eskuche wrote: ↑Sun Feb 08, 2026 10:09 pm
Locarnus wrote: ↑Sun Feb 08, 2026 3:14 pm
I do not want to overdo it, especially at first. So perhaps +2 UK/US experience for no German naval unit on convoy routes, 0xp for 1 naval unit, but only -1xp for 2 naval units and so on up to -3xp for 4 German naval units on convoy routes.
Lots of investment into the Western theaters!
Yeah, not quite sure what I was thinking (may have been too tired to play effectively), as that Bf-110 has not had any battle action yet. I think on non-FM, training regimens could actually be considered for the longer 99 turn term.
Overall changes for the Western front I think removing any sort of AI prestige changes would actually be a plus. Since it can't buy any more units, I don't think it really matters. The levers that really matter for the player are player prestige and additional units (or fewer enemy units). But it also has to be noticeable to really be a meaningful player decision. For example, moscow/leningrad-tied unit spawns aren't really clearly demonstrated to the player in a way they can track.
AI prestige is the worst to balance, I agree. I still want to add a little bit of those modifiers here and there. Just in case I find the time in the future to take a closer look at it or someone manages to stack those effects (eg playing differently than I usually do).
Moscow/Leningrad unit spawns hard for me to track as well.
Prestige bonus to the player is much easier to handle, perhaps Moscow capture should yield a bit more.
eskuche wrote: ↑Sun Feb 08, 2026 10:09 pm
Locarnus wrote: ↑Sun Feb 08, 2026 3:14 pm
Railgun balancing is a problem, I agree. Buffing their hard attack values makes them shred tanks as well, but keeping their current levels makes them a bit impotent against those fortified structures. Considering their very low rate of fire, perhaps and increase of 1 soft attack and 2 hard attack would be ok.
I think the expense is good enough to warrant these changes. Also consider revisiting the Gerat morser. It cannot hit any enemy fortifications safely. What if it had camo in one of the forms. I know that even railguns had camo in the war when transported; perhaps their transport forms could have this as well? There are sprites for this in PAK-MOD.
The Karl-Gerät is rather special.
It seems that the relative prestige value compared to the high ground defense makes enemy artillery rather reluctant to target it. Especially when other, softer targets are around, like cheap infantry with low ground defense values.
But last time I tried was a while back and the AI did not have the 50% experience bonus.
Perhaps you could try using Karl against those fortifications in front of Leningrad, with eg with and without cheap decoy infantry? Worst case you use a cheat code to bring it up to strength.
Kinda like compensation for all those other instances when something did not work as it should have (Minsk pocket, Tobruk mines).
But due to low ammo and low rate of fire, there are not many other efficient use-cases for Karl anyway.
eskuche wrote: ↑Sun Feb 08, 2026 10:09 pm
Locarnus wrote: ↑Sun Feb 08, 2026 3:14 pm
Did you still manage to close the Kiev pocket in time with that Italian inf destroyed?
Yes, no issues there, just unfortunate that a GAZ and a tank both unfroze. By the way, three units near Kiev and Chernigov were NOT cleaned up with the trigger. Had to cheat a bit there too. One was on the river, one on the airfield. Perhaps revisit the zone there.
Locarnus wrote: ↑Sun Feb 08, 2026 3:14 pm
Leningrad siege is different than in BE. No fixed turns where it checks the siege status, instead every surrounded turn makes it tick up, even if non-consecutive. And after 5 siege turns it rolls the dice (90%) for a strength reduction.
After getting the enemies down to 11 strength (with your +1 enemy strength setting), the enemy is probably able to reinforce further strength losses from the siege. Which is a prestige sink for the enemy, but only a small one.
So to actually take Leningrad in the current version, getting the enemy down to their normal strength (here: 11) and then attacking when they lose another strength point is probably the best option.
Oh, that would've been good to know. So there is no emergent need for expediting the surround. My balance here would be to set max strength at something like 7-8 and starting strength at 15-16. Thus, there is still a need to siege, but storming is viable without hitting 10 strength elite units on fortifications.
I would like if these mechanics were described in the encyclopedia. Similar to unit upgrade times. I know that that would be quite a bit of work. Perhaps it could be a text file that LLM creates from the Excel instead of the graphic that exists otherwise.
