Hey, there are some interesting comments here.
Locarnus wrote: ↑Mon Jul 19, 2021 5:35 pm
But seeing the statement on the previous page about 2.3 being the last version for a while,
perhaps there is some wider interest into what started as a private experimental mod standing on the shoulders of this giant mod?
And maybe some parts can be considered for future versions, especially if the big mod is not being worked on for the time being?
Yes, development is currently in limbo, and I do not know when I will have the time to work on in again, but I think the current 2.3 version is stable enough that it may not be necessary to rush with it. However, some tweaks may be possible later.
map/scenario changes, eg important raillines like Baku-Poti/Batumi and the ones through the Alps to reinforce Italy
The Baku-Batumi railway line could indeed be added, however, as far as I know it was a single line railroad in the 1940's therefore it could really handle high traffic. And at this map and time scale all railroad traffic is supposed to be high.
I am not so sure about the railroads through the Alps, I mean how developed they were in this era, as far as I am aware most tunnels were built after the war.
Locarnus wrote: ↑Mon Jul 19, 2021 5:35 pm
eastern Prussian topography
I am not sure what you mean by this, are there any errors in the map in this area?
hugh2711 wrote: ↑Fri Jul 23, 2021 11:31 am
I have just played version 2.3. I havent played BfE for years!. Not since version 1.something, and there have been massive changes since then.
These are a few comments/opinions on this masterpiece which should be tempered by the fact I am not that good a player :
1) the difficulty of course is sky high compared to the earlier versions, and my recent experience is on easy level!.
Sure, the difference between each release may not be so great as it is between an earlier one and the most recent. However, it was not my intention to make it harder, it just happened to be like that. I guess mainly because it became more an more realistic and probably it means more and more harder. Realistically the Germans had very small chance, if any, to win this war after June 1941.
Nevertheless, experienced players still manage to achieve a victory even at the harder settings, way above the recommended one. "Marginaldefeat" just reported a few posts ago that he managed to achive a total victory playing at Field Marshal difficulty level with the "realistic +" version(?) of the mod. Goose_2 in his first blind playthrough on youtube has a good chance for a marginal victory as well, playing at General level with the "realistic" version of the mod. So I think it is still doable for many players, but probably not for everyone.
hugh2711 wrote: ↑Fri Jul 23, 2021 11:31 am
2) The better modelling of mines although excellent and detailed has increased thier strength and dominance in the overall game possibly to the point of not so accurate?, e.g if you are unlucky with mine placing you just cant take england early.
It is somewhat intentional that the player needs some luck as well for a successful Sealion. But if you commit enough resources to this operation and make a good plan
than you may be able to ensure the success. In the various AARs by different players there are examples for both early and late war successful invasions.
The mines are just one of the obstacles. They may be a bit overstrength in the single player version of the mod but they are necessary since the AI is too dumb to realize the beginning of a Sealion operation and to act accordingly. In the multiplayer version the naval mines are significantly weakened since the human opponent has a much better chance to react to an Axis landing.
3) The adoption of deducters mods greatly affects the strength balance of the units. While I do appreciate deducters great work (his runthroughs taught me more than anything else about the game,) it is worth pointing out that he never finished his grand campaign AAR runthrough where you have conditions similar the later stages of BfE. I believe the mods at that stage dont reflect the fruit of your choices and strategy earlier. Deducters style and hence his mods always reflect his STATED personal preferences for closed, smaller scale rough terrain infantry play which is only a small part of the large and varied BfE map and conditions.
I only used deducter's mod as a starting base to build upon. It is indeed unfinished and contains some inconsistencies which I tried to fix over the years. I also made some changes to better suit the needs of this mod but I think in general his thinking was right i.e. for example increasing the price of rare units to avoid having a German army only equipped with Tiger tanks or making high flying level bombers and fast and small fighters more resistant to AA fire and stuff like that. I kept most of these and I think they make the game more realistic in general, regardless of the map scale.
4) In one recent playthrough while having all of england but not scotland I had a unreal massive wave of large numbers of air including bombers which experienced 88mm's COULD NOT DAMAGE!!! (even on dice chess) dominate play despite the fact I have a full strength, maximum latest model and numerous airforce. (part of mystyle has always been air dominance first - I dont usually lose ANY german fighters).
The Allies produced several times more aircraft than the Axis in WW2 and it is reflected in the mod.
