the player units. This should offset the pre-set experience level of the AI units at your required level.