Kudos for the scen/turn/unit/RP
balance. I'm playing at middle difficulty and it's just about right and I'm actually quite impressed. I've never felt bored -or- too pressured/frustrated. Most turns were really needed - up 'till the end, so to say.
Your obje
Ctives (sorry, couldn't resist

), are fabulous, too. Finally they make sense as secondaries - some with real consequences inside the scens (like getting the naval CP in Palma after the Italian marina is no more...). Not just "capture this" or "capture that". Really nice. Good work.
This campaign has super replayability value and I'm already looking forward to it. Thanks for sharing!!!
Two more scens today:
"TSP-5A-Palma"
- I'm not sure if the "protect bomber runs" counter works correctly. It was okay during the first bomber run, but then it kinda stopped counting, I think
- the "flanking attack" idea on turn 20 would probably be a neat idea, if it didn't happen inside my own territory on a supply hex that I did already capture. Wasn't paying much attention to my rear areas when suddenly some enemy supply pocket appeared and began moving towards my main supply hub and primary VP.

As I don't tend to guard already occupied areas, those two enemy units were too fast and got me a defeat. Thank god for the auto-every-turn-save function.
- the "Solo guerrilero" trigger undeploys ANY of my core units entering that hex in the later game. I've "lost" my cavalry that way...
"TSP-5B-North"
- most of the location names are missing
- last of the transport ships (the Soviet one) wasn't counted into the sec. objectives. Maybe this happened (again) because the ship arrived at the port on the very last turn.
- you should remove the AT switch from the armoured train (or rebalance the unit). Too powerful IMO - although I've abused it to the fullest...and enjoyed it...
- I thought the two Italian SM-something bombers were laying the mines (sec. obj.)...after I shot them down nothing happened...I suspected an error and checked with the editor... no error, I just didn't know what to do...
then...
One more suggestion: you should recheck some of your objective markers (not just in this scen). You know, the red arrows when you click on the "?". It's really important for the player to know
which hex to guard, capture or guide your merchant ships to.
LNDavoust wrote: ↑Sun Dec 29, 2019 7:26 pm
GabeKnight wrote: ↑Sun Dec 29, 2019 3:16 am
If you could do me a favour, DON'T SPAWN the new units in "TSP-3-Extremadura" [...]
Noted. I tend to spawn units a lot, so... yeah, that could be problematic
Sometimes there's no other choice, I get it. How else to get some air reinforcements, for example. And it wasn't an issue in "TSP-5B-North" either. I was informed about incoming enemy reinforcements. It happened on the map's edges. All's good like this.
It gets annoying when my troops are advancing into enemy territory and some enemy units spawn right next to them or if a spawn happens inside already captured areas...like the flanking group on turn 20 in "TSP-5A-Palma"
LNDavoust wrote: ↑Sun Dec 29, 2019 7:26 pm
Ok, very useful info, i'd love to hear about the mod performance in your main computer. Also, i dunno what "distorted" means in this context... could you share a pic if the problem happens again?.
I'll be back beginning next week, I'll tell you then. I don't know what this PC's problem is, maybe just some missing plugin or codec.
Here's how it looks now:

- Screenshot 35.jpg (829.42 KiB) Viewed 3356 times
LNDavoust wrote: ↑Sun Dec 29, 2019 7:26 pm
Mmm, here's the thing: the republican infantry was awful at the beginning of the war. I wanted to reflect that in the development of the core, starting with really lousy infantry units. That should change later in the game... and if i did my work well, you should starting noting those changes in the seconda half of the scenarios. So, very interested if you still feel the same when u play those... so, yeah, let me know and we will talk then
OK.
...aaaaand.... you've succeeded so far. My units ARE lousy (and still getting the work done somehow...)
LNDavoust wrote: ↑Sun Dec 29, 2019 7:26 pm
Regarding the csv file, i planned to crop it after the mod was finished. It's easier for me to delete the units i know i won't use (once finished) than add the ones i will need. Is there any problem with a "complete" cvs file that i'm not aware of?
Nope. And if you decide to do it, do it last. Basically it's about what Zeke said:
Zekedia222 wrote: ↑Sun Dec 29, 2019 10:29 pm
[...] it will be easier to sort through you units and stuff, when dealing with the Unit.csv. There isn’t a
problem, per say, but it is easier to sort through units.