By mid 1944 the limitations of the German 8.8 cm AA gun had started to become obvious as the US heavy bombers flew at the limit of its effective vertical firing range. Therefore the Germans started to prioritize the 10.5 cm and 12.8 cm AA guns instead, and used them for the defense of the most important objectives.
Losing units is part of this mod. I am perfectly aware that most players hate to lose even a single unit of their own but in reality all the nations in WW2 suffered heavy losses, including the fighter arm of the German Luftwaffe.
5) After taking the UK I seem to have a ridiculous amount and surplus of useless subs. It wouldnice/better to find a way to have more control over sub production rather than waste these resources, talking about wasting resources: graf spree.
As far as I know after the successful invasion of Britain no more new German submarine units are spawned. At least that's how I set their triggers for spawning. Do you mean that you still got new U-boat units after that? If so, there may be an error that I have to look into.
6) The extra level of difficulty makes it evenmore probable to run out of time to do all the things you want to do. If you take out uk first you run out of time to finish off russia and take all the middle eat, any chance of a 'completely unrealistic' version with extra time/turns?
If you load the scenario in the editor you can edit the number of turns to whatever you want. However the game will only show the last two digits of the turn number so turn 101 will be shown as turn 1 again, but it should not affect the game in any way. The other issue is that no more per turn prestige will be given after turn 99 as that's how I set the prestige in the editor. Changing this may require some more editing, but I think it is possible to increase the number of turns by a few extra and just live with the lack of prestige in the last turns after turn 99, if this is what someone really wants.
Locarnus wrote: ↑Sun Jul 25, 2021 1:54 pm
Without good weather (airforce) the mines are pretty hard to dislodge. Do the minekiller and minesweeper traits work against naval mines (both moored and bottom)? Would it make sense to add a new minesweeper shiptype or give some other ships such a trait?
Naval mines can also be attacked by destroyers, they have a 50% chance for reducing the strength of a bottom mine by 1 in each attack and a naval mine can be attacked by several destroyers in the same turn.
The minesweeper trait would only work against bottom mines I think, but I would not add it to the mod as it would make it too easy in my opinion. Additionally the AI would be unable to use these minesweeper units properly and effectively, just as it does not use recon move or massed attacks. Which means it would further increase the disparity between the human player and the AI. There would be yet another unit that the human player can use effectively but the AI cannot.
Locarnus wrote: ↑Sun Jul 25, 2021 1:54 pm
Unit stat balance was the main reason why I started looking into mods for this game back in the day and recently started modding this mod in particular. Imho there are quite a few inconsistencies, which can not be totally avoided considering game engine limitations and the size of the mod.
I would be interested to learn what inconsistencies you have found so far. So that perhaps I can fix or explain them.
Locarnus wrote: ↑Sun Jul 25, 2021 1:54 pm
But some stuff could be tweaked, like similar calibers having widely different characteristics for some units.
I wonder what you mean by this, it would be nice to learn what the specific issue is.
Or cost comparisons between eg Stugs and PzIII and PzIV, or Panzers and infantry and such.
Again, it is hard to react to this without knowing the specific issue. Unit prices in the mod in general are affected by the historical unit price (where available) and historical production numbers. Vehicles which were produced in larger numbers are usually cheaper than similar ones that were produced in small numbers.
Or the early T-34 models being unrealistically overpowered.
Most sources seem to agree that the T-34 and KV-1 ruled until the Germans introduced the long 75 mm AT guns in numbers from mid/late 1942. The effect of these tanks were so significant that they forced to Germans to introduce a new generation of tanks (which interfered with the production of the well proven but less effective Pz.III and Pz.IV models) and to start to improvise until the Panthers and Tigers arrived by creating the Marder series and using all kinds of captured guns in AT role until enough Pak 40s could be produced.
Nevertheless, in the mod even the T-34 and KV-1 can be defeated in early war by using the right tactics i.e. using combined arms and massed attacks as it is nicely shown in goose_2's youtube videos. And historically the Germans used similar tactics to overcome these.
While I understand the reasons for heavy flak being less potent than in standard PzC, maybe their rate of fire could be upped again from current 7 to 8?
I think it would make them too effective. Also, what players seem to forget that not only the Axis AAs, but also the Allied ones have been weakened. Which helps the advance against the Soviets and British who have a number of heavy AAs which are also less effective in the mod than in the base game: these also have a rate of fire of 7 or so.