Magic1111 wrote:Ingame Messages with nice photos are looking very good! I like those ingame Messages!
Thanks, me too! I wonder why it was not used more extensively in the official campaigns.
Akkula wrote:I used the same idea to reduce the German units strength on winter for The Great Patriotic War

. Even the exception for the Finnish, but just for the units deep into Russian territory (near Moscow).
Haha, so I just reinvented the wheel!

Unfortunately I did not have the time to play your Patriotic War scenario, but as soon as I release v1.7 of this mod I certainly will.
Ceek wrote:Glad to hear progress is being made apace. The new additions--particularly the intensifying of strategy around Leningrad and with the onset of winter of '41--should make the capture of those two cities more challenging. For me at this point, even on Rommel, I can capture both of those cities by early '42. (It's of course a benefit to know when and how reinforcements arrive on the 12th or 20th playthrough.)
Actually, I think the Wehrmacht had a good chance to capture at least one of those cities in that timeframe so it is not a big problem if players can do it in this mod. Especially with the added benefit of replaying. I am pretty sure that if they had another chance the Germans would have done many things differently, too.
I do think the war in the desert is much more challenging than before, particularly in terms of the reinforcements. Now with objectives being moved further east it will be even more of a challenge. Exciting!
Yeah, but the map is not that much bigger it is just a few hexes, really. Still, I think it is important both visually and strategically.
Finally, a suggestion (maybe for 1.8 or beyond): One aspect of post-'43 play on the eastern front that I've noticed is how stupid the AI is about using motorized transport correctly. One of the easiest things to do is to blow up trucks that insist on driving right up to defensive lines--and to make your defenses always one step outside the enemy's spotting range.
Yes, sure, but it is not a problem with this mod, but with the game engine itself. This tactic, which I just call "forced ambush", as if on offensive, the AI really has no other choice but to rush forward and get slaugthered by well placed units, works very well in the official campaigns as well. It is very hard to address it, but I did try to reduce it in this mod by increasing the spotting range of all AT units to 2 (for some reason in vanilla PzC they have only 1) to make them less likely to attack units with supporting artillery behind. I also increased the spotting range of most naval units for the same reason. In general, the more it can see, the more effective the AI is as it can pick the best targets and avoid ambushes.
Your idea to give the AI an all seeing eye of Mordor is very interesting and I will consider it. However, my experience is the AI is more affected by these ambushes during snowing when there is little spotting range anyway. And in some cases it is beneficial: for example in good weather the AI can see behind the first line of defense and would not attack if there is a supporting artillery unit behind and it gets bad prediction for the result of the battle. But as soon as visibility reduces to one hex it will attack as it "forgets" that same supporting artillery and since it cannot see it it will get a better outcome prediction and will risk the attack. Which, in some cases will be successful, especially if played on normal dice roll.
So for now I will only rely on the increased number of AI air units in the east to hopefully provide more spotting range in general for the AI. Which takes us to our next topic:
recon planes.
I wanted to add these earlier, but for some reason I just did not. They had an important role and they made up about 20% of the total Luftwaffe strength at most times so they should be in the mod anyhow. Also, PzC 1.25 added the Soviet U-2/Po-2, and the previous Allied Corps the British recon planes so I thought the Axis should get something as well. After some thinking I decided to not give them the recon move trait partly because the AI cannot use it, but also because in that case they could fly in and out to get the recon data unmolested as a kind of stealth bomber which they were not as they indeed suffered heavy casualties.
I just had to get the icons somehow.
For now I picked the three most produced types the Ju 88D, the Fw 189 and the Hs 126. It did not take long to edit the Ju 88A a bit to get a slightly different looking Ju 88D recon and bebro already made a nice icon for the Fw 189 Uhu. But for the Hs 126 I could not find a good enough one, so I just made it using parts of other icons by bebro to preserve consistency with the other air units in the mod:

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So these recon planes will have no recon move, but 3-4 spotting and no active attack. Even then they are quite useful in spotting enemy units (or their lack of) from a distance and help players to make the correct tactical and strategic decisions. They should be relatively safe without escort up until late 1942, after that fighter escort is recommended. The Hs 126 will be the standard short range recon plane early on, but it will be withdrawn from active frontline service (removed from the map) in 1942 only to be replaced by an Fw 189. The Ju 88D will be there as well to serve as a long range recon. Obviously I gave them the noupgrade trait, so that tricky players cannot upgrade them to a more capable bomber for example a Stuka as it would break the balance of the mod.
And I also made an icon for the Romanian IAR 39, which was produced in significant numbers:

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- v17r2.jpg (164.99 KiB) Viewed 7313 times
As for the Soviet U-2/Po-2: although I was worried how the AI would use it in the end it works in the mod just as in intended: it is that annoying little biplane which is always there, somtimes just providing some recon data to the AI (and thereby hopefully reducing the number of those forward rushing AI units in transports and ambushes), sometimes just blocking, sometimes just reducing the resupplying of an Axis unit by hovering over it. Then the player has to decide wheter if it worth attacking it or it is better to use the fighters against more important targets. Which gives another nice layer of decisions to the mod.
