iceFlame wrote:
Just a little something for v1.1...
I found a few lines in the equipment.pzeqp file that seem to be calling non-existent icons.
Ah, yeah, my origninal idea was to add more camo schemes for the same unit types form 1943, as historically the Germans used many. But, in the end I decided to go for a uniform look and I was just too lazy to remove those referencies from the e-file. Obviiously it has no visible effect in-game.
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[b]LandMarine wrote:[/b]
Another thing I suggest is perhaps purchasing Armored Trains for the player. They not only act as artillery, they can scout ahead for your train convoys!
Good idea, but it might make partisan war a bit too easy: the player would not need to use several infantry units to keep control of whole areas, an armoured train would be just about enough.
Uhu wrote:
Balkan AAR:
Summary: big but manageable map. Nice events, middle difficulty.
Nothing much to say - plenty of work in several theaters but if you manage to fight and move your forces smart, than no big problem will come. Only the time is important that you take Malta and Fort Capuzzo timely.
Nice scenario!
Aftermarth: now, after the campaign in Europe I have the following core:
4x Bf 109F (2 hero, 2x2 star, 2x1 star), 1 Pz IVF (2 star), 3x 17cm Arty (3x3 star), 1x Ju 87R (1 star)
I guess you wanted to write Crete instead of Malta.
'Look pilot, there is an island over there!'
'Yeah, but which one is it, Malta or Crete?'
'It doesn't matter, we gonna take it!'
I noticed another possible "bug": in the next Barbarossa scenario you will only be able to place three air units, so in order to continue with your current core you have to edit the file and add two more air unit placement hexes. I will fix it in the next version. However, it makes me think if it wil not make the campaing unbalanced a bit: in the vanilla campaign there is also a limitation to the max number of air units in most scenarios...
- At the Balkan the quantity of inf units should be lowered because there are too many and most units do nothing and therefore there is also no big challange
I see your point here, but in this scenario, just like in the others, I used historical order of battles to determine the number and type of units on the map in turn 1, so reducing those would make the scenario unhistorical. So, I would rather increase the number of partisans to 'give a job' to those idle units. It will also prepare the player for the partisan war of the next big scenario.
- The capture of Malta (edit: Crete) was far easy.
I think there should be three inf units, but an AA is a good idea as well. I will add something for sure.
note for the France and Balkan scenarios: it was a great feeling to see and fight the many units of the several nations! It shows that this war was (also) a WORLD War!
Yeah, just start the next scenario for even more! I really like to command different units from the frozen north to the hot desert of N Africa, from the open Atlantic Sea to the steppes of Russia. It really gives the feeling that you are part of something gross, a World War, with large capital letters, and not a series of local engagements as in the vanilla campaigns.
As I wrote for Balkan there were anyway too much inf units so I absolute not felt the need for the sold core inf units.
I will look what panzers I will miss in the main scenario but the 17cm guns will be sure an extra power (I think the 4 Range is too much but I will use your settings.).
I found (towed) artillery of limited use in the big scenario as opposed to other PzC scenarios. Mainly because of the large map, I think mobile units such as tanks or tactical bombers are more useful.
As for the 17 cm gun, I took over its stats from deducter's mod, and indeed, it looks a bit 'über', but, because of its high price, it will draw enemy fire on itself like a magnet making it expensive to maintain. I even lost one in one of my test plays, and replacing it was painfully expensive. I think I should decrease its max ammo to 4-5 instead (currently it is 6) to make it more balanced. And / or maybe make it even more expensive. Historically this gun had a very long range, ~30 km / 19 miles so I think it should have longer range than most other artillery to make it unique. Battleships and battlecruisers has range 4 as well, and those guns had a comparable range historically.
Hmm, I looked earlier in the scenario editor and as I remember the number of core units is 376 on the map (looked with the statistic option).
Sure, but many of those units will appear later, such as the 2nd Hungarian Army or the V rockets of the Reich. And by that time a you will most likely lose even more...