2. I am a passionate PC 1 modder, i made a very big campaign, its still not finished, because i wanted to bring it to the new engine. The problem i cant program lua and i dont want to program at all (i tried teaching myself to programm in C++ , when i learned modding with the unreal engine, and failed - dont want that "thing" again with lua). The old editor had zones and scripts without programming. In the current state the editor is worthless for me. I understand that you want to sell dlcs. Maybe you did that to prevent guys from releasing mods too soon, that might interfere with your business plans. Thats ok, but please put the old options in the editor after you have finished all dlcs at least. Otherwise i have to return to the old PC because i have developed a unit placing system that makes every new game challenging. Because without that system, only the first try on a map is a wargame, where scouting matters. After that its more or less boring optimization, of things already known. This system is a great step forward for the whole genre and its so easily done, with the old editor. Developers like you could put it in ALL of your games, making them much more challenging. And dont fear, that people have so much fun with it, that they wont buy dlcs. This system cant replace the feeling of a new campaign, new graphics etc. And even if a mod would be so good that people dont need dlcs anymore, just give the dlcs to the modder for free and they will integrate it in their mods. So everybody who wants the mod, has to buy ALL dlcs. Would be good for all sides.
3. What a brilliant idea to give weaker versions of for example arty, different capabilities. Never thought that i would deny the 21 cm artillery for the little ones because they provide fire support ag. tanks and infantry.
4. Same for general traits, great idea. I started my fst. campaign, at fieldmarshal and had my first defeat at ... of course moscow. Maybe green army was not so smart, my pioneers suck so much against the soviet guards. Although i managed to destroy the soviet counter offensive and captured large parts of moscow. In reality german high command would have been happy with such an outcome. In PC2 its only game over. Man, the russians have no more reserves, i have still a good army, with tousands of prestige (supply) and its a loss just because of not occupying a district of moscow that is held by troops that i could have easily destroyed with only one more day ? I am tempted to deactivate time limit but on the other hand i fear that its to easy that way. So the fst. thing i would change with an editor are multiple victory conditions and multiple loss conditions.
And another thing that i dont like, you used absolute triggers. So the counter offensive is always at the same time, which humans exploit easily . In the old editor you could enter a random chance, that the counteroffensive starts a turn earlier, or maybe later. It would be even better if the drop point for the whole counter offensive could be at least a little bit random. It should always start from the east of course but it could hit the player in the middle and southern parts of the map too. But with lua that will never happen.


Wow, a lot of text for my fst impressions. Although the editor is a nightmare for me, the game itself, especially the graphics, are so good, you made a dream come true. Thank you and keep up the good work.