VanBishop wrote:McGuba,
this is not a mod, this is a masterpiece.
Hi, and thanks.
Seriously, you have given PC a new lease on life, at least to me. Having played and won on Mainstein each and every DLC I did NOT find this one TOO hard, but a strong challenge, as it has to be (I played on general as suggested).
For even more challange you can try to beat it on Rommel or by loading one of the saved games in which you can take over at a later historical stage, such as Stalingrad or Kursk. Obviously, the later you start, the harder it is to achieve any kind of victory or even a draw.
Or just wait a few more weeks for the coming v1.9.
Even the AI felt a little smarter than usual, the offensive at Kursk and the defence of Egypt were actually excellent.
Over time I have added a large number of scripts to make the AI "smarter". These are aimed to make it more responsive to the different strategies of the players. What I could not really do is to increase its tactical skills because the hard coded nature of AI behaviour.
a) Line of sight.
A bunker on the English shore can actually see what is going on in Paris. I know it’s a matter of scale, but that’s too much. Same for submarines. A submarine around Sicily can detect a Tac Bomber in the Adriatic Sea, that’s too powerful. My take would be to limit LOS to two exes. That’s 50/70 Kms after all.
There is some level of abstraction here. Due to the large scale, a bunker or fort unit in this mod does not only represent a simple, or even a number of bunkers, but a whole fortified area. Such a fortified area can send out scout parties, observation balloons, possibly even small recon planes, and might have a good relationship with the local population and the partisans. It all means invaluable information. Therefore it should have a better situational awareness and control of the surrounding area than a standard field unit.
Pretty much the same goes for submarines and other units. A submarine unit represents a flotilla (or a wolfpack) of approximately 20 U-boats/submarines, which can spread out in a larger area and not only concentrated in the hex where the unit actually is. Therefore they can cover/scout a larger area around them.
At least that's the gameplay perspective explanation. The technical explanation is that I noticed that the AI is more capable if it can "see" more. Thus I have increased the spotting of many units, which is partially the reason why you felt that the AI is "a little smarter than usual" at the tactical level.
b) Partisans.
The annoying commandos are absolutely fine. More of those! But I have destroyed over 40 partisans divisions in the Balkans only, most of them with a star. That’s over a million soldiers, fully armed and well-trained.
Actually the Yugoslav partisans were quite numerous. And according to Yugoslav sources they suffered some 700,000 losses between 1941-45. Which is quite close to the one million that you calculated. And despite these losses, they were not defeated, but became victorious. Most likely it would have required even more, maybe well over a million casualties caused to fully defeat them.
That’s too much and a-historical. 2 divisions, in 1944, in Yugoslavia would be enough. Anywhere else, just commandos with no experience.
In fact by late 1944 there some 650,000 Yugoslav partisans, which is many times more than just 2 divisions.
"By late 1944, the total forces of the Partisans numbered 650,000 men and women organized in four field armies and 52 divisions, which engaged in conventional warfare.[22] By April 1945, the Partisans numbered over 800,000."
https://en.wikipedia.org/wiki/Yugoslav_ ... Casualties
c) Mines.
I understand they are modelled after submarines, but, no, a mine cannot evade, it’s quite static by default
In this case it does not really mean "evade" but rather an unsuccessful mine clearing run. This mechanic is hard coded and cannot be modified, anyway.
Possible ideas, not sure if they can be implemented:
- Russians should not get rugged defence at least for the first month
Not possible, hard coded mechanic.
- Allied bombers should have some fighters with them. I managed to keep them at bay just by placing recon planes on top of German cities
As far as I understand, you have managed to complete the invasion of Britain in 1943. Which means you did it before the long range escort fighters historically appeared in early 1944. Historically the American bombers suffered very heavy losses in 1943, and British bomber crews had less than one in three chance to survive the war. The appearence of the long range P-51 Mustang, which could follow the bombers to Berlin and back, had a huge impact. If you want to experience the real horror of the late war years just try the 1943 or 1944 save game to start.
- The Italian tank sent to Russia (appears in Rumania) should have a hero (Giovanni Messe, +1 Def, +1 Mov)
I did not know about this guy, but will check it out, thanks. There will be some more historical heroes in v1.9, anyway.