Yeah, while I think that the date independent siege ticks are a considerable improvement for the early siege, there is still some work to do concerning the balancing of the late siege.
Great idea, the library has a section for the bonus SE/Std units for original and grand campaigns.
Time to work a on the Battlefield Europe + Addon documentation!
eskuche wrote: ↑Sun Feb 08, 2026 10:09 pm
Other thoughts for scripts for increased replayability. I am thinking the Soviet deployments aren't particularly historically accurate down to the formation like the Axis, so more artistic leeway could be taken here:
1. More random enemy deployments with slightly increased heroes. The random spawn zone could actually be in different theatres, e.g., a Valentine with hero (and several accompanying units) in EITHER Africa, Stalingrad area, or Moscow area. This can be done with random trigger.
2. I assume since you said there was a Leningrad counter that there is a way to store variables in the game. My idea was to use a unit with strength points increased/decreased by conditions if that's not what you're using already.
3. Since we have more zones to work with, I would really like to suggest sanctuary cities where attrition does not take place. In exchange, the harsh first winter could be increased to 4-5 turns while maintaining historical verisimilitude.
4....will think more
ad 1: Yep, fully agree. A bit more randomness with the initial placements of some units would already help much with the replay value. Will look into it.
ad 2: Unfortunately there are no actual counters in the editor. One of the many aspects I have to use pretty annoying workarounds for.
The editor can not even check unit strength. It can alter most unit conditions, but unfortunately can check none of them. It can practically only check if a unit of particular nation, class or general type and so on
exists within a zone or hex.
The only particular unit aspect it can check, is the unit name. Which thus only works for units the scenario designer places, but not for units a player upgrades from something else (since upgrades do not change the unit name).
My workaround to get a basic COUNTER:
The scripts are executed in chronological order of first making them (but I can edit older entries to do something completely different, if I really really need that spot in the list to do something before another script...)
And tags (strings) can be created, deleted and their existence can be checked as a condition for running a script.
So I have to implement counters backwards and use those tags, eg for Leningrad siege. Script numbers do not exist, they are just an example that those scripts are somewhere in the big list, roughly beteween 30% and 40% of the total scripts, no idea how many there are in total:
[...]
-> script 370, run ONLY ONCE: IF turn 2, THEN add tag "812" AND show message to Axis player
-> script 371, run 18*: IF tag "817" exists AND IF 6 axis ground units are in zone 181, THEN reduce strength of allied ground units in zone 182 by 1 AND add tag "812" AND remove tag "817"
-> script 372, run 18*: IF tag "816" exists AND IF 6 axis ground units are in zone 181, THEN add tag "817" AND remove tag "816"
-> script 373, run 18*: IF tag "815" exists AND IF 6 axis ground units are in zone 181, THEN add tag "816" AND remove tag "815"
-> script 374, run 18*: IF tag "814" exists AND IF 6 axis ground units are in zone 181, THEN add tag "815" AND remove tag "814"
-> script 375, run 18*: IF tag "813" exists AND IF 6 axis ground units are in zone 181, THEN add tag "814" AND remove tag "813"
-> script 376, run 18*: IF tag "812" exists AND IF 6 axis ground units are in zone 181, THEN add tag "813" AND remove tag "812"
[...]
So when the condition
IF turn 2 is first met, then script 370 fires and adds tag "812", initializing the event chain, but running only once.
If in the same or a later turn the condition
IF 6 axis ground units are in zone 181 is first met, then only script 376 runs (since tag "812" was already created by script 370) and counts one up by exchanging tag "812" for tag "813".
Script 375 can only run in the next turn, since it sits before script 376 in the list and the PzC engine strictly goes from first in the list to last in the list (when selecting all those scripts to be checked only at the very start of the Axis player turn).
That goes on until eventually script 371 does the actual strength reduction for the Allied units and restarts the counter.
Note that after script 371 runs, then script 376 also runs in the same turn, since it is lower in the list and tag "812" is already recreated at that point.
Pretty tedious implementation to get a simple counter that only goes to 6 (5 after the first cycle)...
ad 3: Sanctuary cites could be something like Minsk, Kiev and the whole Crimea?