Ceek wrote:Would love to see an update with any other new features or changes from 1.6!
So I have just finished my test play of v1.7 during which I found a few minor issues. I just have to fix these, plus do the usual finishing touches, and then hopefully I can upload it by this weekend.
oladelmar wrote:Hi McGuba,
First off; this mod is FANTASTIC. It has cost me back pain, sore eyes, sleep deprivations and has had a severe impact on my social life
Yeah, unfortunately (

) I know this feeling, so I have decided to place a warning message for the next version. It indeed can be quite addictive, but still whenever I finish it (and achieve at least a draw) it somehow gives a feeling that now I really did something and I see the world and history differently. Strange.
Here's a few opinions from an old hand, after my first playthrough. I've read your ideas for v1.7 and I see you're planning on increasing the number of AI units - probably a good thing, but I'd like to offer some additional ideas for increasing difficulty. I'm currently on my second playthrough, and have resorted to a few 'rules' to limit AI exploits
Sorry, but I have already closed down v1.7, so any new ideas would only find their way to a later v1.8 version.
I have to be like this, otherwise the release of v1.7 would be postponed forever.
- To compensate for the AI 's inability to cope with the FOW, giving most AI units a 4 hex line of sight would go a long way. While it's fun to catch the occasional AI truck and blow it to pieces, it's a bit sad to be able to deal with an entire winter offensive's worh of inf and arty that way.
Probably you are right in this, however, I would attempt to keep the fair play and not to give the AI units super powers. Thus I will probably try to further increase the number of Allied recon units and/or add some spotting for some, but not all units.
- IMHO, a simple and realistic way of increasing difficulty would be to simply disable a lot of upgrade compatibilities. New tanks and aircraft are expensive, and it would force the player to choose more between maxing out number of units or upgrading experienced ones with new gear.
I think in this regard the mod is quite well balanced. It is more up to the player's skills and how much prestige you want to get accordingly. If you feel that the prestige allotment is too generous you can try playing it on Rommel difficulty, which gives only half of it. Uhu proved that it is possible to beat the mod even on that difficulty, even though it is very hard. Or alternatively you can set any lower than 100% player prestige manually in the advanced options when you start a new scenario. I guess normal 100% prestige on General difficulty should be appropriate for most experienced players, but you know how it is, for some it is still impossible to win with this amount, for others it is too easy...
- I'd love some diplomatic actions, if that's possible; early occupation of Vichy France, invasion of Spain/Turkey, intervention in Syria...
I would love, too, but with the current max 32 AI zone limitation it is impossible. I used all the available AI zones to simulate historical events which
did happen, or could easily have happened, like Sealion. The other alternatives are virtually endless, but the available AI zones are not.
- The single most unrealistic feature of the game engine is sea transport and supply. It took until 1944 for the allies to be able to land 6 divisions(the rest was airborne) over a beach, and with massive resources. To at least partially reflect this, the number of available sea transports should be reduced, as they act as landing craft AND troop transports. As I'm sure you know, supply was Rommel's problem, more so than the number of tanks/troops he could field.
You must be reading my mind, as I have already reduced the max number of Axis sea transports from 14 to 8 and the rail transports from 14 to 10. Even that might be a bit too generous, but I do not want to make huge changes in one release. Historically the Germans were struggling to gather enough ferries for Sealion and on top of that the British kept attacking the French ports and destroyed many of those. Anyway, this change will certainly make naval invasions and transports much harder and riskier. Now every lost naval transport really matters and thus they will need more protection.
- If you're able to script patrolling(as with the Atlantic destroyers), all AI fleets would benefit from this. As it is, the player can decimate fleets with impunity using out-of-sight tactics. Being able to sink the Home Fleet with the Admiral Scheer and a sub flotilla is fun, but not good for game balance.
I guess there will be some more patrolling hexes in v1.7, but I cannot reall improve it due to the lack of AI zones. However, the Home Fleet will be more numerous, and will increase with time. Among others I have added the battleships HMS Anson and Howe, which were finished after 1941. Until v1.6 there were only the ones which were already in service by June 1941.
- Quite a few strat bomber types should have a very low naval attack, IMHO adding dedicated naval attack types would make sense and make it harder to deal with all those AI battleships. A Condor should NOT be able to kill a battleship with two hits, but a torpedo-armed Ju88 or He111 is another matter, a late-war Fritz X armed bomber should be devastating.
I tend to agree with the Condor, but the problem is, as historically, most of the strat bombers are either Ju 88 or He 111. A possible solution might be to add subtypes to these so that to have fewer strat bombers with higher naval attack. However, I have to look into it in depth, I do not really know if "plain" Ju 88s were used against naval targets, and how often (I guess not only the torpedo-armed ones were effective), were all pilots trained to do so, if not what propotion of the whole Ju 88 fleet was used in such a way, etc. etc. I would stick to historical accuracy even at the cost of gameplay.
- More Russian infantry! There should be staggering amounts of basic russian inf everywhere, all the time.
There will be some more, but despite popular belief Soviet infantry was not that numerous compared to German. Usually they outnumbered the Germans by factor 2-3. I think in most cases it is something like that in the mod as well. The problem lies in the weak AI, unfortunately.
For an excellent reference on German-Soviet manpower strength you can check this:
http://chris-intel-corner.blogspot.co.u ... front.html
For my personal game, I'm adding severe limitations on beach landings, and simulating supplying units overseas - I'm forcing myself to have 1 unit afloat per 5 units supplied overseas(unit must be with 3 hexes of nearest port receiving supplies). Doubt this is moddable in any way.... Should make Tunis interesting!
Actually, it could be scripted, but again, only if I had more AI zones. In this case one more for each "nearest port" and one more for each "overseas" area.